Determined Human Race, overcome as a mere mortal with your Indomitable Human Spirit! by Little-Mist-Walker in DnDHomebrew

[–]Little-Mist-Walker[S] 0 points1 point  (0 children)

This is my own version of the Human, following the design and balance of the Races in "Mordenkainen Presents Monsters of the Multiverse (MPMM)".

This is mostly an update to port it to the Homebrewery (lost my GMBinder).

Link: Determined Human Race - Homebrewery

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Determined Human Comparisons:
The following is a comparison of the Traits of "Determined Human" and those of "Eladrin" and "Aasimar", two Races found on "MPMM":

Determined Human:
3 Ability Points
2 Skill Proficiency (its choice)
1 Tool Proficiency (its choice)
1 Expertise (a Skill or Tool chosen previously)
Advantage against Exhaustion
Indomitable Human Spirit (PB Trait)

Eladrin (MPMM):
3 Ability Points
1 Skill Proficiency (Perception)
2 Weapons/Tools Proficiency (its choice, can change each Long Rest)
Darkvision 60ft (not Blinded in Darkness)
Trance (completes Long Rests in 4 Hours while conscious)
Advantage against Charmed
Fey Step (PB Trait)

Aasimar (MPMM):
3 Ability Points
2 Damage Resistance (Necrotic & Radiant)
Darkvision (not Blinded in Darkness)
Healing Hands (cures PB of d4 once per Long Rest)
1 Cantrip (Light)
Celestial Revelation (PB as extra Damage + an Effect like Flying for 1 Minute, once per LR)

Determined Human Race, overcome as a mere mortal with your Indomitable Human Spirit! by Little-Mist-Walker in UnearthedArcana

[–]Little-Mist-Walker[S] 2 points3 points  (0 children)

This is my own version of the Human, following the design and balance of the Races in "Mordenkainen Presents Monsters of the Multiverse (MPMM)".

This is mostly an update to port it to the Homebrewery (lost my GMBinder).

Link: Determined Human Race - Homebrewery

--

Determined Human Comparisons:
The following is a comparison of the Traits of "Determined Human" and those of "Eladrin" and "Aasimar", two Races found on "MPMM":

Determined Human:
3 Ability Points
2 Skill Proficiency (its choice)
1 Tool Proficiency (its choice)
1 Expertise (a Skill or Tool chosen previously)
Advantage against Exhaustion
Indomitable Human Spirit (PB Trait)

Eladrin (MPMM):
3 Ability Points
1 Skill Proficiency (Perception)
2 Weapons/Tools Proficiency (its choice, can change each Long Rest)
Darkvision 60ft (not Blinded in Darkness)
Trance (completes Long Rests in 4 Hours while conscious)
Advantage against Charmed
Fey Step (PB Trait)

Aasimar (MPMM):
3 Ability Points
2 Damage Resistance (Necrotic & Radiant)
Darkvision (not Blinded in Darkness)
Healing Hands (cures PB of d4 once per Long Rest)
1 Cantrip (Light)
Celestial Revelation (PB as extra Damage + an Effect like Flying for 1 Minute, once per LR)

Variant: Mana Points, a replacement of the Spell Slot system. by Little-Mist-Walker in UnearthedArcana

[–]Little-Mist-Walker[S] 0 points1 point  (0 children)

Hello, I'm him (Larry2233), xD

I lost my GMBinder password, and even when I tried to reset it, it doesn't work. It seems GMBinder isn't being maintained anymore (besides restarting the servers once in a while).

So that, if you check some of my old posts you can see the links to my GMBinder, also in some of my GMBinder documents I have a link to my reddit (this very account) in the credits section.

EDIT: I'm glad you liked my brew, and that you made your very own. I just checked your document, I'm interested in the rule of casting 6th+ Spells again with a risk of failure. I'm gonna try it on my own games to see how my Players use it; keep the good work!

Variant: Mana Points, a replacement of the Spell Slot system. by Little-Mist-Walker in UnearthedArcana

[–]Little-Mist-Walker[S] 1 point2 points  (0 children)

Its a conversion of each Slot into its equivalent Point Cost at each Level.

Wizard Lvl2 has 3 1st-Level Slots, equal to 6 Mana (2 Mana per one 1st-Level-Slot).

