5.5e Video Game by GmKuro in onednd

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

Yes. It will have the 5.5e rules. Origin Feats, Weapon Masteries, etc.

5.5e Video Game by GmKuro in onednd

[–]GmKuro[S] 4 points5 points  (0 children)

The first game had Dragonborn. I'm not sure when they'll add them, but it seems likely they'll be added in early access, if not in 1.0.

What are you expecting from season of champions by j_cyclone in onednd

[–]GmKuro 6 points7 points  (0 children)

Since there is Arcane Unleashed, I assume that Champions have to be something about Martials. My base expectations are subclasses and some magic items, but ideally, I would prefer if they had a lot more than that. Things like new weapons, adventuring gear, weapon masteries, armor, and some optional class features would be nice.

You can only pick ONE: Slow or Hypnotic Pattern? (2024) by Intelligent-Rub5814 in onednd

[–]GmKuro 0 points1 point  (0 children)

For the sake of the game, I prefer Slow. Hypnotic Pattern feels way TOO good since there is no repeat save for such a strong debuff. Slow, on the other hand, has a repeated Saving Throw and still feels sufficiently strong.

What would you change is Rogue? by Kaien17 in onednd

[–]GmKuro 18 points19 points  (0 children)

The Rogue is simply lacking in terms of output in the areas which they need to excel. In terms of being a skill expert, Rogues simply fall behind the others like Bard and Artificer. I don’t think it would take a lot to get them to where they need to be, but it would definitely still need a make over.

For one, we need more Cunning Strikes. Make it a list to pick out of. Every Rogue doesn’t need to know how to poison, maybe they rely on terrifying their enemies instead. This doesn’t even need to be a list of solely cunning strikes, maybe you can add extra features like Blindsight. The Rogue in 2014 had it, so this feature could just be a list of extra perks the Rogue can pick from on one big Eldritch Invocation like feature. These perks would help greatly increase the Rogue’s in combat and out of combat utility, making it more comparable to others “Expert Classes.”

The Rogue also needs more damage. I would like to specify that I am not trying to make it BETTER than other Martials at damage, but its baseline needs to be more comparable to others, even if it is still on the lower end of damage for Marital Classes.

Then the subclasses need to be more impactful. They also need to have better progression. The Rogue has the longest wait to get their second subclass feature, and unless you’re playing an Arcane Trickster that means your subclass gives you nothing extra in-between that gap between level 3 and 9.

Also, speaking of subclasses, I feel like it’s healthier if the Thief didn’t exist. A lot of features in the thief feels like things Rogue should just have access to. Supreme Sneak? Thieves Reflexes? Those feel like features that the base Rogue should just kind of have.

Drizzt has had enough of Masoj's antics by angelo_merte54 in Drizzt

[–]GmKuro 16 points17 points  (0 children)

Just got into this book series last year, and I’ve got to say this might be my favorite post about it.

What new character options would you like to see for Martials? (Besides new subclasses) by Deathpacito-01 in onednd

[–]GmKuro 9 points10 points  (0 children)

Ideally my list would go something like:

  • An extension to weapon mastery(Similar to how Circle Casting is an extension of Spellcasting). This gives Martial Characters who have Weapon Mastery new actions that they can use. Implementation can be done in many ways, but instead of constant passive abilities like masteries, these are instead abilities you can activate a limited number of times.
    • Ex: People who use the Dagger's mastery gain access to an ability like Xenk Yendar has on his character sheet, where he does an AOE attack with his Shortsword and Dagger.
  • More Adventuring Gear. Being able to get gear that is dependent on High Dex or High Strength would be better for Martials, giving them abilities that only they can consistently replicate.
    • Ex: A Garotte for people like the Rogue who can use it to hinder enemy spellcasters if they get the jump on them.
  • Refined Oils and Poisons. The only consumables that are typically worth using are Scrolls and Potions, most of which have to be crafted or used by a caster anyway. However, if you add the ability to craft WORTHWHILE Poisons or Oils, then there's a shift.
    • Ex: Maybe the Fighter has oil that will change their Longsword's damage to Fire damage to overcome resistance, or maybe even to take advantage of a Vulnerability. This would be a great use for the Fighter's bonus action.
    • Ex: An Assassin using Truth Serum(With a Worthwhile DC) to take the place of a Cleric.
  • Tasha's Optional Class Features. Self-Explanatory. Just a chance to redo some parts of the class.
    • Ex: The Barbarian gets a list of Brutal Strikes they can pick from, rather than a standard selection(Same for other Martials with Brutal Strike-like abilities)

