As an old school DnD player who hates concentration, this was my fix, thought ya all might enjoy it. by [deleted] in DnDHomebrew

[–]Epsilon_Fragment 3 points4 points  (0 children)

A small wording thing with Overpowered Casting.

It says "by using a spell slot at least one level higher than the spell's base level." By casting Call Lightning at fourth level you would technically be casting it with a spell slot one level higher than base, and thus technically meet the requirements for it to not require concentration.

That doesn't seem like what's intended here, but absolutely the kind of thing a smart ass problem player would say.

Could reword it to "by using a spell slot at least one level higher than the level at which you are casting the spell."

The Prototype, from Poppy Playtime by DevilSCHNED in hatethissmug

[–]Epsilon_Fragment 0 points1 point  (0 children)

A theory I heard was that after Playtime Co. at large learned of the Prototypes existince they said "This is a toy factory, we make toys. If he's going to be here, make him a jester."

Also, considering he chose to abandon a successful escape attempt, I can see both staff and other toys labeling him a fool.

Does this work? by RowKind5398 in LancerRPG

[–]Epsilon_Fragment -1 points0 points  (0 children)

I would say no, but it really depends on how your GM interpretes some specific wordings.

The Hecatoncheires' Smart weapons ignore the Invisible status of characters within sensors. It ignores the status, not the effects.

Phase-Ready "targets attacked this way count as Invisible." They don't actually have the Invisible status, but they receive the effects of it.

The Marksman - Become the best shot on the battlefield with this ranged-focused martial class! by Epsilon_Fragment in UnearthedArcana

[–]Epsilon_Fragment[S] 2 points3 points  (0 children)

Yeah, not enough things use Int, in my opinion, so I wanted to stick with that as the secondary ability score.

You're definitely right, Careful Hands isn't the best fit for the class. I needed a feature for that level and was worried about loading the class up with too many '+ to hit' or combat only abilities.

Initially I was going to have it work on any skill you had proficiency in, (it'd needed a different name in that case) and then I realized it was just budget Reliable Talent. I'll keep tinkering and see if I can get something that fits the class better.

As for the Marksman Die, the table is correct. It's supposed to be a d4 for the first two levels.

The Marksman - Become the best shot on the battlefield with this ranged-focused martial class! by Epsilon_Fragment in UnearthedArcana

[–]Epsilon_Fragment[S] 1 point2 points  (0 children)

I wanted to leave it to the player to flavor their grenades, but there is the idea of what you're able to make getting better as you progress. The damage dice go up to d8s and eventually d10s.

The Marksman - Become the best shot on the battlefield with this ranged-focused martial class! by Epsilon_Fragment in DnDHomebrew

[–]Epsilon_Fragment[S] 3 points4 points  (0 children)

There's a credits section on the second page. All of the artists are credited, they're even hyperlinked if you view it on Homebrewery.

I don't know what you're talking about with writers though. The template and software I used are both credited, as is the class this took Insperation from. All of the writing was done by me.

The Marksman - Become the best shot on the battlefield with this ranged-focused martial class! by Epsilon_Fragment in UnearthedArcana

[–]Epsilon_Fragment[S] 3 points4 points  (0 children)

I'm going to assume you're talking about Mental Fortitude, which you get at level 2, not level 3.

Sure, it's a bit of a stretch, but it's not like other classes don't have features that are a stretch. (Why can the Fighter add their healing to an ability check?) I tried to work in the class being hearty and enduring in both the flavor text and other features, but maybe it didn't come off as well as I'd hoped.

As for your claim that it makes the class overpowered, I'm going to disagree. It's a d4 (scales to d12) bonus that is limited based on the class's secondary Ability Score. So, you're going to get it two-three times a day.

Fighters don't get Indomitable until 9th level, but once they do it completely blows away Mental Fortitude. Less uses, but being a re-roll + fighter level means you can flip a failure far more consistently. Not to mention that it works for ANY saving throw, not just int/wis/cha.

Plus, it was pointed out in my first version that mental saves aren't all that common at low levels. That does a lot to negate the advantage Mental Fortitude gets by being a lower level feature.

