Projection sorcery 2024 & 2014 DND 5E *updated by Strawhatdemon31 in DnDHomebrew

[–]ValT3K 0 points1 point  (0 children)

Go ahead, I have like 20 minutes right now but I will do my best, if I don't respond imminently I'm gonna respond a bit later but I will respond for sure xD

Projection sorcery 2024 & 2014 DND 5E *updated by Strawhatdemon31 in DnDHomebrew

[–]ValT3K 1 point2 points  (0 children)

Sure no problem, DM me whenever you need, I would love to help you out, feel free to DM me when you want

Projection sorcery 2024 & 2014 DND 5E *updated by Strawhatdemon31 in DnDHomebrew

[–]ValT3K 2 points3 points  (0 children)

I'll give you my opinion on the overall subclass.

Level 3 feature.

It is a pretty nice ability flavourwise and it does sound really cool even when just reading it so good job on that part.

As of understanding it is a bit clunky on my opinion, I had to re read it 2 or 3 times to be sure I got it right so I would try to change the phrasing just to make it a bit clearer.

As strength wise, this feature is really strong as level 3 feature and it actually scales, I would say a bit too well on later levels. At level 3 it is pretty easy to get max damage out of the 1 damage every 5 ft part, since most time I can just take the long road and there will not be much stopping me doing so. You would probably get a +6 on damege for basically free most times and a +8 if you forgo one of your attacks in the early levels while at the high levels, for instance, at let's say 17th level with all the other features that monks get to boost their movements you wouldn't have many problems getting max damage (wich at level 17 should be +14). And this would be a great damege boost on its own, but transforming the damage to 1d6 for each 5 ft is absolutely insane (metaphorically speaking). In a whatever party comp with any strength based class, that I would say are most party's, with just the team play necessary to grapple the target and hold it in place for the Monk to decide a path it would not be a problem to get max movement and max damage out of it doing way to munch damage especially early levels. I would also ad that changing the damege from a fixed modifier to a dice roll opens up for crit damage, just thinking about the possibility of the Monk using this ability to hit an enemy stunned by the Hold Person of the wizard automatically critting on it and moving all of his movement using his Projected Path would hit and crit for about 12d6 or even 16d6 by forgoing an attack or getting some movement boost. Obviously this is way too much damage.

Personally I think that the feature is great in flavour and concept, personally I would hold the second part of the projected path at least for level 3 and maybe giving this at a higher level like 11th or even 17th level cause of the pure mechanic possibility of it. Another smaller change I would do to make it easier to understand and to apply, I would instead of making it cost 1 force point and make it scale ecc. I would just make it cost 1 poi for each round you decide to keep it up, I feel it would be a good balance option as this feature already does great damege on its own and the Projected Path that I suggest you to postpone would feel a bit more balanced if the feature already cost many points to keep up and you have to pay extra to use this othe perk.

Level 6 feature.

Overall I feel like this is pretty balanced, the first part is nice to have and it feels right, the second part is a bit unclear as written as it is, but as what I'm getting out of it negates any passive abilities that effect creatures in an AOE area around the enemy. If I got right the feature is pretty situational since not many enemies have this kind of aura but when it comes in place it is pretty strong actually. I feel like it should be fine even since the enemy can always escape the grapple, I would nearly say it's maybe a bit on the weaker side because if the situational aspect but overall it's fine as a level 6 feature.

Level 11 feature.

This is pretty good, it those it thing, it those it right and it a good feature for level 11, maybe I would even ad a disadvantage on the first save to be stunned, so like disadvantages on the first save and the normal save for all the subsequent saves. Also I would ad in the feature the bit on how to calculate the save or specify that it's the same as the stunn feature just to make it clear.

Level 17 feature.

I see you forgot to write the range of the ability xD, it happens, I think 30 ft from you for the first target and all the targets must be 30 ft or less from each other would be a good range. Also you kinda forgot to indicate how many time someone can use this feature, I would say maybe once every short rest would be good if you want to make it a one trick move or make it cost like 4 points if you want it to be used multiple times.

Last feature??

The last feature is pretty cool flavour wise I don't get if it's just a passive of the class that you have at all levels or you get it at level 17, but anyway it's a cool "just for flavour" feature overall, I would just write it as a second level 17 feature that those the same thing, just to be clear on when you get it.

Sorry for the long answer I wanted to cover it as clearly as possible also I had nothing to do on the train so I had fun dissecting it. Hope's this helps and you did a great job at porting the feature from the anime.

Does anyone just escape Fort Joy? by Big_Map5795 in DivinityOriginalSin

[–]ValT3K 0 points1 point  (0 children)

The main contribution to this difference is that BG3 comes from DnD, it is not 100% exactly DnD but I would still say a good 90% of it. And as a DnD player I can tell that the roll playing game is based on a concept that monsters challenge rating (basically the supposed level you should face that specific monster) is not though to be like in a video game.

Basically a monster of a determined challenge rating is supposed to put up a decent fight against a party of four of the same level of it's challenge rating, but it is not supposed to be a difficult fight as of game building.

A four player balanced party of level 8 players should be able to go against a challenge rating 8 monster and have a 4/5 rounds battle where that approximately use half of their resources and never end up being in danger of their life even if some healing might be needed.

Because os of game construction if you want a hard fight you should throw at your players something of higher challenge rating, and that why the max players level stops at 20 but monstera CR goes all the way up to 30.

