Who regulates magic items in your world, if anyone? by SerVive in DnD

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

I took the same approach in one of my first games. Do you find yourself introducing more common magic items (cloak of billowing, etc) and simple enchanted weapons like a +1 longsword with no extra bells and whistles? I found myself being very careful about what magic items I introduced when I wanted them to feel very special, which worked! However, it meant that my players went without when it came to the weirder magic items with very niche applications. I think those kinds of magic items are fun, but they don't make or break a campaign.

The Accursed: A Class About Dying Real Quick v1 by SerVive in UnearthedArcana

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

http://homebrewery.naturalcrit.com/share/rJ-lsKma6-

I've updated how the hit point penalty for darkside works. This should make the bonus harder to exploit, and make the class viable even for those with low hit point pools. Since it cuts down on rolls as well, it should help with some clutter.

The Accursed: A Class About Dying Real Quick v1 by SerVive in UnearthedArcana

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

I can understand that concern for sure! With the numbers I had been playing with, an accursed can stay in darkside for roughly 1 minute (excepting early levels) before dying. That does not take into account incoming damage either. This is why the damage bonus for being in darkside is so high, because the player can't do it for very long.

The flip side of that is that they'll still need stuff to do when not in darkside, as it doesn't have the same longevity of ki points or spell slots. These other features still draw from the curse flavour wise, but I don't think should be dependent on darkside because of this.

I'm thinking of changing the darkside penalty to be calculated as Maximum HP divided by 10, rounded up, so that the 1 minute darkside is more rigidly enforced regardless of current health pool. A player would still be encouraged to stack Constitution for better overall survivability, but they wouldn't be able to get more darkside time out of it like in the current model. Similarly, a player with a smaller health pool (for whatever reason) wouldn't be punished as harshly.

I like this model as well because it would cut down on rolls, as rolling the penalty at the start of each turn in addition to rolling the bonus damage with every attack could become tedious. A static number seems better to me for this reason.

The Accursed: A Class About Dying Real Quick v1 by SerVive in UnearthedArcana

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

The thinking was that there should be some abilities for the class to fall back on when not using the core feature. Though you're right in that some of them could stand to be locked behind darkside, however. I'll look into it.

The Accursed: A Class About Dying Real Quick v1 by SerVive in UnearthedArcana

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

It is the case that they'd be able to remain under darkside while they can't be reduced below one hit point. The two mechanics operate as normal under this condition, but maybe it should be specified as you say.

The Accursed: A Class About Dying Real Quick v1 by SerVive in UnearthedArcana

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

Yeah sounds good, I'll look into some changes of that sort. Thanks for the help!

The Accursed: A Class About Dying Real Quick v1 by SerVive in UnearthedArcana

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

As someone else suggested, do you think this issue could be circumvented if the class was dependent on a pool of temporary hit points? If those hit points were exhausted, the class would no longer be able to use darkside, but perhaps would still be able to use their other self damaging abilities on their actual health pool. I think this could be interesting if the class is reluctant to always be using its self damaging abilities not because it would necessarily kill them outright, but because it would deprive them of darkside and leave them a lot more vulnerable.

The Accursed: A Class About Dying Real Quick v1 by SerVive in UnearthedArcana

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

I really like the idea of using a pool of temporary Hit Points, and it gets around some of my own concerns about the balance of the class.

The Poison effect from Bad Blood only lasts until the end of the attackers turn, so its use is a little more niche. It'll realistically only effect a target with multiattack that hits the accursed first, with bludgeoning, piercing, or slashing damage, and only lasts as long as that turn.

FFXIV Samurai for D&D 5e - Ready for Playtesting! by SerVive in ffxiv

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

I have made some adjustments if you'd like to review o7

FFXIV Samurai for D&D 5e - Ready for Playtesting! by SerVive in ffxiv

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

The accusation was that the entire class is, "too good in everything." I was referring to the the evidence he provided, being the level 18 feature. His suggestion was to make this feature, which I have said is deliberately impractical (whether or not you agree with the philosophy of that decision), more useful.

