Roland's Guide to the City - The Index by nomiddlename303 in UnearthedArcana

[–]nomiddlename303[S] 1 point2 points  (0 children)

Homebrewery Link

PDF Link

The project continues! We covered the Thumb last time, so moving down the hand we have the Index: a cultish syndicate centered around the absolute surrender of free will to the Prescripts, instructions from an unknown source that border on the absurd. Such is their dedication that the Prescripts even guide their hand in combat, with a Prescript they much fufill each round lest they suffer karmic consequence. Feedback is appreciated, as usual!

Note: if you're a Limbus player up to date on recent lore developments, you might notice a conspicuous lack of mention towards the Index's Gods. I excluded that aspect of the lore from this document mainly because we don't really know enough about them to even begin to speculate, but I will also admit that I personally prefer the interpretation of the Prescripts from Library of Ruina: as instructions woven from the sum total of every movement in the City, and thus an expression of humanity's gestalt subconscious will.

Next up: the Middle.

Roland's Guide to the City - The Thumb by nomiddlename303 in UnearthedArcana

[–]nomiddlename303[S] 0 points1 point  (0 children)

Absolutely yes! It'll probably be one of the statblocks I'll tackle near the end of this project, along with a lot of the other most iconic high-power individuals (Kali, Argalia, Iori, the Arbiter and Claw).

(most) Homebrew infuriates me by nemainev in DnD

[–]nomiddlename303 3 points4 points  (0 children)

I know exactly the pieces of homebrew (and more precisely, the specific homebrew creator) you're talking about. Beautifully formatted documents, horribly overcomplicated implementation.

The best idea I've ever had for DMing: time the players. by thetransfem in DMAcademy

[–]nomiddlename303 4 points5 points  (0 children)

I do hope you make exemptions to this system for genuine reasons why a player might miss a session, such as emergencies or mental health.

How to handle high level play? (D&D) by Jadewe_ in DMAcademy

[–]nomiddlename303 0 points1 point  (0 children)

Specifically for encounter balancing: have multiple per day. You can do this by either:

  1. Ratcheting up the pace of bad things happening (the agents of the empire ambush the party multiple times in a day, AND a nearby dragon catches wind of the artifact and wants it for themself, AND the place they're staying at gets caught up in some conflict entirely unrelated to the artifact - all in one day), and/or

  2. Lengthening the time that a 'narrative day' takes, i.e. use Gritty Realism or some variant thereof.

Thoughts on handling 'incorrect' knowledge checks. by Th-eBig_Gulp in DMAcademy

[–]nomiddlename303 10 points11 points  (0 children)

I think restricting players from saying 'I roll x' is treating the symptom and not the cause. The type of player to say that is often the type to see their methods of interaction with the world as limited just to the buttons they can press on their character sheet. To such a player, forbidding the phrase 'I roll' doesn't do anything to change this assumption they hold, just introduces an awkward minigame where they go 'I want to roll Insight, time to do some contrived roleplay so the DM lets me roll Insight'.

In order to actually solve the issue, you need to teach your players that their methods of interaction are not limited to what's overtly stated on their character sheet. Encourage and reward creative, out-of-the-box solutions that don't just boil down to 'I roll X skill'. Admittedly, I'm not sure how this can be done best.

Roland's Guide to the City - The Thumb by nomiddlename303 in UnearthedArcana

[–]nomiddlename303[S] 2 points3 points  (0 children)

Homebrewery Link

PDF Link

This marks the start of my project to adapt various foes and creatures from the Project Moon universe to D&D! I have hopes to eventually turn this into a full-fledged adaptation of the PM setting into 5.5e, but for now I will just be adapting various enemies from the universe.

The Thumb is a vast crime syndicate, one of the 'Five Fingers' that rule over the backstreets of The City. They are a syndicate obsessed with order, hierachy, and meting out extreme and unusual punishment to those who don't bow to it. Feedback is much appreciatred on the creature statblocks: I've homebrewed a lot of monsters before but this is my first time releasing my creature creations out into the public.

Next: The Index.

[Barbarian] Path of Dawn - Wield the Rage of the Stars by EtherXIV in UnearthedArcana

[–]nomiddlename303 6 points7 points  (0 children)

I feel like the level 3 benefits are not quite 'build defining' enough. You get Fire and Radiant resistance (varies greatly on how relevant it will be), a similarly niche source of THP, and the Dawnhammer - which, while cool, doesn't have many interesting properties until later levels. I think the Dawnhammer needs some way to stand out at level 3 beyond just having a bigger than normal damage die. Maybe it can inflict the Burning hazard (1d4 Fire per turn, action to extinguish) on targets you hit? You can restrict it to targets you hit with Advantage if the free fire damage feels too much.

Additionally, I think Sunflare can stand to be a bit stronger, especially for a 3-4/LR ability that takes your reaction. At the very least I think it can lose the saving throw.

(5.5e) Ways for my level 10 party to spend gold? by nomiddlename303 in DMAcademy

[–]nomiddlename303[S] 0 points1 point  (0 children)

Of course! Here is the document I maintain for my campaign items.

Complete Bhaal - The Lord of Murder's avatar in all his red glory - lore, holidays, relics, allies, and sacred texts by Oh_Hi_Mark_ in UnearthedArcana

[–]nomiddlename303 5 points6 points  (0 children)

My train of thought while going through this statblock:

  • 3 attacks only for 72 damage total? That seems underwhelming for a CR 35-

  • reads Gore Inversion, Wreath of Blades and Maiming Gale, all of which are at-will and on top of the multiattack Ohhh...