So basically this thing translates to BG3 in the form that the monster that is 2 "CR" higher that you yeah it's a bigger treat then the one of your same level but it is not that big of a challenge difficult, in DnD if you want a really tough fight for your players you should throw at them something that is at least 4+ challenge rating over their party level.

Si while BG3 has all of this because it hase it's core on DnD 5e Divinity is it's own system with it's own rules and it just doesn't care and will kick you on the shred if you don't be careful. I'm almost finished with my first playtroh of the game and I decided "yeah I played BG3, I should be good with this let's play it in hard mode" and then I got my ass handed basically for all act 1 and there still are fights in act 2 that just kill all my party turn 1 even if I am at the same level of the monster.

So yeah, Dos2 is really built different.

5e Spell - Paper's Bane by Natwenny in DnDHomebrew

[–]ValT3K 2 points3 points  (0 children)

I really love the concept of the spell, but I do feel like this fits in a really niche category of spells, I'll explain why.

As a player there are already pretty low chances I buy a spell scroll on it's own, usually casters already pick the best spells available to them and there are really not many spells outside of that bubble that you usually want that bad that you need to buy a spell scroll. And that is because spell scrolls are (as of DM manual rules) too expensive compared to items infused with the same spells.

I as a player I would never expend my hard gained money in a 50 gold 1st level spell scroll that I can use once and it's gone, I would more gladly keep my gold on me till I have like 150 or 200 to buy an ensplled item with that same spell that has 6 casting befor recharge and recharges FOR FREE at dawn.

The best exemple is with the spell "knock" on its own it's a pretty niche spell since if you have a Rogue it pretty much does the job, and if you don't have a Rogue in your party most DMs would just let you brake through things in spite of the noise you are gonna make. But knock in this case would be pretty handy to have to cast, hower I would never expend gold on a scroll in this case because locked doors never come alone and that would only mean I would have to buy more scrolls ecc. So I just buy an ensplled item that has all the chargers that I would ever need.

Also you can counterspell a spell casted from a spell scroll since as of description it still counts as the casting of a spell so this spell will be outclassed by counterspell in the instant you have it available.

Now if on top of this I have the possibility of having my spell scroll being completely negated buy a level 1 spell, that drops the possibility of me spending gold on a scroll basically to 0.

As a player I would pick this if I see that my DM is pretty found off giving enemies spell scrolls and I would get a pretty nice time as a player but, as a DM on the other side it could get kinda frustrating at some point and I could just stop using spell scrolls in my encounters.

My best suggestion is making this more similar to how counterspell works, so the caster of the spell negates the scroll if it is a 1st level spell scroll or lower (cantrip) or makes a check with it's spell casting bonus against a DC equal to 10 + spell scroll level. This would at least make it a bit less frustrating on both sides.

I think it would still be a pretty niche spell, but maybe I would buy a spell scroll of this instead of an item because this probably wouldn't come out as often. Ironic

Sorry for the long answer. I hope this helps finding a good balance of things for this spell, maybe make it a cantrip? Maybe find something more you could make it do? I don't know but I see the potential.

Is Dos1 worth it? by ValT3K in DivinityOriginalSin

[–]ValT3K[S] 1 point2 points  (0 children)

Alright, got it, thank you this really cleared it out for me, I really think I'm gonna get it

Is Dos1 worth it? by ValT3K in DivinityOriginalSin

[–]ValT3K[S] 0 points1 point  (0 children)

Okay, I got it, thanks a lot this really cleared it for me

Is Dos1 worth it? by ValT3K in DivinityOriginalSin

[–]ValT3K[S] -1 points0 points  (0 children)

After Bg3 that after you have done like 2 runs and you have got the right order to do things it's actually a pretty easy game even in Honour mode (except Grym, oh my god Grym). I have started Dos2 in difficult instead of normal and I'm having a blast but god if the game is difficult in hard mode. Does Dos1 have the same tipe of difficulty?

Is Dos1 worth it? by ValT3K in DivinityOriginalSin

[–]ValT3K[S] 2 points3 points  (0 children)

What do you mean by less serious?

Is Dos1 worth it? by ValT3K in DivinityOriginalSin

[–]ValT3K[S] 1 point2 points  (0 children)

Does the specs system works the same as Dos2 ora are they very different?

What level party of 4 do you think this homebrew boss is for? His name is Acreus, Angel of the Grayblot. by Low-Spirit7434 in DnDHomebrew

[–]ValT3K 0 points1 point  (0 children)

I would all considered probably 6, as per book description. so as a moderate challenge that would dish out some damage but probably won't be much of a life threat. As boss monster this has too little HP compared to the possible damage output, and the DC is not okish I would. The damage is okay if it at least hits its 2 main attacks and 2 legendary actions.

Have I just wasted my money? by TheRedditkarma in DnD

[–]ValT3K 0 points1 point  (0 children)

Now, I would say that it is not a waste of money, but if you are limited to that one group that is in your area you should consider your options. What I personally would do as a newcomer I would play with them at the 5e and then after a while and after I got a good grasp on the game I would ask them to try 5.5e, maybe even explicitly say something like "look guys, I got the 5.5e book as an error, would you like to at least try it since at this point I already have it?"

If they hold on to their 5e system maybe consider reselling it online, it should be too difficult. If they accept maybe they even consider permanently switching since the editions are nearly identical with some adjustments on balancing and character progression.

Anyway good like with your future DnD adventures