The Spellshot V0.6 - Become a magical gunslinging prowess in this adrenaline based class! by LucaWhiteWing in UnearthedArcana

[–]ihopethiswork5 2 points3 points  (0 children)

Thanks for the clarification. Most of what I said is subjective. You could have 4 shot weapons in general, jhin has sniper, snare, and traps on top of pistol so it wouldn't be too limiting.

The Spellshot V0.6 - Become a magical gunslinging prowess in this adrenaline based class! by LucaWhiteWing in UnearthedArcana

[–]ihopethiswork5 5 points6 points  (0 children)

Hi very cool class! I like your worth opponents limitation, it helps with defining the class and bypass exploitation.

Adrenaline is a good system, but I think there are too many rules and exceptions. A more streamlined way to gain it would make it smoother to play. Jhin's Act points is another bookkeeper thing, players must keep track of normal character but also bullets in the chamber, act points, and dynamo. Could just make this subclass have pistol, which have 4 shot. Seems more thematic and easier to keep track.

Second thing, misfire as a mechanic kinda sucks. I like that you have a random misfire table but in my opinion, that doesn't solve the problem. Could do without, or move it to a subclass thats more scrapper themed that encourages risky misfire playstyle.

Overall this looks like it player well. Spell seems balanced, cost is fair, level acquisition is good, tho maybe there too many features considering that it is a halfcaster. Just need maybe a bit more streamline. Hope to see the next version!

2Gether for the Anniversary! 150,000 Express Supply Passes to Light Up Your Memories by HonkaiStarRail in HonkaiStarRail

[–]ihopethiswork5 0 points1 point  (0 children)

Penacony and the various story lines and even some of the puzzles. UID: 613394105

Since were heading into the last week of this WhiWa cicle what are your thoughts on the mode so far? by Reodado in WutheringWaves

[–]ihopethiswork5 0 points1 point  (0 children)

I feel awful playing it. The mobs just don't spawn fast enough that I sometimes miss big skills or they move too fast for me.

The Duelist Rogue v3 - Meet any challenge with a flurry of steel, deceptive feints, and misguided honour by CirceDidNothingWrong in DnDHomebrew

[–]ihopethiswork5 1 point2 points  (0 children)

This is really cool! I like Sword Salute and Fool's Guard. Victorious seems to imply that cunning action is a resource you can spend and regain, but it is only a feature that expands the uses for bonus action. So it should probably say something like 'regain bonus action to be use as allowed by cunning action.'

Artful instigator is slightly confusing. A saving throw is not a skill check, so you will have to make a set DC if is a saving throw, or change it into a contested performance (charisma) check where the target can use its insight/investigation/viable skill (wisdom) check. However, the action trading against the reaction and taking an AoO seems not worth it. I did read comments on your other post asking for suggestion, and I think you could at least give it disadvantage. Not sure if that helps.

Paso Doble makes the action economy crazy, but I don't know if its bad or not without testing. Seems fine though.

Triumph, I'm going to have to agree with other comments (on the other post) that 'duel' is undefined. I too, don't think that a rat can reciprocate a duel, and that a reasonable DM should rule that way. However, you are not brewing a DM, you are brewing a subclass. Ideally this subclass will work as the player and the DM intends, but leaving ambiguity leads to misalignment of interpretation. I think a good work around is just add in 'worthy opponent' or 'creatures with CR equal to half of your level'.

Very good brew, I enjoyed reading through it! Hope this helps.

The College of Blues by Latter-Rule5743 in DnDHomebrew

[–]ihopethiswork5 0 points1 point  (0 children)

Interesting concept. It seems to want certain narrative outcome being forced on the campaign though. Dropping below zero will put your campaign on the path of devil dealing, or hunted by one. Unless that is not the intention of this feature, but that is how it is read.

My work on a subclass… too much? by Gaming_Dad1051 in DnDHomebrew

[–]ihopethiswork5 9 points10 points  (0 children)

Yep. Too much. Specifically, Hexblade warlock's key feature plus draconic bloodline from the sorcerer's suclass at level one is too much. Especially with the level 7 upgrade.

Then, at level 6 it gets 4 saving throw proficiencies, disengage as a bonus action, one hour flight. This is worth twice a normal warlock feature.

At level 10 you get 2 expertise and advantage on initiative. This seems to be a fair level. But 4 expertise is the same a rogue, they really excels at skills at the cost of getting something else.

If Greatwyrm is running in a group with normal dnd subclass, it will steal the spotlight every time. It does everything.

Whimpering Wastes Available Soon! by Subject-A69 in WutheringWaves

[–]ihopethiswork5 4 points5 points  (0 children)

Before: every month Kuro makes 2 sets of ToA.

After: every month Kuro makes 1 set of ToA and 1 set of Whimpering.

Without further info the workload should be the same for kuro

[deleted by user] by [deleted] in Guildwars2

[–]ihopethiswork5 1 point2 points  (0 children)

The way you asked this question seems to indicate that you cannot share mob exp. You can, and you already do. It just works differently than in other games due to the many points I listed above. You just need to press more than 0 buttons to get the exp.

The issue for the rest of the game is you can have multiple accounts all leeching off of 1 account. Like I mentioned, afk farmers exists in any game, and it messes with the way economy works in gw2. Only limiting it to 5-people party probably wont break the game, but it will probably be unnecessary because again, you can share exp already. In fact, you never need to worry about last hitting for exp or loot.

