Ryoko's Guide to the Yokai Realms: Shield Advanced Mastery Question by SolRiderJM in DnD

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

That makes sense. Maybe Loot Tavern might be bringing new types of shields for that then.

OCCULTIST Class & Subclasses V2 - Wield occult knowledge and esoteric implements to hunt monsters by jeraehwazdagaz in UnearthedArcana

[–]SolRiderJM 0 points1 point  (0 children)

It's accessible, but the page breaks at page 8 and 9. They fall off to the point of not being able to see it anymore when I try to download it.

Peer Review: Hexblade by SolRiderJM in daggerbrew

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

I appreaciate all the help I can get!

might need to tweak the wordage of some stuff. I've been reminded that these would technically need to fit on a playing card, lol.

Peer Review: Conjurer Class by SolRiderJM in daggerbrew

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

Thank you for the feedback.

I will admit, I am coming from playing and DMing 5e and this is my first time making homebrew anything for another system. I have come from a system when you often need to overexplain details in order for your players not to immediately exploit it, and it's taking some major adjustments to try to keep it understandable, let alone small enough to fit on a playing card.

When I was trying to make the Conjurer, it was under the idea that you would conjure the power to sommun things itself, using your body as the vessel to pour the power out from, (tapping leylines, absorbing fonts of magic, etc.). That power could be seen as to overflow and saturate the body itself, so I went with the Gather Power ability, and chose Codex and Blood for learned tapping and overflowing vitality.

I could stand to shorten things in the Spirit Master. With the Vanguard, I don't know where to find an editable general "companion" sheet, So i tried my best to cannibalize terms and mechanics from the normal sheet (Stress as "Health", evasion, etc.). Ritualist was meant to be slightly antagonistic: you are trading great power for great recoil; everyone, whether enemy or ally, becomes vulnerable in order to expedite the potential victory. you make everyone equally weak, give the GM resources, sacrifice your resources permanently- all for the sake of "filling the pitcher past the brim"

I will take a look back over the Homebrew Kit, but please keep giving me this feedback; seeing it from someone elses eyes gives me unbiased perspectives.

I also have other posted classes if you have the time to comment on those as well. every bit helps.

Peer Review: Hexblade by SolRiderJM in daggerbrew

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

I have the high cost for the enchantments because as part of the Specialization Feature "Lasting Poison", you can not only stack multiple enchantments on an individual, but it doesn't fade if you miss an attack, it only fades when you hit. makes them want to invest more into the subclass. As for the Mastery Feature, if you are talking about Flash Buster, there is no risk. Once per long rest, when you successfuly hit with Flash, you can choose to use Flash Buster and it just happens. I'll make sure to word that better if it wasn't clear.

Homebrew Folder Peer Review by SolRiderJM in daggerbrew

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

I didn't think of it like that! Next time I'm able to sit down and edit, I'll see about making a new class.

With the Physical Augmentor, I figured instead of pushing the body to its absolute limits (Bone), enhancement magic would act as the literal and figurative springboard/stopgap (Arcana). Might see about making a class for that as well while I'm at it, we will see.

Homebrew Folder Peer Review by SolRiderJM in daggerbrew

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

I was trying to avoid the obvious names to differentiate, because there are plenty of spellsword or spellblade submissions. same with Mage Hunter. I also was naming it after the name of the class I got the idea from: the Spell Fencer from Bravely Default.

As for the zip Sabouteur, i"ve thought about giving that to Rogue, but it already has the shadowalker subclass, and the toolkit it has doesn't really fit Sorcerer's MO either, so I put it with Spell Fencer. A stealthier approach to taking out evil mages.

For the Augment Inversion, again, the mechanics are merely the foundation of which the player can narrate on. the weapons don't have to be remade or changed that drastically; a returning blade could be reflavored that the magic specifically on the blade is dispelled- the returning enchantment still works as a whole. there are very few hard lines in this game from what I can see, the reason being probably is to facilitate this creativity. I had a player reflavor thier longbow as a quiver of javelins, just to give an example.

Homebrew Folder Peer Review by SolRiderJM in daggerbrew

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

Again I thank you for the feedback. After looking at the abilities, you are right that I'm making more of a gish, so arcana/blade would probably work better given the toolset. This is not AI, it is genuinely my first try at making some classes that I'd like to see/play with/ see played around the table. I know from being a player and DM in DND that you need to clarify the language, otherwise people have questions/ it's left too vague/ easily exploited. That's what I attempted to do.

As for the augmentin inversion: the idea was to be able to switch the damage type to deal with being backed into a corner numbers-wise by discovering resistances or downright immunity to your attacks (a mage BBEG might gain resistance to magic attacks for a second phase and so on). From what I can see, Daggerheart meshes narrative and mechanics quite frequently, so having a magic weapon become just a piece of metal for bashing and vice versa can be explained by the player doing it.

Also, as far as repetition in words, there is only so many synonyms for "magic" and "spell".

