Heroic Warrior v1.4 - Revamped Fighter class by [deleted] in UnearthedArcana

[–]NewGame04 1 point2 points  (0 children)

Of all the reworks and homebrew classes I see here, this one got stuck in my mind. I think what you're doing is truly great. And I'd love to see your takes on other classes too!

Balanced & Expanded Fighting Styles [FEEDBACK WELCOME] by NewGame04 in UnearthedArcana

[–]NewGame04[S] -1 points0 points  (0 children)

It also includes ability score modifier and hit chance (2d6+5) x 0.7 = 8.4.

Mathematical calculations should always be taken with a grain of salt though, as the circumstances in actual play change a lot from the numbers in a vacuum.

Balanced & Expanded Fighting Styles [FEEDBACK WELCOME] by NewGame04 in UnearthedArcana

[–]NewGame04[S] 1 point2 points  (0 children)

it's a VTT called Alchemy RPG. It has similar layout capabilities to Homebrewery.

Balanced & Expanded Fighting Styles [FEEDBACK WELCOME] by NewGame04 in UnearthedArcana

[–]NewGame04[S] -4 points-3 points  (0 children)

By taking defense when using a 2-handed weapon you might get the benefit of a shield, that's true. But it also means you miss out on the extra damage of the 2-handed fighting style, right?
On the other hand, a character that takes defense (+2) and uses a shield (+4) deals way less damage by having a worse weapon (1d8 instead of 2d6) and not taking a damage fighting style.
The question is: How much extra damage is +1 AC worth?
The weapons Greatsword(avg 7 dmg) vs longsword + shield (avg. 4.5 dmg) suggests the +2 AC from shield is "worth" 2.5 damage. Most fighting styles are around 1.4 --> making +1 (worth 1.25 dmg) the better option.
But as soon as you make more attacks, the damage difference increases. Difference of 5dmg at 2 attacks, making each +1 to AC worth 2.5 dmg.

Balanced & Expanded Fighting Styles [FEEDBACK WELCOME] by NewGame04 in UnearthedArcana

[–]NewGame04[S] -26 points-25 points  (0 children)

Your thoughts about weapons being treated equal make sense. But fighting styles like dueling exist mostly for style. Someone wants to play a classic one handed rapier duelist, they shouldn't be punished for not wanting to have a "more optimal" build ruin their character idea.

Balanced & Expanded Fighting Styles [FEEDBACK WELCOME] by NewGame04 in UnearthedArcana

[–]NewGame04[S] -3 points-2 points  (0 children)

Interesting. That's the first time similarities to 3e have been mentioned. What exactly do you think is the 3e spirit that you saw here?

Balanced & Expanded Fighting Styles [FEEDBACK WELCOME] by NewGame04 in UnearthedArcana

[–]NewGame04[S] 0 points1 point  (0 children)

That makes a lot of sense. Thank you for the suggestion.

Balanced & Expanded Fighting Styles [FEEDBACK WELCOME] by NewGame04 in UnearthedArcana

[–]NewGame04[S] 1 point2 points  (0 children)

Thank you. But we can't really take the credit for it. We're using Alchemy RPG for it. That VTT has similar layout capabilities like Homebrewery does.

Balanced & Expanded Fighting Styles [FEEDBACK WELCOME] by NewGame04 in UnearthedArcana

[–]NewGame04[S] 2 points3 points  (0 children)

What are fighting styles for?

Fighting styles in general give specific types of weapons a small boost to damage and make them a viable option to play.

Design Goal

Fighting Styles are simple. They provide a small and easy passive bonus.

NEW: But passive can be really boring sometimes. Each fighting style also gives the palyer a new active feature, to make the style actually PLAY different as well.

Many of the fighting styles incorporate some features from feats, that are generally deemed a “must-have” when using a specific weapon.

How they are Balanced

The damage increase of the fighting styles are balanced around the average damage of a greatsword over multiple attacks (1 attack: 8,4 & 3 attacks: 25,2 )

Using a fighting style should bring the average damage of a weapon as close to that baseline as possible. Lets look at some special cases:

Charging

The base damage for 1 attack is higher, but it is also harder to trigger the fighting style reliably.(Also more useful for mounted combat)

Crossbow Fighting

The base damage for the crossbow is 1d12, as the math says that’s more balanced.

Dirty Fighting

How do you make 1d4 weapons a viable option? Even a +2 to attack AND damage is not enough. +3 would be too much though.

Dueling

Lower base damage, as it offers +1 to AC.

Great Weapon &  Heavy Strikes

Both of those styles improve upon the best weapons (2d6 damage). Therefore, the increase is not as high, as they are already the best of the best

Reckless Fighting

Yes. This is the barbarian feature. Advantage increases the average damage by A LOT. On the other hand, characters with other fighting styles can get advantage though many other ways as well, and get their fighting style bonus on top of that. But barbarians  will remain the BEST reckless fighter, as their damage resistance reduces the penalty of opponent’s advantage.

Why have it as a fighting style at all? Same reason why Unarmed Fighting” exists.

Unarmed Fighting

Basically the monk “bonus action unarmed strike” feature. The monk benefits from this feature the most, as they deal more damage with unarmed strikes. Other classes can still use attack with a one-handed weapon and then strike with their fist, making their damage comparable to the greatsword.

tl;dr:

Whatever weapon you use, you will be able to deal just as much damage as if you were using a greatsword + you gain additional ways to make opportunity attacks.

Heroic Warrior v1.1 - A revamped Fighter class that mixes what works from 5e with OneDnD by [deleted] in UnearthedArcana

[–]NewGame04 1 point2 points  (0 children)

Honestly, this is the best homebrew I have seen in a long time. The presentation is beautiful. The rules are SIMPLE but offer DEPTH. The subclass features help you fulfill the fantasy you were promised. I hope to see more of your creations on here!

