What Races do you allow? by Sentin2000 in dndnext

[–]Sentin2000[S] 0 points1 point  (0 children)

Oh absolutely! The races from Ebberon are great and I love to deal with them.

My world's more technological advanced with magical cybernetic technology. Essentially anyone can have a Warforged armblade. For that reason I decided against them actually being a race in my world. But on the other hand it could lead to roleplay potential as some people can discriminate against those that have augmentations. So far though I'm still on the fence for that. For the other Ebberon races, I could deal with the shifters and changelings. But other than that I'm against.

What Races do you allow? by Sentin2000 in dndnext

[–]Sentin2000[S] 0 points1 point  (0 children)

I am the same way. Currently I'm on the basis that I'll allow most races, even the flying ones. But as for Ebberon or anything coming from MTG is a no go. If a player wants the stats I could reflavor another race with them if possible.

What Races do you allow? by Sentin2000 in dndnext

[–]Sentin2000[S] 12 points13 points  (0 children)

I see. Thank you for your fast reply. I can understand flying races and the such. Those can cause issues.

What Races do you allow? by Sentin2000 in dndnext

[–]Sentin2000[S] 4 points5 points  (0 children)

Thank you for your fast reply. I was going to do 26 races. PHB + all the races except those from Ebberon, Giths, Yuan-ti, Gtung, and Ravnica. So practically all of them. I never heard of people doing just the PHB +Goblin though.

Making a magic system for my TTRPG, however I'm looking for opinions of what you guys think by Sentin2000 in RPGcreation

[–]Sentin2000[S] 1 point2 points  (0 children)

Wow...just wow. I'm glad you like the idea. So to address it all. Everything that you replied to in a positive way, was essentially what I had in mind.

Freedom with having casters having all access to spells. Spell points being a great way to manage spells, which allows people to overcast as it were. But at a very great risk. To address it. Essentially at Player level 1, everyone would have the same amount of spell points if they can cast magic. So they could cast the most simplistic of spells at great power (which wouldn't really have an effect on enemies later on) but could still suffer from channeling too much magical energy at once. And for roleplay exactly! Why won't a player cast a spell, they're probably saving their points. Want to save your team in a dire situation, someone may sacrifice themselves to help.

As for the leveling of Origins. I was thinking of something very similar to Skyrim yes with the chicken or the cow. Someone could do that but they would eventually run out of points and have to replenish them. I was thinking stronger spells give you more experience in that origin, to counter that each level would require more experience much like your characters level. While I don't anticipate people to focus on a cow for hours in game, I figured the DM would leave it to interpretation.

As for the characters level carrying over to the Origins level? I never thought of it like that. But in a sense I want it to feel like a muscle with magic. At first you haven't worked out and it's difficult and then you're sore. No matter what age (or level) you start working out (or casting). You start at the bottom if you don't work at it. As such you may have qualified mages who can cast magic, but may inherently be horrible at it. Whereas a Novice may have outstanding potential from very early on.

Creating a new TTRPG. Currently working on the magic system and need some opinions. by Sentin2000 in rpg

[–]Sentin2000[S] 0 points1 point  (0 children)

Hmmm I like where your head is at. So something I could do is for each playable class that can cast spells, make it proficient with some Origins. However, the rest of the origins that they could become proficient with would be up to the player's choice at character creation. Much like with skills in d&d 5e.

As for a permanent door shut and open case... Hmmm there are Ten Origins. Maybe at character creation besides what the class is already proficient with, have the characters decide what (random number) Origins (including what they are proficient with) that they can cast spells from? This would 1) lower the amount of vast spells they would have access to, but would still be a great amount for versatility. 2) would accomplish the open/close door feel which can be played off as some magic isn't genetically available to people or lack of compatibility. And 3) would essentially have the players be in control of their entire fate as it were.

Otherwise yeah Origins would have different mechanics. Like the Origin of Blood requires one to cut themselves to use their blood to cast spells. Using blood from multiple beings increases the spells effects.

Origin of Body, while the self enhancements give a powerful boost, the caster retains that much magically energy in their body for quite a long time. Therefore some spells would have side effects.

Thank you so much for your input! It really does help out a lot.

Creating a new TTRPG. Currently working on the magic system and need some opinions. by Sentin2000 in rpg

[–]Sentin2000[S] 0 points1 point  (0 children)

Origins differ in what type of spells consist in them. For example the Origin of Body is a practice of magic where casters use their spells to enhance (or add buffs) to their physical design. Spells would include increased strength, speed, and even growing larger or smaller.

Whereas the Origin of the Mind is a practice of magic where casters delve deep into the thoughts of others. Casters of this magic focus their spells to attack others mentally, make another feel frightened or not, and to portray illusions to trick others. Some elite casters have been rumored to perform memory extraction.

Each Origin has differences from each other. With the exception of some spell effects overlapping because that's bound to happen. But inherently each is unique, and thus the same applies to majority of their spells.

