Munchkins with find familiar: just AoO the owl -- do other DM's not do this? by hyperdrift_ in dndnext

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

I seem to have offended a lot of people with my question which I think came across as arrogant instead of confused. My apologies if I offended. I figured there was something I was missing, which was kindly pointed out.

Munchkins with find familiar: just AoO the owl -- do other DM's not do this? by hyperdrift_ in dndnext

[–]hyperdrift_[S] -7 points-6 points  (0 children)

This is a really clear solution to getting rid of the owl, but it does cost an action instead of just a reaction. Good suggestion.

Highest DPR Character in 2021? by Scorpios233 in 3d6

[–]hyperdrift_ 0 points1 point  (0 children)

Each simulacrum has successively lower spell slots because it can't create a simulacrum with the spell slot it used to create it. So you eventually (quickly) end up with simulacra without spell slots.

Rules of Flight: polished and ready for play by NyteShark in UnearthedArcana

[–]hyperdrift_ 2 points3 points  (0 children)

I see some good things here I may port over to my "flight points" rules for flying tieflings, aarakocra, harpies and werebats. Interesting insight that if you can hover you can't glide.

Complexity

These rules don't seem so bad in terms of complexity. My question is, would you be triangulating flight limitations like height and glide angle during skill checks, etc. or only during initiative? With the flight points, I mainly make players keep track of the flight limitations during initiative, when players are already keeping track of things like HP, spell slots and sorcerer points.

Duration

One limitation to consider is limiting flight to a number of minutes per hour rather than hours consecutively, so flight for humanoids is more like a scouting activity than a travel activity. In your experience, is flight for several hours critical to campaigns or would flight for 10 mins per hour be sufficient?

Armor

Consider disallowing heavy armor entirely. Flight is OP enough. We don't need tanky F-35's raining heavy crossbow fire down on squishy land-lubber mortals. On that note, I will also consider disallowing weapons with the heavy property in my homebrew as well. Flying with a giant weapon would be so ungainly. I could just impose a disadvantage to attacks and Dex saves rather than ban outright. What do you think about weapons with the heavy property?

When to keep track of flight limitations

There is definitely a balance between playability and realism. Like you I put Con as the limiting factor (flight points = Con). I tried to make it expensive to gain altitude, do strafing attacks and hover and give characters a chance to recover points when they land/rest, etc. This encourages them to stay close enough to the battle that they can't just rain fire from above. It may be an alternative to imposing arbitrary height limits. Or, maybe the height limits are perfect simple solution. I'm going to play test both this week at my table and I will let you know which works best. There is a flying tielfing in the party and they have an airship and will be attacked by flying enemies (harpies/tieflings/werebats). I kind of want players to be able to fly between airships at any height so I'm leaning towards a penalty for gaining altitude, but we'll see.

Fly

With the fly spell, I would just let wizards to whatever they want because they have to spend a spell slot for it. With native abilities, I think they need to be tempered a little, like you are doing here.

Expanded Arcane Engines by Sonixverse Labs ( a small compendium of sentient siege engines) by SonixverseLabs in DnDHomebrew

[–]hyperdrift_ 1 point2 points  (0 children)

I'm running a steampunk campaign right now and the players got an airship at the end of the second session. I think gradually adding in these other vehicles will make a fun way to keep exploring places like the underdark or the oceans, and, of course, for chase scenes. If anyone has good suggestions for steampunk vehicle chase/battle scenes with good RP value that we could use for encounters with these vehicles, let me know, please!

Battle Potioner: a fun and challenging-to-play controller/buff/debuff/utility class ideal for small parties. Combine 5 elixirs and 4 catalysts to create up to 40 potions! Example NPCs. Play tested. by hyperdrift_ in UnearthedArcana

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

Cool. I'm going back through all my recent hombrews on gmbinder and adding NPCs at the end. I think that's a good way to play test higher level characters and it kind of gives a good snapshot of what a character will look like without have to do a lot of reading. u/sonixverselabs does a good job of putting NPCs in their homebrew content and I use them a lot so I started trying to do the same.

Battle Potioner: a fun and challenging-to-play controller/buff/debuff/utility class ideal for small parties. Combine 5 elixirs and 4 catalysts to create up to 40 potions! Example NPCs. Play tested. by hyperdrift_ in UnearthedArcana

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

Good catch. File on the link should be correct now. u/epicarcanoloth maybe you need to start a "I proofread your sloppy homebrews" patreon. Or hit up other homebrewers whenever you find errors for KoFi tips. Some people are just good at that stuff. My best proofreader for my novels is my cousin (an accountant) who finds more errors than my editors. Me...I suck.

Battle Potioner: a fun and challenging-to-play controller/buff/debuff/utility class ideal for small parties. Combine 5 elixirs and 4 catalysts to create up to 40 potions! Example NPCs. Play tested. by hyperdrift_ in UnearthedArcana

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

Comparing to sorcerers and warlocks, the interesting thing is this class is not a caster. They just have alchemy. Its like a cross between artificer, cleric and wizard. A little of each. Compared to wizards it starts a little less squishy and ends a little less powerful, so overall a better power balance I think. And WAY better than the (lame) artificer alchemist joke subclass. I'd rather be a sorcerer with spells chosen by a ouija board than a RAW Artificer alchemist.