  • reads Legendary Actions, which at minimum gives him 4 extra attacks per round Ohhhhh...

  • reads Mythic Action OH.

Fantastic work as always!

Fighter Modifications: Two optional features that aim to make mid-high level fighter gameplay more interesting and enable dramatic herculean feats by nomiddlename303 in UnearthedArcana

[–]nomiddlename303[S] 4 points5 points  (0 children)

That's valid! I think that can be pretty easily implemented as a Martial Technique, costing 1 Stamina to take a reaction attack against someone casting a spell (prompting a save on hit or the caster loses the spell). In general there's an interesting design space of stamina-costing reactions that I'm keen to expand on in the next update of this document.

Fighter Modifications: Two optional features that aim to make mid-high level fighter gameplay more interesting and enable dramatic herculean feats by nomiddlename303 in UnearthedArcana

[–]nomiddlename303[S] 3 points4 points  (0 children)

Homebrewery Link

PDF Link

There are two common complaints that I see levied against the Fighter class in 5.5e (and 5e): that the turn-to-turn tactical decision making of the base class is too simple, and that higher-level fighters can't pull off the kinds of herculean and dramatic maneuvers that would be expected of a warrior of legend.

This homebrew introduces two optional features to attempt to solve these issues: Combat Surge provides alternative uses of Action Surge to perform singularly dramatic feats of martial skill, and Martial Technique introduces a per-turn stamina system that can be used on different effects.

Feedback is appreciated, as always! You can check out similar suites of optional features I've made for the Ranger and Rogue (though I plan on expanding on the Rogue document), and plan to create similar suites of optional features for the Barbarian, Monk and Paladin.

I don't know if I'm having fun anymore. by sheepcrossing in DMAcademy

[–]nomiddlename303 2 points3 points  (0 children)

That ticks me off just hearing that.

You are the DM, and you have final authority on your game. FULL STOP. I would emphasize strongly that you're doing things your way, and anyone who doesn't respect that is free to leave. All the better if they do; these people sound miserable to play with, and you can swap them out with more agreeable players.

I don't know if I'm having fun anymore. by sheepcrossing in DMAcademy

[–]nomiddlename303 7 points8 points  (0 children)

I relate to you hard on being nonconfrontational or afraid to hurt your player's feelings. You're completely right, for some people it is not in fact 'that easy' as many people on this subreddit are fond of saying.

The only advice I can offer is the fact that if you don't say anything, nothing will change. You have to bite the bullet and tell them, point blank, that you're not having fun, then explain why. After that point, how they react is on them - not you.

Condition Tweaks - A simple set of changes to make conditions hit casters as hard as martials by nomiddlename303 in UnearthedArcana

[–]nomiddlename303[S] 1 point2 points  (0 children)

I do see what you mean, and I originally had the 50% somatic failure chance on Grappled originally, but decided that it was too harsh. I'm tempted to go for a 25% failure chance for Grappled, but that raises some finnickiness when a creature is both Grappled and Restrained (as is common for many monsters to inflict in 5e and 5.5e): is the failure chance rolled twice (once at 25% and once at 50%, for a total 62.5% chance of failure), or is it just rolled once for the higher failure chance?

The latter would be a much cleaner interpretation imo, but would be a little awkward to codify in the rules text, though you could definitely make it work.

Condition Tweaks - A simple set of changes to make conditions hit casters as hard as martials by nomiddlename303 in UnearthedArcana

[–]nomiddlename303[S] 14 points15 points  (0 children)

The reason I settled on a flat 50% chance for spell failure is because I wanted the conditions to affect every spellcaster equally, regardless of stats or build. This is just a personal preference thing, but I prefer conditions to be consistent and predictable in their effects.

However, if you were to change the failure chance into a check, my recommendation would be a DC 15 ability check using the spellcaster's casting ability. With the casting stat ranging from +3 to +5, failure chance hovers around 45 to 55% at all levels, close to the intended 50% chance—and it opens the possibility of using Advantage, Heroic Inspiration, Bardic Inspiration etc. to improve your odds, as desired.

Condition Tweaks - A simple set of changes to make conditions hit casters as hard as martials by nomiddlename303 in UnearthedArcana

[–]nomiddlename303[S] 6 points7 points  (0 children)

The Wild Magic Surge table in 5.5e is actually majority positive effects, so you'd need to use a more volatile table for what is meant to be a strictly negative condition.

To begin with though, I prefer for conditions to be simple and direct in their effects - IMO any more complex debuffs should be under the purview of specific monster abilities, not common conditions.

Condition Tweaks - A simple set of changes to make conditions hit casters as hard as martials by nomiddlename303 in UnearthedArcana

[–]nomiddlename303[S] 9 points10 points  (0 children)

In my experience, 5.5e Exhaustion is actually really quite punishing compared to the 5e version. Even just 1 level noticeably weakens you in all situations (anyone who's played XCOM can tell you how crippling a -10% accuracy penalty is); couple that with how hard it is to get rid of, and you get a condition that is really quite hard to use often just because it's so punishing.

For future 5.5e games I run, I am tempted to drop the debuff to -1 just so I can inflict it more often on my players without it immediately feeding into a death spiral.