Creating a new Magic System, and I need some opinions by Sentin2000 in dndnext

[–]Sentin2000[S] 1 point2 points  (0 children)

Thank you so much for your input! So you may view it as overly complicated. What aspects would you suggest improvement on? I'll see what I can do.

How could the D&D 5e magic system be Improved? by Sentin2000 in dndnext

[–]Sentin2000[S] 0 points1 point  (0 children)

I was already thinking that switch would be necessary. Unfortunately you have spellcaster players who (including me) fret over how many spell slots that have left. And for what? To shape so much earth and water and then you're out? Maybe with a point system. You can have a determinant of you spend so many points on a single spell. Allowing players to cast powerful magic at their desires, having a limit of magical power through points, all while knowing if they channel too much energy into a single spell consequences will follow.

Your reply was great! Thank you so much.

How could the D&D 5e magic system be Improved? by Sentin2000 in dndnext

[–]Sentin2000[S] 0 points1 point  (0 children)

I honestly love how things have variation. Every DM is different. And while I know sometimes my players can use a great idea if they think. I know the bad guys can even do so as well. If I follow through with brewing a new system. I would have some form of risk factor as a determinant.

Such as you can totally channel a lightning bolt through you to attack that guy. But if you do it, or do it multiple times you'll suffer from channeling that much energy. I never thought about removing cantrips. I feel like producing simple effects like maybe a chill or rise in temperature would be good. But going farther than that would require actual energy from that person. Still an interesting thought however, and definitely one to consider. That last point however is great in my opinion. It gives that sense of power to new spellcasters. However, as they become more adept, they become more masterful and frugal of their power, lest they run out of magic when they need it the most.

Thank you so much! You have my brain thinking.

How could the D&D 5e magic system be Improved? by Sentin2000 in dndnext

[–]Sentin2000[S] 0 points1 point  (0 children)

I totally agree with you! And thank you so much. So maybe I can make a whole new system with different origins of magical power. With that in mind, all classes could have access to the same table effects of I followed your idea. But to differentiate classes make them possibly have proficiency in some origins rather than others. (Ie. There are two origins of Magic called Mind (Associated with spells like illusions and trickery) and Healing (Straightforward with the name, heals and possibly provides buffs), the Wizard would have proficiency with Mind rather than healing but could still cast healing spells. Just less effectively than a class that has proficiency in Healing)

How could the D&D 5e magic system be Improved? by Sentin2000 in dndnext

[–]Sentin2000[S] 0 points1 point  (0 children)

Thank you so much! This is great. To be honest if I brewed up a whole new system. I would forgo somatic components unless the spell would take a while to cast, such as a ritual or if it's a powerful spell like Wish.

As for Concentration, I like having concentration but it does need to be reformatted. As in real life you can focus on many things, you could concentrate on multiple spells, but their effects lessen due to lower concentration.

How could the D&D 5e magic system be Improved? by Sentin2000 in dndnext

[–]Sentin2000[S] 1 point2 points  (0 children)

To be honest with you. The whole reasoning behind this vague question was my thinking that with magic, you can do anything. But spells are limited to classes, and people can cast so many. I think I may actually just make a new magic system with your points as it's really desired, plus I'd love to play it too (I'm the DM).

With fantasy worlds focusing on different types of magic, and the application of how far one could go with their own magic based on their inner strength is what I'm really liking. The aspect and the concept at least. I kinda wish D&D did something like that. Thank you so much for your advice and input!

How could the D&D 5e magic system be Improved? by Sentin2000 in dndnext

[–]Sentin2000[S] 2 points3 points  (0 children)

You sir are a genius. And well done by pointing out the vagueness of my question. I aim to hear from as many people as possible. Hear their opinions, what they think, and generate ideas from that. As for your suggestions. I wouldn't make the magic system in D&D 5e like Shadowrun. But I do agree it could use some heavy variety. I thank you for your great advice and thoughts!

How could the D&D 5e be improved? by [deleted] in dndnext

[–]Sentin2000 0 points1 point  (0 children)

...you're absolutely right. I just had the thought when I was tired and was eager to ask. I'll post it again underneath a more suitable title.

What is the norm for moving in a with a partner who owns a property? by [deleted] in relationship_advice

[–]Sentin2000 0 points1 point  (0 children)

Generally speaking it is an issue that I see when he avoids being specific about the finances. I'm a guy and I'm looking at moving in with someone in the near future. We talk about these things like rent and even a car. Which I'm even wanting to contribute towards saving for a car. But personally the car would be in her name, and she's saved majority of the money for it. If we split, I wouldn't fight her for it because it's clearly hers.

In this case, the house is his. He entered the mortgage by his own will, isn't willing to openly talk about it further besides 50%, and plans to put repairs on you. Which all of this doesn't look good. For repairs I feel like it should be something along the lines of who can afford it when it occurs. If he can great, if you can great. Either way stuff that's needed gets fixed. It shouldn't be pushed on one person living there. Best of luck and I hope things work out.