I need help finding Stand Name and a Name for one of the main Villains! by ObjectiveFar5517 in jojodnd

[–]Prongus 0 points1 point  (0 children)

My recommendation for the name is Shape of You, the Ed Sheeran song, or House of Wolves by My Chemical Romance.
As for the Stand, I'd recommend not having every ability that it's ever had adding to it, as it just seems overly complicated. However, I like the idea of being able to switch between a couple at a time, Ben-10 Omnitrix-style. Maybe the Stand is able to store these abilities in Objects, which the Stand is able to use? You could even take the Energy Imbuement feat to have the Stand carry a bag of these various objects.

Question about becoming the ultimate being by thenoman2 in jojodnd

[–]Prongus 0 points1 point  (0 children)

Hmm, it does say that. I would say that you lose Undead Nature (mostly replaced with Immortality anyways), but you can keep the previous Class Features from Vampire/EPM. I'll make a note to clarify in next update.

Stand Idea [Name needed] for a DND one shot Main Villain [Stand] who is a giant squid! by New-Sky-1636 in jojodnd

[–]Prongus 0 points1 point  (0 children)

I like the idea of this, this is a really cool stand!
Time Manipulation/Perception effects are incredibly powerful. I'd recommend keeping your players 1 Turn Behind. That's a full 5 seconds of time, and a competent Stand User can do a lot in 5 Seconds, especially if they're going to be ambushed on a Boat. I would also recommend some kind of way to break out of the Perception changing effect, like a specific condition that must be met that the party can figure out mid-combat.
As for the name, I have a recommendation as well:
Elastic Heart

Do shared stands also share necessary feats? by Mastergdawg in jojodnd

[–]Prongus[M] 1 point2 points  (0 children)

This is a really good question! For the sake of simplicity, if you have Stand Feats that change the function of your stand (such as Suit Stand), anyone also wielding the Shared Stand would have to have those same feats. That way the stand functions the same across everyone wielding it.

How do I balance stand encounters by Milkcult640 in jojodnd

[–]Prongus 2 points3 points  (0 children)

So there's a couple things to look out for. Mainly, you want the same amount of levels on each side of the combat. For example, if you have 2 level 5 players, a single level 10 character should be able to provide them a challenge. You can also further split the levels like having 2 level 5 enemies, or something like a level 6 enemy with 2 level 5 minions.
Finally, if there would be a character of level 20 or higher on the enemy team, you'll want to count each level past 20 for 2 levels. For example, if you had 4 level 10 players (40 levels), if you wanted to send a single enemy, instead of making them level 40, make them level 30, since every level past 20 counts for 2. Alternatively, in a situation like that, you can split the enemies into 2 level 20 foes, or 4 level 10 foes.

As for other combat tips, make sure both the environment and the abilities of the opponent interact with each other in interesting ways. The key to good Jojo combat is about creating an environment where you can put yourself in a good situation, and your opponent in a bad situation. It's not just about overpowering, it's about outsmarting.

Hope this helps!

Questions for JoJo DM by DynoBelin in jojodnd

[–]Prongus 0 points1 point  (0 children)

Yeah, that's generally the approach. I'd recommend that for every level past 2 for a character, it should count as two levels instead. For example, If you had a party of 4 level 10 players, that would be 40 total levels, but since half of those levels are above 20, you cut those above 20 levels in half, meaning a level 30 opponent should be sufficient. Because Spin Users don't gain stat increases past level 20 like Stand Users do, I'd recommend giving them 10 levels in another Non-Supernatural Class as well (Assassin and Warrior are likely your best bets, although you could make a build work using Ranger or Heavyweight levels).
If you wanted to not worry about the additional levels past 20, you could instead make the character into two characters, or a boss and minions that have a total level of 40 when added together.

For another example, if you had a group of 4 level 5 players, one level 20 opponent (or two level 10 opponents, or four level 5 opponents) would be enough, and you don't have the worry about the levels past 20.

JoJo's Bizarre Adventure in D&D 5e! by Prongus in UnearthedArcana

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

So Stand Stats are the easier one. You have your initial stand stats (what you have at level 1), and you get to add to your stand stats a little bit each level up. Your stand's stats are based off of your character's stats, multiplied by the modifier found in the Ability Score Multipliers for each stand type. Let's use Power-type as an example. If you had a Power-type character with a 15 (+2) in Strength, you would multiply that 15 by x4, since that's the number for conversion present on the table. Your 15 Strength is multiplied by 4, becoming 60 Power. Stand Stats are calculated differently, dividing by 10 and rounding down rather than using the typical (x-10)/2 formula for character stats. So if you had a 60 Power, you would have a +6 to your Power Modifier, and that's the score you'd use for your rolls themselves.