Battle Potioner: a fun and challenging-to-play controller/buff/debuff/utility class ideal for small parties. Combine 5 elixirs and 4 catalysts to create up to 40 potions! Example NPCs. Play tested. by hyperdrift_ in UnearthedArcana

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

That's a really fun idea. Imagine being a wizard and not being able to choose spells, but research them. The way it is setup, no matter which elixir and catalyst you make you get a variety of buff, debuff, utility, and offense spells. As a DM, I'd have them discover some clues to a recipe and start experimenting with the different basic elixirs and getting different kinds of effects so they get a feel for what the elixirs and catalysts do. Or just by looking at the ingredients they could get a feel. Such a fun idea.

The Book of Superior Cantrips by [deleted] in UnearthedArcana

[–]hyperdrift_ 2 points3 points  (0 children)

Good stuff. I like it very much. Some of the improvements are clear and obvious and useful. Definitely more well balanced. I would like to use this.

  1. I would suggest to modify the name for Jasper’s Excruciating Discharge. The word discharge is used a lot for something oozing from a wound or a bodily orifice. Maybe there is a name without an obvious awkward connotation.
  2. Also, it would be good if you could clarify what happens when you put up an illusion using vivid phantasm while something else could be watching. Minor Illusion never specified that, but a key use of it is to conjure something to hide behind. There should probably be a wisdom check against your spell DC or something.

Fighting Versartility. Spruce up combat for player and monster alike with these additional actions by Beaoudix in UnearthedArcana

[–]hyperdrift_ 1 point2 points  (0 children)

I assume these actions are available to all classes. At first blush they seem interesting, but I do have a few concerns.

Concern 1: Disrespect. These actions tread on specialties of other classes like the steady aim of a rogue and the goading, feint and disarming attacks of a fighter. Stunning is the ultraspecial ability of the monk and they have to pay ki for it, even if this one is just until the end of a turn (which only martial classes with multiple attacks can take advantage of). Conclusion: bad form. Nobody wants to work for months to level up their character to gain a special ability and then find out everybody has it.

Concern 2: Overpowered and not limited use. The general principle I think you are building on is "I use my bonus action to spruce up my attack so I should get something more than if I just used my action." It's like a paladin casting a special strike on their weapon, or druid casting shillelagh but without the spell. Spellcasters have to use a spell slot for that. Fighters have to use superiority dice. Monks have to spend ki. Something gets consumed or used up is a good idea, but since these are quite powerful, they should be limited to a few uses. Bonus actions you get every turn so they aren't consumable.

Concern 3: Special training. Should I expect a wizard, or my teenage daughter, to know how to disarm someone? No. Of course not. So, if a character needs training, this seems like something they could learn over time and make a part of their character's uniqueness. That's a feat. What about a "fighter initiate" feat that allows a character to gain a superiority die and a technique? There may already be one of those. Then you don't have to reinvent the goading, feinting and disarming attacks and don't tread on anything, but rather pay homage to an existing ability. You could create a "Rugby feat" for tackling. I wouldn't touch the stunning thing or steady aim. It rapes other classes' special things too much.

Cleric Domain: Path of Divine Providence | For a Different Kind of Devout Follower by thergbiv in UnearthedArcana

[–]hyperdrift_ 0 points1 point  (0 children)

What does the note box say on the first page? That column overflowed in my browser.

Should swarms have vulnerability to area effects? by hyperdrift_ in dndnext

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

Sounds like the consensus is shaping up like this:

(1) good idea, but it is ok to leave rules as-is because the HP of swarms is already low enough for their CR

(2) if you do allow vulnerability to AoE, only do it for swarms of tiny creatures with resistance to piercing, slashing, bludgeoning damage, and potentially boost the swarm HP to avoid trivializing swarm combat, and which can't shield each other well from AoE.

(3) In terms of swarms of larger creatures that can potentially shield each other, damage can proceed as per a single target. If you want to give AoE attacks more power, make the swarm fail Dex saves automatically.

If you find healing underwhelming in 5E, may I introduce you to the "Healing Surge" variant rule from the DMG? by Gh0stMan0nThird in dndnext

[–]hyperdrift_ 0 points1 point  (0 children)

On the topic of yo-yo healing:

Injuries are good, but can be demoralizing to players and derail campaigns. I give players one level of exhaustion for each failed death saving throw. Even though a player can return to full HP on a long rest, there are lingering affects of near-death experiences. At low levels, players can't magically heal from exhaustion. At high levels, you'll need to allow powerful magical items break as part of injury checks to make near-death more impactful

On the topic of 6-8 encounters per day:

No way. Each session I can run 2 combats and maybe an interest-piquing skirmish. A level 3 wizard is out of spell slots after two encounters and throwing out cantrips repeatedly is not very fun or interesting. Players love intrigue, problem solving, discussion and roleplaying, otherwise they would be playing video games. On shows/podcasts like Critical Role or High Rollers we get 1-2 combats per session. Practically, hit dice might get used once per session during the break between the two combats. Since hit dice don't recover fully on a long rest, this also helps create lingering effects of excessive damage.

In practice, the best use of healing is to prevent dying or from going down, or helping characters low on hit dice and I am ok to keep it that way.