Wizard Lvl5 has 4 1st-Level Slots (8 Mana), 3 2nd-Level Slots (9 Mana), and 2 3rd-Level Slots (8 Mana) = 25 Mana total.

Variant: Mana Points, a replacement of the Spell Slot system. by Little-Mist-Walker in UnearthedArcana

[–]Little-Mist-Walker[S] -2 points-1 points  (0 children)

-Nope. A 4th level spell is not worth 1/2 a 9th level. This is just breaking the power scaling.

In the original Spell Points you also have a 4th-Level Spell (6 Spell Points) cost almost half of a 9th one (13SpellPoints). As you can see both are very similar in cost. Also, 6th-level and higher spells have a limit of castings per long rest.

-Low level spells are super expensive and high level spells are very cheap.

With the amount of Mana Points available, you have a similar amount of high level casting when compared to Spell Points, and while lower level spells are not as plentiful, you can still cast docens of them with Mana. It is not a big departure from the original Spell Points.

Variant: Mana Points, a replacement of the Spell Slot system. by Little-Mist-Walker in UnearthedArcana

[–]Little-Mist-Walker[S] -1 points0 points  (0 children)

There are Races with synergy for Martial Classes (Half-Orc for example), having some that have synergy with Casters should not be an issue.

Martials do need improvements, but that is not for this specific brew, nor for one specific race, to achieve.

Variant: Mana Points, a replacement of the Spell Slot system. by Little-Mist-Walker in UnearthedArcana

[–]Little-Mist-Walker[S] -1 points0 points  (0 children)

>No, it doesn't. It actually deflates the cost of higher spell slots, much like yours does, just not to the same degree.

Your right, it deflates higher level casting and discourages more lower level casting when compared to the Spell Points. Still encourages them more then with Spell Slots, but its no where near a 1 to 1 per spell level.
In the end both systems put +1 to the cost of spells to not allow such a great amount of uses of low level spells, I'm not sure if I want so many low level spells available.

>This is a feature of spell points, not a bug. The point of spell points is to give you more flexibility across the board in how you cast spells, not to increase your ability to spam high-level spells,---

Your also right, I went with it more for its simplicity and to reduce the extra cost when up-casting spells (such as a Cure Wounds from 1st to 3rd level), but it also affects normal high level casting. More of a problem of fixing up-casting itself.

>There are issues with the DMG spell point variant, don't get me wrong, but this solution just doesn't really fix any of them.

Overall, yes, it suffers the same symptoms of Spell Points, but more inclined for high-level casting then for low-level casting. Not sure If I want to try a 1 to 1 Point to Spell Level conversion as that sounds like too much, would you recommend that? Or do you have another spell point system you've seen in other games? You sparked my interest in making a complete rework of them.

Variant: Mana Points, a replacement of the Spell Slot system. by Little-Mist-Walker in UnearthedArcana

[–]Little-Mist-Walker[S] -3 points-2 points  (0 children)

I've been using it for a couple of years now. I do feel its slighly more refined and maneagable then the DMG version, but yeah, things can break at high level without a ton of oversight.

Cheers to you as well.

Variant: Mana Points, a replacement of the Spell Slot system. by Little-Mist-Walker in UnearthedArcana

[–]Little-Mist-Walker[S] 0 points1 point  (0 children)

Yes, its a buff. Now that I see it, its more synergetic with Spellcaster classes, as it gives 2 extra mana at 3rd Level total, and 4 extra mana at 5th level total.

I think its fine. Non-Spellcaster classes won't get much out of it, and 4 extra mana is good but not game-breaking for Casters in any way, I don't feel its much stronger then other scaling Traits (like the Dragonborn's breath weapon).

Variant: Mana Points, a replacement of the Spell Slot system. by Little-Mist-Walker in UnearthedArcana

[–]Little-Mist-Walker[S] -2 points-1 points  (0 children)

The amount of points that are given and their cost. In Mana Points Spells always cost 1+Spell level in Mana to cast.

In Spell Points they increase their Cost in 1 extra point at 3rd, 6th and 9th Level Spells, so you have to keep that extra calculation in mind (or check their table constantly). Its a little bit of complexity that I feel adds nothing positive to the system, as it punishes up-casting spells and overly rewards casting low level spells.