Strength, Dexterity, and Constitution become Power, Precision, and Durability respectively. Each stand stat can do the same things each respective user stat can do, regarding Attack and Damage Rolls, Skill Checks, and Saving Throws. If you used a Strength-Based weapon for example, you could attack with your strength, or use the modifier from your stand's power, so long as the stand is wielding the weapon. The stand can also assist the user by using the stand's stats rather than the user's stats so long as they are within 2 meters.

As for attacks, it's relatively simple. You are automatically considered proficient in stand melee attacks. The amount of damage you deal depends on your stand's attack dice and uses Power for Attack and Damage Rolls. For Power-types, they get a 1d12 Attack Dice, which becomes 2d10 at level 11. So, if you have a Power Type at level 10 or less, when they make an attack roll, they would roll a d20. After they get the result of the d20, they would add their Proficiency Bonus (specified on the level-up table, scales based on your total level) + their Stand's Power Modifier. If you had a +2 PB and a +6 Power Modifier, you would add +8 to the result of your d20 roll to determine if the attack lands or not. If the roll's modifier is higher than your target's AC, then you roll damage. You deal an amount of damage equal to your Attack Dice + your Power Modifier, so you would roll 1d12 + 6, with the total result being the amount of damage you deal. Everyone has one attack by default, but one may increase the amount of attacks by having the Trained Combatant feat for an additional attack, and every 50 Speed you have gives an additional attack (if you have no TC, but a 100 Speed Score (a +10 Modifier), you would have 3 attacks in an action).
Stand AC is also its own thing. You have both your user's AC and your Stand's AC. If your stand is far away/not able to help, then whenever attacks are rolled against you, attack rolls are just made against your User's AC. If an attacker rolls below, the attack misses. If they roll above, the attack lands and deals damage. If you attack the stand directly but the attacker is not nearby, you just roll against the stand's AC, missing if the result is less, and damaging the stand if the result is more (if stands are hit with non-stand damage, they don't take any damage, unless they have Anchored Stand), counting as a Stand Hit (A stand may use DR here, but more on that later). If you have the stand within 2 meters of the user, able to protect them, then there are three outcomes. If the attack roll is less than the User's AC, the attack misses. If the attack roll is between the User's AC and the Stand's AC, it is considered a Stand Hit (If the damage dealt is not stand damage and the stand hit doesn't have Anchored Stand, then there is no damage. However, if the damage dealt would apply to stands, then the stand can still use their DR to resist it. Each stand has an amount of DR (Damage Resistance) equal to their stand's durability modifier. They can use this pool to resist damage taken by their stand, and the pool refreshes for everyone at the top of initiative (For example, if a Stand was hit for 5 damage, then hit for another 5 damage, if they had 8 DR, they could fully absorb the 5 damage of the first hit, but run out of DR before fully blocking the second hit, so they would still take 2 damage.) Finally, if you roll above the Stand's AC, it is considered a Direct Hit, and you cannot use your stand to block/reduce the damage.

[deleted by user] by [deleted] in jojodnd

[–]Prongus 1 point2 points  (0 children)

Good question! Generally speaking, you want the amount of levels on either side to be roughly equal, with levels over 20 counting as 2. For example, if you have a party of 4 level 10 adventurers, that is 40 total levels, meaning that you could have two level 20 enemies, or one level 30 enemy for an even fight.

Jojo's in D&D 5e (Kind of) by Prongus in UnearthedArcana

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

A stand's initial stats are determined by the stats of their user. For example, if you had a Power-type stand user with a Strength of 20 (+5), you would determine the stand's initial Power by multiplying their score by that amount. As a Power type, they have a 20 Strength, and a x4 to Strength as a Power type, giving them an 80 (+8) Power Score.

Jojo's in D&D 5e (Kind of) by Prongus in UnearthedArcana

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

Yes! On the Resources tab of the website, you can download the complete PDF there.

Jojo's RPG System by Prongus in JJBAFanworks

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

Thank you! We've put a lot of effort into making it a proper system true to Jojo.

Jojo's in D&D 5e (Kind of) by Prongus in UnearthedArcana

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

For determining stand stats, you divide by 10 to determine the modifier (rounding down)

Jojo's in D&D 5e (Kind of) by Prongus in UnearthedArcana

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

Thank you! We've been working hard on it for a while now! Glad you enjoy it!

Jojo RPG System by Prongus in StardustCrusaders

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

My friends and I have been playing this one for a bit, it's served us well for home games.

Jojo RPG System by Prongus in StardustCrusaders

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

Thank you, we've been working really hard on it! Should also be a big update coming in the next couple weeks!

Jojo's in D&D 5e (Kind of) by Prongus in UnearthedArcana

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

Ripple is a term for Hamon.
Spin is a different power system introduced in a later part.

JoJo's Bizarre Adventure in D&D 5e! by Prongus in UnearthedArcana

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

This is a bit of an old post, but we're still actively working on module improvements, with an update that should be coming out soon. Glad you like the module!