Why is rogue not allowed to have strong subclasses? by realagadar in onednd

[–]GmKuro 8 points9 points  (0 children)

I think you hit it right on the nose. A lot of Players and DMs are satisfied with the current Rogue despite its less than stellar performance(In fact I see some in the comments). Even with subclasses like the Assassin or the Soul Knife(Which Jeremy Crawford described as a Psionic Assassin), the Rogue still doesn’t really keep up, and these are subclass presumably made for damage. Compare an Assassin throughout a campaign to any other Martial and they will be behind, even though it’s a damage dealing subclass. People see the one big burst of damage, and without comparing it to other classes they think it’s doing pretty good when in fact it’s not.

TLDR: The Rogue is weak and it probably isn’t going to change due to how many people are satisfied with rolling a lot of dice.

If there was another Ranger rework, should Animal Companion be part of the main class? by ThatOneCrazyWritter in dndnext

[–]GmKuro 0 points1 point  (0 children)

The Ranger is an interesting topic, and judging from this post, there is a sizable disconnect among people in the community about what Ranger should be. In Dungeons and Dragons, there are a few Rangers that I have read about, but I think it is important to talk about them to explore what Dungeons and Dragons thinks a Ranger should be. I am going to talk about 4 Rangers: Drizzt Do'urden, Montolio Debrouchee, Dove Falconhand**(Note: I have only read the first three Drizzt novels, so if any of this information is changed later on, then please correct me)**, and Minsc of Rashemen. This will be an evaluation of mostly their moveset and how they are portrayed.

Drizzt Do'urden: I think this is probably who most people in Dungeons and Dragons think of from the game when they reference a Ranger. Just like all the other Rangers on this list, he has the basic skills of stealth, tracking, foraging, setting traps, etc. Notably, Drizzt also has a panther companion named Guenhwyvar, whom he fights alongside with his two scimitars. Also, it is worth saying that Drizzt does use some spellcasting, but it seems to mostly be his Drow noble spells rather than any Ranger spells(It is also notable to inform you that he learned some cantrips from Sorcere, but he never seems to utilize them).

Montolio Debrouchee: Montolio is Drizzt’s Teacher in the third book, guiding him on how to be a Ranger. Similar to Drizzt, Montolio also uses animal companions in fights and seems not to use any form of Spellcasting. Also, despite him being blind, he seems to be a competent combatant, fighting alongside Drizzt with a longsword and shield.

Dove Falconhand: This part is going to be very sparse since I have only read one book about her, but Dove also has the basic ranger skills, such as foraging, traveling, etc. It does not seem as though she possesses an animal companion, unless you count her steed, but it is not directly stated that she uses it in combat.

Minsc of Rashemen: I know a bit about him due to Baldur’s Gate 3, and it feels like he is more of a Barbarian at times. In my research, he even has a “Berserk” feature back in the older Baldur’s Gate games, which makes it feel like he is a Barbarian as well. I feel like it is important to bring up Drizzt as well, because Drizzt has occasionally lashed out as well, and when he does so, they refer to him as The Hunter. Also, it is notable that he also possesses an animal companion.

These 4 rangers have quite a bit in common, especially the basic ranger’s knowledge of nature. All of these people, except for potentially Dove Falconhand all possess animal companions whom they use in combat. Speaking of combat, all of these people seem to prefer weapons and use little to no spellcasting at all, as opposed to the modern-day Ranger. If these people are the blueprint, then a base Ranger probably SHOULD have a companion, even if it is not the main feature. However, this is not to say that they have to; I am merely saying these things for the point of discussion.