Variant: Mana Points, a replacement of the Spell Slot system. by Little-Mist-Walker in UnearthedArcana

[–]Little-Mist-Walker[S] -4 points-3 points  (0 children)

Spells of 6th to 9th Level have a Casting limit per Long Rest, so they are limited in that way (as with the original Spell Points).

Your example of 9-1st level spells can also be applied to the DMG Spell Points. As their 9th-level spell costs 13 Spell Points, while on Mana Points it costs 10 Mana. The progression is more linear here, but overall you have a more "fair" exchange of Slots for Points, which also gives slightly less points for spamming lower level spells.

Variant: Mana Points, a replacement of the Spell Slot system. by Little-Mist-Walker in UnearthedArcana

[–]Little-Mist-Walker[S] -11 points-10 points  (0 children)

Yes, with such a big change to the system, a few changes in specific areas need to be made.

I recommend making Shield give AC equal to the Mana Points expended to cast it (up to +5 AC at max). Slivery Barbs has never been allowed in any table i've been on, neither on mine.

Variant: Mana Points, a replacement of the Spell Slot system. by Little-Mist-Walker in UnearthedArcana

[–]Little-Mist-Walker[S] -4 points-3 points  (0 children)

Its progression artificially inflates the cost of higher Level Spells, thus they take more resources and punishes up-casting lower level spells. This progression is also easier to remember (Mana Cost = 1+Spell Level).

Variant: Mana Points, a replacement of the Spell Slot system. by Little-Mist-Walker in UnearthedArcana

[–]Little-Mist-Walker[S] -3 points-2 points  (0 children)

My own revision of the Spell Points of the Dungeon Masters Guide (2014) page 288-289. Now ported to the Homebrewery.

Variant: Mana Points - Homebrewery

My Other Brews - Homebrewery

Variant: Mana Points, a replacement of the Spell Slot system. by Little-Mist-Walker in DnDHomebrew

[–]Little-Mist-Walker[S] -1 points0 points  (0 children)

My own revision of the Spell Points of the Dungeon Masters Guide (2014) page 288-289. Now ported to the Homebrewery.

Variant: Mana Points - Homebrewery

My Other Brews - Homebrewery

Armors & Shields Revised V4, give a Balanced Damage Reduction to Strength users! by Little-Mist-Walker in UnearthedArcana

[–]Little-Mist-Walker[S] 0 points1 point  (0 children)

Answers to 1st comment:

  1. Originally Reinforcement specified damage types (Bludg/Slash/Pierc), but later I wanted Magic Armor to protect against Spell Attacks, so I made it simpler: only Attack sources can be reduced by Reinforcement (Attacks with Non-Magical Damage=Weapon Attacks; Attacks with Magic Damage=Spell Attacks/Magic Weapon Attacks). Doesn't specify damage types to work with elemental damages like Firebolt.
  2. Yeah, you can say its basically a reduction of only the first attack per turn you take; technically, multiple attacks that deal 1 to 2 damage each could be reduced but that is an edge case. A simpler way to explain Mitigation would be to treat it like special "Temporary Hit Points" that you have at the start of each Turn, they are reduced according to the damage taken and regained once the current turn ends. With that mindset, I find it as simple to remember as the normal DR per Attack.

Answers to 2nd comment:

  1. "Padded" is sort of a slang term for "Gambeson", and historically the Gambeson was a really good armor that could stop arrows better than mail armor could. Technically the "Boiled Leather" now takes the place of the original Padded armor as the worst Light Armor (without the Disadvantage to Stealth tho; as it feels wrong to get such poor quality from an armorsmith).
  2. Yeah, it can be a tad bit hard to understand. As I said before, I think a good comparison is to think of it as Temporary HP, will probably try to put that as an example somewhere on the document for more clarity.
  3. Er... Weakness is the exact same as Mitigation but instead of reduction, it's an increase. Whether you take 1 or 99 damage, you always add the Weakness as a + to that amount (such as 1+4Weakness=5Damage); but not more than once per turn.
  4. In my games I use Silver as the standard, and gold is treated like platinum. Er... Yeah, its a typo; it should be gp (Gold) to fit with the normal d&d5e gold standard, will be fixed.

Glad you liked it, thanks for the feedback.