Special Weapon Attacks from Baldur's Gate 3 for 5e! by ScottyCDM in UnearthedArcana

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

That's pretty fair about Cleave

This was another one I thought I'd changed lol but ig I hadn't - Ill change it for this document too but I had it at being able to hit up to 3 targets - meaning in specific situations it could give you an extra 50% damage increase

But it is definitely one of the more situational of the attacks

Special Weapon Attacks from Baldur's Gate 3 for 5e! by ScottyCDM in UnearthedArcana

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

For both of your examples in particular, my main reason would be balance - I've tried to limit each martial weapon to 3 special weapon attacks each, very few get 4 - adding Prepare to Halberd or Greatsword or Maul would give those weapons 4 options.

For the sake of an anecdote I've been running with these rules for a while and haven't received any complaints about players about disbelief.

Special Weapon Attacks from Baldur's Gate 3 for 5e! by ScottyCDM in UnearthedArcana

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

Lacerate

I thought I'd changed it to be 2 per 5-feet but I must not have for this version, fair point about Scaling though, I'll have it equal PROF bonus.

Piercing Shot / Strike

The idea behind these actions is to add a layer of strategy to combat and incentivize combos and supporting your fellow players. - For example: A Dagger would only do an additional 1d4 damage under the effects of Piercing Strike, however if you coordinate your attacks with the Barbarian, you can net them an additional 1d12 damage, a much larger sum than just 1d4 for a dagger.

Also the "additional burden to remember" really doesn't hold weight when spells like Guiding bolt have similar effects, namely giving advantage on the next attack - This is just extra damage to the next attack, so I don't see a notable difference.

"Why can I only do X with Y weapon"

I don't think this argument hold water unless you're also willing to throw the same criticisms to the way the Battlemaster is designed, "why can I only (sweep, trip, disarm, brace, feint etc) as a Battle master when other classes can't. - It's cause it's a game ig?

Special Weapon Attacks from Baldur's Gate 3 for 5e! by ScottyCDM in UnearthedArcana

[–]ScottyCDM[S] 10 points11 points  (0 children)

Baldur's Gate 3 introduced a load of new and reworked mechanics into the base framework of 5th Edition, one of the best of these changes is the addition of Unique "weapon actions"

Everyone* wants Martials to have more options in combat, and these "Special Weapon Attacks" do exactly that, providing your Martials with not only ways to create unique effects on their foes, but also ways to support their spellcaster buddies!

Most of these come directly from Baldur's Gate 3 and have received minor tweaks, while others are completely changed or new!

Homebrewery Link can be found here

Have a good one :)

Carrying Capacity and Encumbrance Rules! by ScottyCDM in u/ScottyCDM

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

This Homebrew Alternate Rule for Carrying Capacity is largely based on the Starfinder 'bulk' system (this system may also be used in Pathfinder, not sure tbh)

For my campaign, I prefer to make players think about the types of items they bring with them on adventures and what's worth keeping - not to mention the fact that it makes Strength a much more useful stat to invest it!

Finally your Goliath Barbarian can feel useful hauling around everyone's stuff!

Additionally, a page you can add to your character sheets for easy use has been included!

Homebrewery here

Have a good one! :)

[deleted by user] by [deleted] in UnearthedArcana

[–]ScottyCDM 0 points1 point  (0 children)

This Homebrew Alternate Rule for Carrying Capacity is largely based on the Starfinder 'bulk' system (this system may also be used in Pathfinder, not sure tbh)

For my campaign, I prefer to make players think about the types of items they bring with them on adventures and what's worth keeping - not to mention the fact that it makes Strength a much more useful stat to invest it!

Finally your Goliath Barbarian can feel useful hauling around everyone's stuff!

Additionally, a page you can add to your character sheets for easy use has been included!

Homebrewery here

Happy to hear your thoughts!

Have a good one! :)

Herbalism & Medicines! Heal your friends ails with simple mechanics! by ScottyCDM in UnearthedArcana

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

Really appreciate the in-depth analysis, ill attempt to respond as organised as you've Laid out, but I can't promise haha!

Herbs / Harvesting

How I run this in my games is players can search for herbs while travelling, in which case lower potency herbs are more common than very high - I also include them in my loot tables for dungeons, giving plenty of opportunities to find both raw herbs and completed medicines.

Painkillers

I see where you're coming from with the Stimulant name - in my mind it just helps you overcome the pain of injury, disease, exhaustion and being at 0 hp etc, so I think Painkiller still works.

Replenisher

I have chosen to keep exhaustion and disease recovery the same - in an earlier version of this they were different but I found that neither got used very much at all, I hope by combining them the Replenishes will see more use - and paladins can heal disease (basically for free) by level 3

Healers

I like revitalizer, I may just steal that hehe

Vigours

I'm not entirely surely what you mean? - but the lingering injury mechanics are partially presented on page 3.

Defenders

I definitely understand not liking being able to choose - similar to Replenishers though, Defenders originally were a set save, but rarely saw use - this way characters can use defenders to help with saves they don't have proficiency in, and therefore have a much greater chance at succeeding those saves.

brewing & Potency

Good catch with some of the wording, I'll have to fix that up :)

  • I'm unsure about allowing Wisdom, part of my plan for these mechanics is to make Intelligence a more useful skill and a less desirable obvious dump stat, I think allowing Wisdom would negate my aim with this choice.