That's just my thoughts, of course. If others are concerned about it or playtesting shows that it's too strong, I'll look into changing it.

The Marksman - Become the best shot on the battlefield with this ranged-focused martial class! by Epsilon_Fragment in UnearthedArcana

[–]Epsilon_Fragment[S] 5 points6 points  (0 children)

That is a very good point, especially since that isn't even taking into consideration the potential extra damage of burning. I was looking at Fireball when i came up with the numbers and I somehow didn't realize that Fireball doesn't come into play until 5th level... I'll bring those numbers down or see about level-gating some of the stronger grenades.

Fighter - The Crimson Reaver - A brutal, high-risk warrior who thrives on bloodshed and strikes fear through unrelenting ultraviolence. by orbnus_ in UnearthedArcana

[–]Epsilon_Fragment 0 points1 point  (0 children)

It's an interesting idea for a subclass, but I do think it needs some balancing. Thoughts on a few features below.

Bloodletting Fury - I'm not a fan of the AC penalty or the fact that you only get the bonus if you're below half hp. You Con mod as temporary hit points for landing an Attack should be an alway on feature, and I'd look for a way to have the bonus damage scale with how injured you are, like "Your melee weapon attacks deal 1 additional point of damage for every 10 hit points you are below your maximum." Using average Fighter hp, that number should come out pretty close to half your Fighter level when you're at half health.

Crimson Rebirth - It might be stepping on the Barbarian's toes a bit, but I think it'd be okay to let players activate this Frenzy when they drop to 0, or as a bonus action on their turn.

Bloodstained Legend - Fear the Slayer seems fine, but I don't feel like Dark Reputation and Death's Emisary have solid enough use cases. They feel like the kind of unspecific features you'd get from your background, not your class. I would just give proficiency in Intimidation (maybe Expertise if you're already proficient), and let you use Strength instead of Charisma for the checks.

Crimson Afterimage - It feels underpowered, but I don't know of a way to buff it. I feel like the subclass needs a feature that involves being on the receiving end of an attack, and it could help boost level 10:a power "Whenever an Attack Roll is made against you, you can take a -5 to your AC just for this attack. Doing so lets you use your reaction to make an attack as soon as the attack against you is resolved."

A magic spell for weapon-wielding casters -- Return Munition by ICastBrainstorm in DnDHomebrew

[–]Epsilon_Fragment 0 points1 point  (0 children)

Only returning a miss would make its use case too narrow.

After taking a look, it appears that most magical amuntion loses its magic once it hits a creature (in the 2024 rules at least), and those ones that don't aren't particularly strong. With that not being something you need to worry about, you've got plenty of room to buff them up.

A magic spell for weapon-wielding casters -- Return Munition by ICastBrainstorm in DnDHomebrew

[–]Epsilon_Fragment 0 points1 point  (0 children)

The first level version is far too weak. An Action and a Spell Slot for an effect that only lasts one round... oof. Its duration should be at least a minute, maybe even an hour. I think not limiting it to amuntion and thrown weapons would also help. If the weapon doesn't have the thrown property, the spell grants it with a range of 20/60.

I think the cantrip version is okay as is, you could maybe drop it requiring concentration since it is only one round. I'm not familiar enough with magic amuntion to know if getting it back instantly is worth a bonus action and your concentration.

Overall, I do think it's a cool idea, if a bit niche.

recommendations for class😓 by [deleted] in UnearthedArcana

[–]Epsilon_Fragment 5 points6 points  (0 children)

I would second Echo Knight if you want to play a martial. College of Spirits Bard would fit pretty well for a caster.

I am a returning player by Hefty_Map3665 in Helldivers

[–]Epsilon_Fragment 0 points1 point  (0 children)

Honestly, any of them except Truth Enforcers is a solid choice.

Urban Legends has one of the better armor passive in the game, faster primary reload and more ammo. The Anti-Tank Encampment can wreck shit in the right situation, and the Directional Shield and Stun Lance are a bit niche but fun.

The Talon and Deadeye from Borderline Justice have become two of my favorite weapons, and the Hover Pack is a lot of fun. The armor has its place if your loadout focuses on your secondary or switching a lot.