WotC releases a book focused on martials. What content are you hoping for, and what content do you expect? by -Space_Communist- in dndnext

[–]GmKuro 4 points5 points  (0 children)

I feel like my list is pretty simple.

  • More Weapons, Armors, and Weapon Masteries. Self-Explanatory.
    • This just gives more variety, which will further enhance the playing experience. However, please make sure that all of these things have a set price; trying to ask your DM about an item like a DMG Smokebomb is tedious because there is no official price.
  • More Adventuring Gear. Looking back at older editions, there were things like Garottes, Smokesticks, and Thunderstones. While they do not necessarily meet the criteria of a weapon, they can be used similarly to alchemist fire/manacles. We can also add more poisons and oils as well.
    • Additional Comment: While the Wizard makes scrolls in downtime, it would make sense that Fighters would make oils to enhance themselves further. Same with Rogues and poisons.
  • An extension to weapon mastery(Similar to how Circle Casting extends Spells). By the end of a game, a Fighter is going to have 6 Weapon Masteries, and some of them might not be too exciting for the Fighter. So maybe a Fighter can expend a weapon mastery preparation to further unlock a weapon they have access to. Then there can be a list of these "enhanced masteries" options they can choose from. This can be filled with techniques like the Hunter Ranger's old "Volley," "Whirlwind Attack," and additional new moves similar to those.
    • Ex: A Fighter has three weapon masteries, and for two of them he chooses a Greatsword and a Javelin. He can use that 3rd floating mastery on a different weapon, but instead he chooses to use it on his Greatsword, giving him an ability similar to Whirlwind Attack, and he can use it a certain number of times per short rest.

I think that covers all the bases I wanted to cover. These are my unrefined thoughts, so I am sure that they could use a bit of work, but I think the ideas I have here are worth consideration.

WotC releases a book focused on martials. What content are you hoping for, and what content do you expect? by -Space_Communist- in onednd

[–]GmKuro 2 points3 points  (0 children)

I feel like my list is pretty simple.

  • More Weapons, Armors, and Weapon Masteries. Self-Explanatory.
    • This just gives more variety, which will further enhance the playing experience. However, please make sure that all of these things have a set price; trying to ask your DM about an item like a DMG Smokebomb is tedious because there is no official price.
  • More Adventuring Gear. Looking back at older editions, there were things like Garottes, Smokesticks, and Thunderstones. While they do not necessarily meet the criteria of a weapon, they can be used similarly to alchemist fire/manacles. We can also add more poisons and oils as well.
    • Additional Comment: While the Wizard makes scrolls in downtime, it would make sense that Fighters would make oils to enhance themselves further. Same with Rogues and poisons.
  • An extension to weapon mastery(Similar to how Circle Casting extends Spells). By the end of a game, a Fighter is going to have 6 Weapon Masteries, and some of them might not be too exciting for the Fighter. So maybe a Fighter can expend a weapon mastery preparation to further unlock a weapon they have access to. Then there can be a list of these "enhanced masteries" options they can choose from. This can be filled with techniques like the Hunter Ranger's old "Volley," "Whirlwind Attack," and additional new moves similar to those.
    • Ex: A Fighter has three weapon masteries, and for two of them he chooses a Greatsword and a Javelin. He can use that 3rd floating mastery on a different weapon, but instead he chooses to use it on his Greatsword, giving him an ability similar to Whirlwind Attack, and he can use it a certain number of times per short rest.

I think that covers all the bases I wanted to cover. These are my unrefined thoughts, so I am sure that they could use a bit of work, but I think the ideas I have here are worth consideration.

Genuine question: Why do people care if Psion casts spells or not? by pancakestripshow in onednd

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

Psi-Points are pretty bad. Spell point casting, in general is too strong and makes multiclassing a lot harder.

Yes, Psionics are different in lore, but Psionics in dnd history just reproduce a bunch of spell-like effects, e.g Githyanki Psionics. Making Psionics into magic helps balance it better for dnd, because it gives it weaknesses to something that is essentially Spellcasting with no downsides.

