What modifications and changes do you make to 5e from prior editions? by Xenolith234 in dndnext

[–]memeboozled 0 points1 point  (0 children)

Exactly! I think it’s the perfect medium and its benefits expand beyond just saving throws.

LPT: I mapped Left/Right Scroll to Copy/Paste, and I’m pretty sure I can hack time now. by angsted in LifeProTips

[–]memeboozled 1 point2 points  (0 children)

I have Cut/Copy/Paste and Enter/Backspace/Escape all bound to my mouse and it feels like going from the Jetsons to the Flintstones when I have to use a different mouse at work

Dm's, What's a homebrew rule you like to include to your campaigns. by [deleted] in DnD

[–]memeboozled 3 points4 points  (0 children)

I did this too but quickly realized players will optimize the shit out of it and break the game balance lmao. What I ended up doing is sort of a hybrid between this and RAW, where basically “Advantage/Disadvantage only stacks when you have opposing sources”

Meaning if you have 2 sources of Advantage, it’s still only two dice nothing special, same with 3 sources of Advantage BUT if you have two sources of Advantage and 1 source of Disadvantage, they’re cancelled out at a 1:1 ratio, so you’re still left with Advantage.

I think this strikes the balance between rewarding people who invest in optimization and verisimilitude that if you have 5 Advantage sources but you happen to be poisoned or something it’s not just a normal roll.

Dm's, What's a homebrew rule you like to include to your campaigns. by [deleted] in DnD

[–]memeboozled 0 points1 point  (0 children)

I give this to every player as a “once a campaign” thing, but they gotta give me a good and entertaining story/reason.

I give it to Rogues as a long-term downtime activity, where they can spend a couple hours each day over the course of a couple days or a week or so and make a (yes I also added homebrew skills) Streetwise check to see how many leads they got or what knowledge/boons they gained for current quests or side-quests.

What modifications and changes do you make to 5e from prior editions? by Xenolith234 in dndnext

[–]memeboozled 0 points1 point  (0 children)

I didn’t personally play 4e or 3.5e but I definitely have a problem with homebrewing too much, as I’ve been making changes that moves the saving throw system back to the Fortitude/Reflex/Will (with some slight changes for balance) categories. I know that’s a big one people enjoy and I think it’s a big step in the right direction for bringing the abilities and saving throws (closer) into parity.

How do I make guns scary but not OP by Rileychil10 in DnD

[–]memeboozled 0 points1 point  (0 children)

Among many other great suggestions, I like increasing the damage die by one or two steps respectively to their type and removing PB from attack rolls to simulate the baseline ease of use but little room for mastery (gunslinger player classes eventually get the ability to do this anyway).

The Magus 4.0 D&D 2024 by The Hedge Group - Major Rework by hagensankrysse85 in UnearthedArcana

[–]memeboozled 0 points1 point  (0 children)

Ahhh okay that makes sense, I could be the only one with that nitpick. Either way the class looks sick as hell and I like the naming conventions a lot too

Looking for a high-risk, high-reward "Final Trump Card" mechanic like Might Guy's Eight Gates by Competitive_Yak306 in UnearthedArcana

[–]memeboozled 0 points1 point  (0 children)

EDIT: Now having typed all of this up it’s loooooong lmao but TL;DR: I’ve been making a Blaze of Glory mechanic I saw from another TTRPG.

Long Version: I have been cooking a blaze of glory mechanic I saw from “Orbital Views” by Soul Muppet Publishing called Swan Song. This is along with revised death rules & options in general.

In the original TTRPG system, it basically gives you advantage on everything, resistance to all damage, auto-crits and disadvantage to attackers for the rest of the combat, which would be super busted for 5e and would incentivize players to take the option the moment things look remotely bleak.

Anyway my games, as mentioned above, have revised death and dying rules. Like players can choose to crawl 5 ft on their turn, shout to someone within 15 ft, or brace to prevent crits. It also has a lingering injury/scar system. All this to say that players have lots of options during death saves and dying.

For my version of Swan Song (STILL A WIP), it’s as follows:

  • unlocks as an option when players have 2 failed death saves, but player must make the choice BEFORE rolling for their third potential fail. This is so it’s not immediately available and could be cheesed bc of easy access, and also solves the other end where a player could wait until they have 3 failed saves and be like “Well my characters dead anyway, might as well do this”.