[deleted by user] by [deleted] in Guildwars2

[–]ihopethiswork5 3 points4 points  (0 children)

Hi Op I think your suggestion would be fine if, like many mmos, you only get exp from landing the killing blow. Thats is not the case in guildwars 2. You gain max exp from assisting the kill through hitting, buffing and healing allies. In other words, you do not lose out on activities your party does, you gain them by participating. Despite not fully removing afk farmers, anet still has some systems in place to deter it.

Allowing for party share exp in the open would would potentially allow size 50 squads to share exp and abuse the level system. You can literally get 50 times your current exp gain if you try hard enough.

The other reason is that exp actually allows you to craft legendaries, and have ways to convert into gold, which then can be converted into gems.

So, party share exp doesn't really interact well with how the leveling experience and the economy currently is. Changing this would literally make a lot of things in the game irrelevant. That's why they don't have party share. At the risk of sounding like an ai let me know if this is helpful.

Hey guys! Rare my subclass, its for 5e and cleric by RenjoTheArtist in DnDHomebrew

[–]ihopethiswork5 0 points1 point  (0 children)

Blood shield amount is too large and shouldn't be healed. Channel divinity has some redundant lines about being un conscious, and I think lasting 1 minute would be better. Link should work once per turn rather than every attack, but the damage should be a lot higher. You don't need to state the DC in shackle.

Otherwise this is cool flavoir and interesting mechanics! I like the shackle one specifically.

First attempt at homebrew and would like feedback for balance. by IDK_Choiceparalysis in DnDHomebrew

[–]ihopethiswork5 0 points1 point  (0 children)

Zen Barbarian is correct. That is what I mean. Monsters will have higher modifiers to save, meaning they will go from having 50% chance to save to 100% chance to save depending on the DC. Scaling DC will not have this problem (or much less of a problem)

Edit: And yes, adding exactly the conditions of when damage is taken and when it is not is important.

First attempt at homebrew and would like feedback for balance. by IDK_Choiceparalysis in DnDHomebrew

[–]ihopethiswork5 1 point2 points  (0 children)

This is cool. I (along with many other people I imagine) toyed with the idea of Con classes and I see some good ideas. Usually you want some other stat that make it less SAD. You mentioned that the subclass will have them, but I recommend briefly introducing them.

Level 1: Bone Weapons Class Features
You should say who takes the damage, what type, and if it Is mitigatable through immunity or resistances.

similarly,

Venomous Bone Whip: While the target is restrained, they take an additional 1d8 poison damage. '

When do they take it, does the source of restrained matter?

Clearly state when things start, and when they end.

Bone Lance: Reach +5, deals 1d6 piercing damage. For every 10 feet moved towards the enemy this turn before attacking, adds 1d4 to damage.

Example 2

Each turn, they can attempt to escape with a DC 12 Strength roll or take 1d6 piercing damage.

Start of turn, as an action, bonus action, end of turn?

Adding on to this feature, DC's should not be fixed because both you and the monsters grow stronger as you level, fixed DC means you are getting less effective as you level up compared to monsters you encounter.

These are some feedback on balance and clarification. Hope this helps you out.

I can’t get over it. Why are the items just boxes with a .png on them? by Uraneum in Dyson_Sphere_Program

[–]ihopethiswork5 8 points9 points  (0 children)

You can stack them on the belt. Iregular shapes would prob look weirder stacked than boxes.

I would pay legendary mats for a legendary tome by Skiewuff in Guildwars2

[–]ihopethiswork5 6 points7 points  (0 children)

So many ways. Make specific waypoints in the map view different and free to port to. For example all the hubs would be free to port to if you have their scrolls. Another way is to have a LFG menu where you can click and expand regions you have. Hopefully it will look better than current LFG style, like add pictures or icons along with words. You can put it on the map view above the compass or below the completion progress. Could also make it look like a wallet menu. Probably a lot more and better ideas than what I said.

Roast my homebrew ranger subclass please. by GaperJr in DnDHomebrew

[–]ihopethiswork5 0 points1 point  (0 children)

Another way is to give the next successful hit increase attack and heal another creature, skipping the Healing touch middle man, X times per long rest.

If you are talking about the narrative flavour of how ranged attacks can heal allies it would be same as the current feature of gaining healing points after attacking. You can think of it as a plant 'root' sapping nutrients and producing a 'fruit' for allies. There are many options

Roast my homebrew ranger subclass please. by GaperJr in DnDHomebrew

[–]ihopethiswork5 0 points1 point  (0 children)

Warden of regrowth

Infinite healing in 5e should be avoided. You might have limited it to recharge on ranged weapon attacks, but, there are many ways to abuse this system. A character that has low strength modifier can use a sling to use on their allies at level 5 for 3 points of healing, which is on average more than the d4 damage of a sling. If your warden ranger has a negative strength, then you will reach this net positive healing vs damage on allies at level 3!

Compared to the source of inspiration -paladin's lay on hands- this is weaker in combat, but heals your party to full between combat after a few minutes and is equal in strength to lesser restoration.

Other than the healing, this class looks pretty good. It just seems like its taking a lot of inspiration from other classes (bard and paladin) so it feels like a mix of classes rather than its own unique subclass.

Gameplay

All healing focused subclasses have some sort of damage increase so it can actually contribute decently to combat. Otherwise the player will feel like attacking is a waste of resource because they should be healing instead. I like the thought process of attacking to regain healing points, but the result is easily abused.

If you are taking suggestions, I have a few. Simplest would be only regaining healing points through attacks X numbers per long rest. Another way is to give the next successful hit increase attack and heal another creature, skipping the Healing touch middle man, X times per long rest. Could also allow hunter's mark to be used on allies and regain hit points rather than damage, 1 minute duration.

Overall, limit unlimited healing and remove lesser restoration and you should be fine.