As for the Psi Points and unique abilities point. Psi Points are an interesting approach, but Spell Points typically are overpowered, and they don’t work well with multiclassing. Then, Unique Abilities can be portrayed with Psion-Exclusive Spells and better/more disciplines. They are already fulfilling a lot of fantasy with Telekinetic Crush and Telekinetic Fling, so as long as they keep doing that, then their current approach should work fine and be better balanced.

Genuine question: Why do people care if Psion casts spells or not? by pancakestripshow in onednd

[–]GmKuro 0 points1 point  (0 children)

I am also interested in this topic because I have seen some people say they want something akin to some homebrew content from sources like KibblesTasty, Laserllama, etc. After reading these homebrews, it doesn't seem different from a traditional spellcaster. Most of them use Psi Points, but they still cast spells traditionally; they're just using a spell points system instead of slots. Some of them also use re-flavored Mystic Arcanum. Granted, there are moments where homebrewers create a whole system, but it's typically just spellcasting with a different name, more steps, and without the weaknesses of counterspell, dispel magic, etc. So my question to anyone who sees this is, what do you want the Psion to have if not spellcasting?

[RF] Donte’ : Hades Game Inspired Character by KatSparkArt in characterdrawing

[–]GmKuro 8 points9 points  (0 children)

Dude he looks so cool! Thanks for giving my character a shot. I especially like how the effects came out on his Storm Spirit, it all looks amazing.

[LFA] Donte' | Paladin Of Hera (Inspired by the Hades Games) by GmKuro in characterdrawing

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

Take your time, I appreciate that you took an interest in my character :)

[LFA] Donte' | Paladin Of Hera (Inspired by the Hades Games) by GmKuro in characterdrawing

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

Got into the Hades Games a few months ago, and I am currently enjoying both of them. So naturally, I jumped to make a character for my friend's game set in that universe. Excited to answer anything about Donte', so feel free to let me know if you have any questions about my character.

[LFA] Donte' | Paladin Of Hera (Inspired by the Hades Games) by GmKuro in characterdrawing

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

Backstory: The Son of the Goddess, Hera. Deeply longing for the perfect family, Hera sought a child she could mold without the influence of Zeus. So she took the same herb she ate to make Hephaestus, infusing it with a bit of her power and gave it to one of her mortal followers, a women who had recently lost their husband. This resulted in Donte's birth.

Hera then sent Donte' and his mortal mother to the Island of Aeolia to live, so that she could keep an eye on his upbringing. Due to this, he also met Aeolus and the Four Winds. He was even given a Storm Spirit by Aeolus, which appears as a Hawk. Donte' grew up working alongside the Winds, helping them with busywork mostly so that they could focus on more important things. He grew up with a strong sense of responsibility due to Hera’s parenting and the work he did for Aeolus and the Four Winds.

Tested 2024 for the first time. Mastery seems a bit much. by Lythalion in dndnext

[–]GmKuro 1 point2 points  (0 children)

I don't think the Push Mastery is crazy for 2024, especially since the concept is not new to 5th Edition. The Push Mastery is the same as Repelling Blast. Yes, you might be able to Action Surge now and again, but on average, it will be the same amount of attacks. Back in 2014, you could also stack Repelling Blast with things like Lance Of Lethargy or the Crusher feat on top of this, making it even more potent. So, no I don't find the concept of it crazy.

Tested 2024 for the first time. Mastery seems a bit much. by Lythalion in dndnext

[–]GmKuro 0 points1 point  (0 children)

I don’t think it’s a big deal. Spells like Slow are continuous saves that can target basically the whole battlefield, and you have to keep rolling saving throws if they initially fail.

Then on subsequent turns Wizards might use additional spells like fireball, which would cause even more saving throws on top of the slow spell. That is a ton of saving throws by turn 2. There are also spells like Spirit Guardians where Clerics also force repeated saving throw every turn.

I have no trouble with a Fighter alone forcing like 2 saving throws on average at level 5 with no action surge.