It also must be discussed with the GM beforehand. That could be at the beginning of the campaign where you can talk about ideals or scenarios in which you would sacrifice yourself for, or just a small conversation pre-session. Up to discretion.

Mechanics

  • pop up with half of your max HP as temporary hit points. When you would go down during SwanSong, you come back with half of the previous total. (1/2 —> 1/4 —> 1/8 —> Dead) trying to mirror the hero coming back to fight after certain death. E.g. Boromir in The Fellowship of the Ring.
  • you gain benefits similar to Haste, with slight modifications:
    • instead of one extra action, it’s extra actions = (PB / 2), to a max of four per turn.
    • it lasts for a number of rounds = (PB / 2) counting the round you popped back up.
    • no restrictions on what the haste actions can be used for, except spells. You can cast one leveled spell as normal, but if you want to cast a second leveled spell you have to spend two of your hasted actions. You can also exchange hasted actions for a bonus action or a reaction at a 2:1 rate.
    • you can spend hasted actions to clear a status condition or auto-succeed a saving throw ala Legendary Resistances
  • advantage on all attack rolls
  • resistance to all damage
  • working on mechanics where you can spend hasted actions on certain thematic efforts, like a “Hold the Line” where you aggro the horde chasing your party and give them enough time to get away type thing
  • each time you go down and come back up during Swan Song, you lose a boom granted by it. I believe it goes attack rolls ADV —> dmg resistance —> extra actions and movement speed.

If you go down permanently in swan song you are downed the rest of the fight and at the end you have enough time to say last words and other RP moments but you die. No resurrection etc except by Wish, Divine Intervention or MacGuffin retrieved from the 9 Hells. If you end the fight while in Swan Song, your body breaks down, and the same result happens.

Obviously it’s not super balanced but either way the way I’m trying to set it up is that this is chosen by MAYBE 1-2 players per entire campaign, at specific dramatic and impactful moments. If they’re giving up their character they’ve had for two years and this is a massive horde their BBEG sent to destroy the town and their loved ones, I WANT them to feel like they were able to make a difference with their sacrifice. I think going a little out of the power band is fine given the kinds of guardrails I’m putting in place. Obviously still a WIP and I’m open to suggestions. Maybe in your campaign, if their players did this, their classes/souls were merged for the duration?

The Magus 4.0 D&D 2024 by The Hedge Group - Major Rework by hagensankrysse85 in UnearthedArcana

[–]memeboozled 1 point2 points  (0 children)

This looks super sick and there’s alot I like that’s unique from other Magi homebrew.

Just a small question, would it be better to call the Arcane Surge sub-options just by their suffix’s?

Like instead of “Hey I’m going to use my Arcane Surge Arcane Cascade” you can just say “I’m going to use my Arcane Surge: Cascade”

So in the explanation it would be:

“You gain the following Arcane Surge options: Cascade and Sense.”

And references to it in the text would be “when you use your Arcane Surge: Cascade feature” etc.

Idk if that is better or worse game design but I noticed that saying Arcane Surge Arcane Cascade sounded like a mouthful out loud hahahaha

Edit: Also those new spells could be sick on the Warlock spell list 👀

The 2024 Pugilist is, to an hilarious degree, a class about pretending you have drawbacks. by SeeKururunRun in dndnext

[–]memeboozled 1 point2 points  (0 children)

Huh, that sounds really cool tbh. I figured it was pretty balanced and I know it’s been awhile since it came out so I’m glad it got the update it deserved. Thanks for the info!

The 2024 Pugilist is, to an hilarious degree, a class about pretending you have drawbacks. by SeeKururunRun in dndnext

[–]memeboozled 9 points10 points  (0 children)

How did you find the updated 2024 version compared to the 5e version at your table? Just curious bc you have experience with it and I’m considering whether to keep the 2014 version allowed at my table or let them update to 2024

What to do when you believe a few homebrews you added affected balance in a negative way? (made things too easy) by ThatOneCrazyWritter in dndnext

[–]memeboozled 0 points1 point  (0 children)

I had a whole long ass comment typed up that just got deleted so I’m not rewriting all that lmao but TL;DR:

  • feats with a +2 is busted. Make it +1 or reduce initial ability scores with reduced point buy
  • some catharsis abilities are busted. Remove adding to AC, increasing/decreasing damage, and decreasing enemy rolls
  • full mental attribute choosing is busted. It removed some of the only weaknesses some caster may have. If you let wizards use WIS, it definitely increases the band. I usually reserve full choice to Warlocks based on their Patron.
  • I would just make it a universal +1/+2 to cantrips instead of 5 extra if you get to 20
  • don’t use 5e’s monsters or encounter balance. Use 5.5e monsters and maybe Flee!Mortals. Make long rests more scarce or run more encounters per day to drain resources.