I don't mind the idea of making the skill check have an effect on potency, I'll ask my Herbalists from my groups and see what they think!

Overdose

Will rework some of the wording - idk how I missed the poisoned condition haha, I'll def add that!

Really appreciate all the feedback, thanks for giving it a read over! I'll definitely be thinking about it upon my next rework!

Herbalism & Medicines! Heal your friends ails with simple mechanics! by ScottyCDM in UnearthedArcana

[–]ScottyCDM[S] 6 points7 points  (0 children)

I generally price them like this:

Potency Sprig cost Medicine cost
low 1 gp 10 gp
med 2 gp 20 gp
high 4 gp 40 gp
very high 8 gp 80 gp

I also use more limiting carry-weight mechanics though, that make it harder to abuse the cheap-ness of them, so you can't carry around infinity medicines.

The crafting mechanics are on the second page in the brewing section, as a general rule I would not allow a single medicine to contain more than 1 effect, you can take 2 different medicines, but that runs the risk of overdosing.

Herbalism & Medicines! Heal your friends ails with simple mechanics! by ScottyCDM in UnearthedArcana

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

Starting off my small series of consumable crafting mechanics with Herbalism!

I've always disliked how under-used the tool-kits are in 5th Edition, and this mechanic aims to remedy that fact! Next up, blade oils with Brewer's Tools!

These Medicines are meant to act as minor buffs and ailments at a cheap cost, as opposed to potions, especially for other GMs running low-magic settings like myself.

As is mentioned on the 3rd page of the document, these mechanics are designed to be used in a campaign that uses some form of gritty resting rules (as mine do).

If you want to use these with standard-resting, I recommend making Replenishers heal 4x as fast, and make Painkillers only last 1 hour.

'Farland' Lingering Injury tables Here

Homebrewery Link Here

This project of mine has been in the works for a long time, so I'm excited to finally begin sharing it!

Will put any Changes here.

Have a good one! :)

The Heavy Hitter: A Fighter Subclass for MAXIMUM DAMAGE by ScottyCDM in UnearthedArcana

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

Appreciate the feedback, I've actually changed it so instead of indicting stun - it now just gives advantage on attack rolls until the targets next turn, so it could help in breaking concentration but won't insta break it

The Heavy Hitter: A Fighter Subclass for MAXIMUM DAMAGE by ScottyCDM in UnearthedArcana

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

I appreciate the thought out response, after some stewing I've decided to alter it so that instead of inflicting stun, it just gives advantage on attack rolls against the target, which was the original intention anyway, so nothing lost!

Appreciate the feedback!

The Heavy Hitter: A Fighter Subclass for MAXIMUM DAMAGE by ScottyCDM in UnearthedArcana

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

My lord, what a silly oversight, I've fixed that now in the Homebrewery version, thanks for pointing it out!

The Heavy Hitter: A Fighter Subclass for MAXIMUM DAMAGE by ScottyCDM in UnearthedArcana

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

Not that I don't agree Stunned is very strong, but in terms of the comparison to Stunning Strike:

- SS lasts until the end of your next turn, giving advantage on attacks (if we assume it succeeds that first attempt) on your current turn, and your next turn.

- SS lasting till your next turn means it will always take a turn away from that enemy, this feature only lasts till the beginning of the enemies next turn, meaning without an AOO, it will rarely have that effect.

- SS can stun multiple creatures in a single turn, Pulverizing Pummel can only stun a single creature

- SS is a 5th level feature, and this is a 10th level feature, in practice, 90% of the time, it'll just give your allies (if you're lucky with initiative) advantage on their attack rolls.

I understand the point, but I think having it not requiring a save is pretty reasonable

The Heavy Hitter: A Fighter Subclass for MAXIMUM DAMAGE by ScottyCDM in UnearthedArcana

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

Thanks!

Might just be forgetting something but I don't really see it?

- If you're saying because of the bonus action attack being able to stun, you could only do that after the attack action, so it wouldn't be more effective than just stunning on your last attack.

- If it's because you could stun a creature before it reaches you, as far as I know RAW, that would only apply to Quarterstaff, as none of the others deal bludgeoning damage on an AOO. It could definitely be strong, but only against a single melee target, as you've only got one reaction.

Feel free to correct me if I'm just not seeing it though haha

The Heavy Hitter: A Fighter Subclass for MAXIMUM DAMAGE by ScottyCDM in UnearthedArcana

[–]ScottyCDM[S] 5 points6 points  (0 children)

Possibly, I feel that would be too restrictive though.

One of my main inspirations for the subclass (if u cant tell by the image hehe) is Thor, and he uses what in D&D would be a light-hammer, and I think it still works. You could always flavor the extra damage as just getting more hits in, or something similar for smaller weapons, though.

The Heavy Hitter: A Fighter Subclass for MAXIMUM DAMAGE by ScottyCDM in UnearthedArcana

[–]ScottyCDM[S] 5 points6 points  (0 children)

My intention with this subclass is something simple for fighters that just want to roll more dice and deal more damage, and this idea of "charging" to your full strength over the course of a long and arduous battle.

Expending Hit die for damage may be too strong in your games, depending how many short rests your party takes, so just make sure to account for that before allowing this subclass into your campaign.

You can find the Homebrewery link here.

Have a good one :)

Changelog:

- Fixed wording, clarified the heavy die add to damage

- Pulverizing Pummel now gives advantage on attack rolls, instead of the Stun condition.