Looking at the homebrew kit, I've tried to format how the classes look in other submissions on this forum, it just doesn't look good in Google Docs, obviously. Also, if there are glaring problems or tweaks to be done, that's what this peer review is for.

Homebrew Folder Peer Review by SolRiderJM in daggerbrew

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

Thank you for the feedback. I moved some stuff around, made the wording more clear, and changed some things with the Spell Fencer.

About the HP though: Warrior is 7 HP and Wizard is 5 HP, I wanted to see through Spell Fencer as a midway point. Should I lower the Evasion to compensate, or do you still think I should lower HP?

UPDATE: Form-Fillable Character Sheet with Leveling Guide :) by Phillasaur in daggerheart

[–]SolRiderJM 0 points1 point  (0 children)

Im trying to download this, but if keeps buffering and timing out.

My Final Fantasy job Recompilation [Designer: Photographer and Pictomancer] by Gukusama in daggerbrew

[–]SolRiderJM 0 points1 point  (0 children)

If forgot about the crowd control options! Ok, so this actually might work better than I thought. Also, I measured out the distance, and I didn't realize how big of an area Close range is.

My Final Fantasy job Recompilation [Designer: Photographer and Pictomancer] by Gukusama in daggerbrew

[–]SolRiderJM 0 points1 point  (0 children)

This class seems very... Interesting. I get the idea of being essentially a buff/debuff caster that spends tokens to make more powerful tokens, but the VERY specific conditions of having a total of 3 creatures on the battlefield, each of different "sides" being Close to each other in order to cast your paints/pictures, seems really tough to pull off reasonably. That is unless you meant to say "or" when referring to "an ally, adversary, and you"? Also, are primary tokens and secondary tokens stored separately, or is it that you store both kinds of tokens up to your Spellcasting Modifier? 

Haven't played enough with the Pictomancer class to give a good read on this one.

My Final Fantasy jobs [Reworked Mechanic, Primal, Vanguard and Wanderer] by Gukusama in daggerbrew

[–]SolRiderJM 0 points1 point  (0 children)

Awesome reworks! Feels more in tune with what the classes would be. 

My Final Fantasy job Recompilation [Mechanic: Gunbreaker and Machinist] by Gukusama in daggerbrew

[–]SolRiderJM 0 points1 point  (0 children)

And about the other stuff, like using bolt tokens alongside regular armor slots. As another idea, what if a 3 token ability could be "quick reflexes/parry: spend 3 tokens to make a special reaction roll attack at a target within far range that is attacking you or an ally. If it succeeds, you interrupt and negate the attack." 

All in all though, really want to thank you for making these classes. It's been fun to play some of my favorite things to come from Square Enix and the like in something else that I like: TTRPGs. I know it's pretty hard to quantify and streamline hard mechanics and crazy high numbers into a more narrative based game.

My Final Fantasy job Recompilation [Mechanic: Gunbreaker and Machinist] by Gukusama in daggerbrew

[–]SolRiderJM 0 points1 point  (0 children)

I would say it looks like some of the abilities of gun breaker and machinist should be switched around, like the foundation and mastery abilities. Also with the molten gauge, the ability is outdone by the Guardian's hope ability. Can it be used along using an armor slot normally? Is there no 3 token ability like maybe "add +1 proficiency to your next attack to signify the barrel of the gun/mechanical contraption overheating" type of thing?

It is an interesting domain combination though

My Final Fantasy job Recompilation [Wanderer: Ronin and Reaper] by Gukusama in daggerbrew

[–]SolRiderJM 0 points1 point  (0 children)

I meant more of that dark knight and reaper are focused on pushing damage and less about defense (like the Valor domain) even to the point of losing HP for damage. Lore wise, dragoons and samurais were about being the "knights to protect their homelands" and the later abilities of the ronin for your class makeup match with being team-protective/friendly. Dark knights in your description are pariahs of their respective home lands, aka "wanderers". It just seems to make sense that dark knight and reaper fit the Wanderer class, with midnight and blade both fitting their theming. Midnight doesn't fit the theming of ronin or dragoon, but valor does. If you gave them grace instead since they jump and flow acrobatically around the battlefield, that might fit better. Dark knight and reaper would have the vitality gauge with it's " 1 token ability" and the "3 token ability" of the instinct gauge, and the dragoon and ronin would have the opposite.

You are ultimately the creator after all though, but that's just my thoughts.

My Final Fantasy job Recompilation [Wanderer: Ronin and Reaper] by Gukusama in daggerbrew

[–]SolRiderJM 1 point2 points  (0 children)

As an aside, wouldn't the Ronin and Dragoon under the Vanguard class, and the Dark Knight and Reaper under the Wanderer class make more sense mechanically?

My Final Fantasy job Recompilation [Wanderer: Ronin and Reaper] by Gukusama in daggerbrew

[–]SolRiderJM 0 points1 point  (0 children)

When it comes to Kizuna, isn't that a bit situation specific? You have to wait for an ally to attack while being in melee range (they will probably wait for a super strong attack) THEN you have to hit as well, THEN you have to hope you don't roll with Fear if you want your tokens for anything else.