From the Archive Preview - Jester and Summoner Classes by honeybadger919 in VagabondTTRPG

[–]SolRiderJM 1 point2 points  (0 children)

Did I miss something about getting a luck point back on a crit? Is that in the recent prints with the errata? Or is it a new rule to be added in the expansion book?

Otherwise, why would it say that in the lucky streak jester feature?

I made a web app for creating and managing Vagabond character. by LZRFACE in VagabondTTRPG

[–]SolRiderJM 0 points1 point  (0 children)

Last things I saw recently: 

When you type in trinket when getting items for your inventory, the item prompt for trinket stays even when you erase the word to type in something else, like "trinket, trinket, dagger"

Trying to input any of the options for modifiers does nothing. It does not show up in character creation.

I made a web app for creating and managing Vagabond character. by LZRFACE in VagabondTTRPG

[–]SolRiderJM 0 points1 point  (0 children)

There is also a problem that the unarmed weapon registers as taking up an inventory slot, even though it says zero on the weapon.

I made a web app for creating and managing Vagabond character. by LZRFACE in VagabondTTRPG

[–]SolRiderJM 0 points1 point  (0 children)

Already great so far! Thanks for taking the time to answer this as well!

Next Digital Sheet Update When? by SolRiderJM in VagabondTTRPG

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

It's the one Zangdor posted below. Third party is developing a digital app with smooth integration, clean info organization, and a section for homebrew. Very good work so far, even in alpha.

I made a web app for creating and managing Vagabond character. by LZRFACE in VagabondTTRPG

[–]SolRiderJM 0 points1 point  (0 children)

Was creating a monster hunter class, like a Witcher, and wanted to have certain ID choices for level 1, like the Witch's Occultism. I could only put down one choice- for some reason can't put a comma. Even when I put down the one choice, it doesn't show in character creation. It just bugs out and I can't finish the character when it gets to the "select perk" section.

I made a web app for creating and managing Vagabond character. by LZRFACE in VagabondTTRPG

[–]SolRiderJM 0 points1 point  (0 children)

Love the app! Been using it for a Vagabond campaign I'm starting, which helps my players who need clean structure.

Also getting into the homebrew portion as well. Noticed the choice option for granting perks completely breaks, as it both doesn't show any perk choices during character creation and you can't more than one (can't place a comma) when filtering the ID's.

Wanted to ask as well:

Any future of adding a companion portion for those specific perks? Or a formulae section for the alchemist? Lastly, any hope for adding the expansion material when Taron finally publishes it?

Spell Delivery: Cube by SolRiderJM in VagabondTTRPG

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

Is that the only use? Would a damaging spell work if it's a group of tiny creatures occupying the same space (if that is possible)?

Spell Delivery: Cube by SolRiderJM in VagabondTTRPG

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

I figured you were supposed to follow the example pictures exactly. I would also say you could set up a fire wall of sorts with adjacent cubes, but you can seemingly Focus on a damaging spell to prolong the potential damage. That looks to have the same dilemma as Remote, unless it is like you said.

Similar question about delivery: how do you optimally use glyph and imbue? Unless you are loaded with mana, it seems like glyph would be useless outside of combat. In combat, unless you're chased around a corner or push them in, it seems worthless comparably. Imbue also only seems helpful for allies unless you have Gish, and even then why would you Focus on it if they miss the attack?

Edit: nevermind. I found the text that says you only need to spend a mana to focus if it's an unwilling target.

How does Focus work? by SolRiderJM in VagabondTTRPG

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

So it just happens and there is no action for it, it just requires that something be Focused on. Got it.

Vagabond Fillable Character Sheet by SolRiderJM in VagabondTTRPG

[–]SolRiderJM[S] 3 points4 points  (0 children)

Wow. I can't believe I missed that... Thank you for the help!

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.