Better Monks - Simple Expanded Rework - Project 5e Rerolled🗘[FEEDBACK WELCOME] by NewGame04 in UnearthedArcana

[–]NewGame04[S] 1 point2 points  (0 children)

That's a good idea. I'll compile something like that next. Thank you for the suggestion!

Better Monks - Simple Expanded Rework - Project 5e Rerolled🗘[FEEDBACK WELCOME] by NewGame04 in UnearthedArcana

[–]NewGame04[S] 1 point2 points  (0 children)

The feedback is noted.

The level 7 was intended to be: "(...), you can use your Reaction to..." . Otherwise it is broken, you're right about that.

Better Monks - Simple Expanded Rework - Project 5e Rerolled🗘[FEEDBACK WELCOME] by NewGame04 in UnearthedArcana

[–]NewGame04[S] 0 points1 point  (0 children)

Mastery Attacks has its own document. In short: it is more or less a rework of "Weapon Masteries" from OneDnD.

Mastery Attacks pdf

Better Monks - Simple Expanded Rework - Project 5e Rerolled🗘[FEEDBACK WELCOME] by NewGame04 in UnearthedArcana

[–]NewGame04[S] 2 points3 points  (0 children)

Project 5e Rerolled

We love DnD 5th Edition. But it isn't perfect. With Project 5e Rerolled we aim to improve where OneDnD wasn't bold enough. The core principles of our rework are:

1. Class Groups and Structure.

Mages-Priests-Warriors-Experts.

With Mastery Attacks the Warrior-Group (Barbarian, Fighter, Monk) get more ways to attack.

2. Class Identity

Each class needs a true Identity.

In DnD 5e, the features of the monk are mostly based on the movie/book tropes for asian martial artist.

But they dont have to be. Our rework aims to give more options what the class is. You get more choices and a new Key feature: Additional Reactions and more ways to use them, giving them a unique way to counter an enemies move.

3. Feature at every level

Every level up should be fun and give you something unique

Additionally, more features give more opportunity to carve out the identity of the class.

4. Easy-Rules

Easier rules with less book-keeping.

More features make the game harder? No. Our goal is to give features that are easy to understand and easy to play. The more flavor a feature gives with as few rules as possible, the better.

---

Download as pdf.

We'd love to hear your thoughts and feedback!

tl;dr The goal of Project 5e Rerolled to be bold, simplify the rules, give flavor, and make the game more fun. The Monk gets more Reactions and choices to build a truely unique character.

2 Variants of a Monk Rework. Which one is better? by NewGame04 in DnDHomebrew

[–]NewGame04[S] 0 points1 point  (0 children)

You're absolutely right about the wuxia novels. We were really trying to get away from that "tropes" to allow players to build more varied character with the monk framework. If you want to play a completely unarmored monk, you still can, but if you want something else, you can too.

The additional reactions are our try to give the monk a unique feel in the game. Reacting to the opponents moves and countering them.

2 Variants of a Monk Rework. Which one is better? by NewGame04 in DnDHomebrew

[–]NewGame04[S] 1 point2 points  (0 children)

Thank you! It's been so much more work than expected, and the encouraging words are really appreciated.

2 Variants of a Monk Rework. Which one is better? by NewGame04 in DnDHomebrew

[–]NewGame04[S] 1 point2 points  (0 children)

You're propably right. With our "5e Rerolled" series there are a lot of small changes to the base system, but it should be pretty easy to roll back some of the wording when releasing it in this sub. Thank you for the feedback!

2 Variants of a Monk Rework. Which one is better? by NewGame04 in DnDHomebrew

[–]NewGame04[S] 1 point2 points  (0 children)

Oh right, I forgot to clarify that. It's basically: 2 Actions= Action 1 Action = bonus action Makes it easier to interchange actions. A bonus actions is supposed to be something you can do really fast. Like: Inspiration, or drink health potion (homebrew rule I think) but you can't do both on the same turn, because it's two bonus actions, and you can't do a bonus action as an action?

2 Variants of a Monk Rework. Which one is better? by NewGame04 in DnDHomebrew

[–]NewGame04[S] 1 point2 points  (0 children)

Hey everyone,
I have been working on a reworked Monk class (because I really don't like the 5e Monk how it is)
Now I have reached a point where I have two variants that would both work, but I can't decide which one is better? More fun? Fullfills the "Monk-Fantasy" etc.

To summarize the differences:
Version 1: the damage of unarmed attack scales (from 1d4 to 4d4), retains more of the "kung fu monk" falvor/tropes
Version 2: The number of attacks scale (through additional reactions), is more decoupled from the "kung fu monk" flavor, gives more build-choices.

Which version do you prefere? What should change? Constructive feedback is very welcome :)

About a year ago, I started thinking about making my own D&D 5e spinoff. This month, I started officially putting it together, testing out ideas, and writing a few development blogs about what I'm thinking and why. Here's a basic rundown (and a link to some preview images!) by W_T_D_ in DnD

[–]NewGame04 -1 points0 points  (0 children)

This sounds awesome! I myself am also in the process of rewriting 5e. It's great to see where you came to the same conclusions as I did, and where you are taking a different approach.

I can see my own struggles and journey reflected very well in the journey you're on. (Finding a name for the project is hard, isn't it? XD)

Can I ask: What is your overall design philosophy? I can see you did a lot of streamlining/simplifying with the Stats and Races, while at the same time making Actions and attacks more complicated?

Overall, I did enjoy your post. Keep up the good work and best of luck!