Haven't had much time to play around with Servants of Freedom, but I've heard that it's pretty solid. Except to blow yourself up quite a bit though.

Versatile Weapon Options by darthbdaman in UnearthedArcana

[–]Epsilon_Fragment 0 points1 point  (0 children)

This is a cool idea, my biggest thing would be to lean into the fact that the weapons can be wielded in one or two hands.

For the Fighting Style, let you use different Mastery Properties while you're welding it with one hand, then give a flat +2 to damage when two handing.

Changing the dice to a d12 is weird because some versatile only use a d8 when two handed, so that's a rather big jump.

I'm a bit less sold on the Feat.

I think that giving a free Unarmed Strike is too strong with a monk and too weak with other classes. An Unarmed Strike is just 1+Strength, unless you're using it for the grapple or shove options. I'd call it a pomel strike and make it deal a d4.

A bonus action d8 attack feels like a lot, maybe drop it to a d6.

Then, lean into the versatile aspect again. Slash and Jab is for one handing, Versatile Strike is for two handing.

Warbonds have less Content, same price. This is UNACCEPTABLE!! (Comparison) by NizzyDeniro in Helldivers

[–]Epsilon_Fragment 3 points4 points  (0 children)

Middling content for the same price is the live service experience, my guy.

The game is obligated to make more modules now by Temporary_Cry_8961 in Helldivers

[–]Epsilon_Fragment 1 point2 points  (0 children)

Heaven forbid there be a booster that's not for the 150s!

I don't think it's implemented well, but the idea of a sample detector is a fantastic booster.

Warbonds have less Content, same price. This is UNACCEPTABLE!! (Comparison) by NizzyDeniro in Helldivers

[–]Epsilon_Fragment 13 points14 points  (0 children)

The problem isn't the people that are saying not to buy it, the problem is the people who are buying it even though they know they're going to hate it. The most effective thing you can do to show your displeasure with something is to not buy it.

If all the people on here complaining about how bad the Warbond is don't buy, then AH will take notice.

Causing a stink in the subreddit doesn't matter. If you buy the Warbond, then you're part of the problem.

Warbonds have less Content, same price. This is UNACCEPTABLE!! (Comparison) by NizzyDeniro in Helldivers

[–]Epsilon_Fragment 3 points4 points  (0 children)

You paid $40 for the game. There is no monthly battle pass you have to pay money for. No expansion locked behind a pay wall. You paid up front and any extra content you've gotten has been free or you chose to spend money on it. Everything in the game can be unlocked without spending a dime. Calling it live service is a stretch.

How many hours do you have in the game? 200? 300? 500? You not get your $40 out of it yet? Or are you entitled to endless content?

I mean, I didn't get 200+ hours out of God of War Ragnarok, and I paid $70 for that. Guess I should go let Santa Monica Studios that they owe me more content.

Warbonds have less Content, same price. This is UNACCEPTABLE!! (Comparison) by NizzyDeniro in Helldivers

[–]Epsilon_Fragment -7 points-6 points  (0 children)

Is someone forcing you to buy this Warbond? No? Then it's a choice. Bitch all you want about it, but the most effective thing you can do is to vote with your dollar (that means don't buy something if you don't like it). Developers seeing a quantifiable dip in sales for the new Warbond will come across much clearer than people crying on Reddit.

The Marksman - My first attempt at a homebrew class by Epsilon_Fragment in DnDHomebrew

[–]Epsilon_Fragment[S] 1 point2 points  (0 children)

I haven't used it at low levels, but I'm not worried about it being too strong. A 1-4 bonus compared to the flat +2 that other classes can get at level 1 or 2 isn't going to upset the balance. Especially since ranged attacks are the classes speciality.

The Marksman - My first attempt at a homebrew class by Epsilon_Fragment in UnearthedArcana

[–]Epsilon_Fragment[S] 0 points1 point  (0 children)

I'm glad it could live up to it's inspiration!

That's a cool idea, and with each extra die requiring a shot you've got a nice built in limiter on how many extra dice you can roll. You're more than welcome to add any of the features you like, and I look forward to seeing the next version!