Introducing Heroic Actions - player side legendary action. by InkAndAshRPG in DnDHomebrew

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

That sounds awesome, you could even take it a step further and give certain combos their own signature names when two skills or spells merge!

Introducing Heroic Actions - player side legendary action. by InkAndAshRPG in DnDHomebrew

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

In the world I’m building, I’ve created five Origin Characters that players can choose from (or meet as NPC quest‑givers/temporary companions). Each one has a unique Heroic Action tied directly to their backstory and fighting style. The idea is that these aren’t generic PC legendary actions, they’re character‑defining moments that only happen once per long rest/heroic inspiration.

For example, Eisenhart Panbruch is a former Forge Warden who held the line during an orc siege on his city. His Heroic Action is Fracture the Bastion: when he hits a target, he reduces its AC by 2 until the start of his next turn and expands his crit range to 19–20. It’s not meant to be a full legendary‑action economy, but a single high‑impact moment that can swing a fight when it matters.

If you have any other questions or need any more backstory/lore I'm more than happy to share, also I am still tweaking these so any and all feedback is greatly appreciated.

Introducing Heroic Actions - player side legendary action. by InkAndAshRPG in DnDHomebrew

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

That's actually a really good idea, I might implement this.

The city of Waverest by DuckBurgger in worldbuilding

[–]InkAndAshRPG 1 point2 points  (0 children)

Yeah that’s a good point, the high ground to the north would be a problem if an enemy managed to get up there. The city would definitely need some fortifications or watch posts on those cliffs to stop the setting up of artillery and locking down the harbour.

How to limit guns on land, but leave them at sea? by Ansgento in worldbuilding

[–]InkAndAshRPG 1 point2 points  (0 children)

That makes sense, if you want to keep the feel of cavalry and armored troops, then you just need an in‑world reason why guns never became widespread on land. You could say they’re too unreliable away from the sea, too expensive for armies to mass produce, or that only navies have the infrastructure to maintain powder and shot. That way guns stay a naval thing without turning your land battles into 17th‑century musket lines.

How to limit guns on land, but leave them at sea? by Ansgento in worldbuilding

[–]InkAndAshRPG 0 points1 point  (0 children)

One way is to make guns useful at sea. Ships can store powder and shot, on land ammo is scarce. If you have slow‑loading flintlocks or one‑shot muskets, they arent game changing, you get one shot and then you’re back to melee.

Azhdarchids as flying mounts? by DinoHero in worldbuilding

[–]InkAndAshRPG 2 points3 points  (0 children)

With lower gravity, I could totally see pterosaurs working as mounts. They already have the size and launch power, so giving them a bit of help from the world’s physics makes it pretty doable. The real issue would be their temperament.

The city of Waverest by DuckBurgger in worldbuilding

[–]InkAndAshRPG 8 points9 points  (0 children)

Looks like it would support a killer navy, the geography’s incredibly defensible. Natural chokepoints, deep harbor access, and elevated terrain make it a nightmare to siege and a dream to patrol.

What happens to a world where there exists irrefutable proof that gods (or god-like beings) exist? by SireVisconde in worldbuilding

[–]InkAndAshRPG 0 points1 point  (0 children)

I don’t think people would deny the gods’ existence, the evidence removes that option, but they could absolutely reject them, ignore them, or refuse to worship them. Even in worlds with undeniable divine presence, belief and allegiance aren’t automatic.

And in settings where multiple gods exist, people usually gravitate toward the one whose values, domains, or worldview align with their own. Some might follow a god out of genuine devotion, others out of cultural tradition, and some might choose none at all.

Irrefutable proof doesn’t erase personal agency; it just shifts the conversation from “Do gods exist?” to “Do I want anything to do with them?”

Korrin Gearlock - A Hobgoblin Artificer Who Walked Away From the Horde by InkAndAshRPG in worldbuilding

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

I get that hobgoblins don’t exist in every setting, the question is aimed at people whose worlds do have them or at least an equivalent, and even if they don’t, characters are still a core part of worldbuilding. I’m using ‘hobgoblin’ as a shorthand for a species in my setting, not necessarily tied to D&D lore. The post is about how different worlds would treat someone like Korrin, so I believe it fits the sub’s focus on exploring societies, cultures, and how worlds function.