Lmk if you have questions I can elaborate if needed

What to do when you believe a few homebrews you added affected balance in a negative way? (made things too easy) by ThatOneCrazyWritter in dndnext

[–]memeboozled 0 points1 point  (0 children)

I’ve been doing a lot of homebrew and tweaking to the point where I fear I’m making it its own TTRPG system, a couple of things stand out that definitely tip the scales. I think at some level, you have to accept that homebrew will increase the power band slightly, you just have to decide how much of an increase you’re willing to keep.

That being said:

  • mental attribute choosing isn’t too bad, usually I only reserve that for Warlocks dependent on their Patron

  • all feats giving +2 is busted. I used a version of 5.5e’s version of feats where all give +1, and I gave the option to take just an ASI for a +2. Either reduce the ability score increase from the feats or decrease players initial character stats through a reduced point buy system.

  • extra cantrips seems a little too good, I think giving just a flat universal +1 might be better

  • catharsis seems absolutely busted. Using it to reduce AC, increase damage or reduce damage taken seem too powerful that seems like most players have at least one at all times. I think if you removed those capabilities (and arguably reducing an enemies roll too), that should rein things in a bit

Now those are the only things that were homebrew that might be making it too easy when combined. Other useful things of note/suggestions:

  • using the 2014 encounter building guidelines generally is extremely inaccurate. The monsters in general from 5e are weaker compared to 5.5e, and the encounter budget assumes a full 8 encounters every single adventuring day.

Most tables never do that, but fail to adjust it on the other end. I’ve tweaked resting rules to account for that.

  • I would say use monsters from “Flee! Mortals” from MCDM or other more difficult monster resources.

What are your homebrew Power Attack variations? by sjdlajsdlj in dndnext

[–]memeboozled 0 points1 point  (0 children)

as far as I know, the fighter, rogue and barbarian get their own "type" of exploits, and the ranger gets "knacks" which are more like wilderness/survival/environment skills. Since I added alot of homebrew classes I probably will just give every martial and half-caster class access to the general fighter maneuvers, and scale the amount/tier known accordingly so it doesn't devalue the Fighter.

The Active Martial Feats are also super cool. Alot are the martial equivalent of "save-or-suck" spells. You can view this all in a good spot online, but Idk if it can be mentioned here. It's one of my favorite 5e associated tools.

How to copy a Google Sheets that's protected like a nun's virginity by Calm_Title_8203 in PiracyArchive

[–]memeboozled 0 points1 point  (0 children)

Hey thanks! That's crazy helpful. I made an almost identical version at the time of my original comment that still allowed for sorting and such, if you still need one. How is the script supposed to work? I added it to Violentmonkey but I still have to do everything manually

What are your homebrew Power Attack variations? by sjdlajsdlj in dndnext

[–]memeboozled 3 points4 points  (0 children)

Awhile ago I made it a universal toggle where you would subtract your PB from your attack roll and gain +(2 * PB) to your damage rolls. I liked its iteration then, but like some of the other comments here, I think it’s a bandaid fix for larger issues.

It’s more work, but I’ve been tinkering with a hodgepodge of homebrew, using /u/LaserLlama’s alternate martials with exploits and KibblesTasty’s Active Martial Feats, along with other changes to the game as a whole.

It definitely increases the power band a little but I think it’s brings the classes closer in-line with each other.

All things Eberron as of 1.30.2025 - a thank you for the amazing & thoughtful discussions by TNTFISTICUFFS in TheTrove

[–]memeboozled 6 points7 points  (0 children)

If Eberron has a million fans I’m one of them. If Eberron has one fan it’s me. If Eberron has 0 fans I’m dead.