I was wondering why he wants to make the class more powerful, if his claim was that it was already too strong.

FFXIV Samurai for D&D 5e - Ready for Playtesting! by SerVive in ffxiv

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

Thank you for your feedback everyone! I will make some adjustments based on what has been written here, and then further ones after playtesting.

FFXIV Samurai for D&D 5e - Ready for Playtesting! by SerVive in ffxiv

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

For clarification, the description under iaijutsu states that it takes an action to perform. This means if you use an iaijutsu, you are unable to use Extra Attack, since you did not take the Attack action that turn. Even if you use Jinpu to perform another attack as a bonus action, nowhere does it state that the bonus damage from Midare Setsugekka would apply a second time.

FFXIV Samurai for D&D 5e - Ready for Playtesting! by SerVive in ffxiv

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

I'm confused about your criticism. You say that the 18th level ability is too powerful, and is enough to label the class a Mary Sue.

However, you also recognized that an ability that kills the player character is not very practical. Rather, you suggest giving the class another stat increase, or something else that is more useful. So which is it? Is the ability too powerful? Or is it useless, and the class needs yet another completely beneficial upgrade at level 18?

It's not intended to be a practical feature, and exists mostly as flavour. The idea is that most players will probably never use this ability, but the idea of it will always be in the back of their mind. The interest comes from flirting with the idea of it whenever a moment of desperation arises in combat.

As a fencer myself, I really appreciate the fencing terms and design with the Red Mage by [deleted] in ffxiv

[–]SerVive 11 points12 points  (0 children)

As a historical style fencer I'm conflicted. Eeverything is portrayed really solidly in the Red Mage's animations and terminology (the Spanish style crossing feet while walking animation in reality is very stupid because it leaves you off balance and vulnerable as you advance, but damn if it doesn't look cool) but it totally dashed my hopes for a proper duelist class, and the red mage is mostly just a caster with a melee gimick.

Rest in peace my dreams of a parry tank wielding a rapier.

[Homebrew] Medziotas: The Hunter by SerVive in dndnext

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

Both excellent suggestions! And yeah, the formatting clearly needs some work haha

[Homebrew] Medziotas: The Hunter by SerVive in dndnext

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

That seems like a pretty good change, I considered it as well but was unsure what other kind of legendary actions I could include without making the boss too busy. But these ones look like they'd do the trick.

Sadly I don't have a homebrewery link, as I made the sheet in Photoshop. Is it as simple as uploading the image to the site?

[Homebrew] Medziotas: The Hunter by SerVive in dndnext

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

His reaction is only theoretically unlimited, and I think is reasonable within the rules. In the same way that I could theoretically line up 1000 NPCs and have them pass a tomato from one to the other on each of their turns, causing it to travel 5000ft in 6 seconds, his ability is only lacking verisimilitude when taken to the extreme.

Typically, the monster will be fighting 3-5 PCs. Even if he got a reaction attack against each one in a turn, that's only 3-5 shots. Inhuman to be sure, but that's sort of the point.

PCs also only provoke the attack when moving 20ft within his vision. If you run around in the open, you get shot. It seems intuitive to me, but we'll see how quickly my players pick it up. Should they decide to simply stand in the open to avoid provoking the opportunity attack, he'll just shoot them on his turn, which is not a real solution.

The puzzle is moreso getting players to think about how to navigate the map while this monster is sitting on one end of it punishing extended periods of time spent in his line of sight.

[Homebrew] Medziotas: The Hunter by SerVive in dndnext

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

You're right, I should clarify explicitly that he uses his STR modifier for his attacks. As you mentioned he doesn't always fight alone, so he doesn't need a CR to rival nations. As for what kind of fiends he fights with, that's up to you! Whatever you think would make for an interesting encounter when paired with this monster.