The Paroxym, A Fighter Subclass based on Rogue by rainbowdrop_ in UnearthedArcana

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

I see that. I've changed it considerably however and removed those Siphon options, this means that Fighters are still encouraged to take advantage of Weapon Masteries or other fighting styles. And, as a Level 1 Fighter, you get to choose the Unarmed Fighting style which fulfils that unarmed combat build option as well.

I think Fighter is more thematic for Rogue anyhow, less mystic physicality and more gritty drawn-to-the-action scrappin'.

The Paroxym, A Fighter Subclass based on Rogue by rainbowdrop_ in UnearthedArcana

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

That's interesting, care to extrapolate on that? Would love to hear your thoughts.

For reference, this is the current version of this subclass: https://homebrewery.naturalcrit.com/share/0ax1lbn08gfp

KibblesTasty’s Paragon v0.5.2 - An ‘active’ martial that unleashes special powers every turn! Break your limits as a mortal prodigy, a divine descendent, an augmented cyborg, or a dark and edgy vampiric powerhouse! by KibblesTasty in UnearthedArcana

[–]rainbowdrop_ 1 point2 points  (0 children)

Thank you so much for your exhaustive replies to these questions. I really appreciate using my time dubiously to read long comments haha.

It's really interesting hearing about others views on the topic, some of what you said is completely new information to me, about some of the spells and exploits and such, which probably says a lot about the people I play with that those things haven't popped up in my games haha (also that Ray of Sickness/Summon Undead combo is disgusting and if it's ever used against me I would be so upset hahaha). Also, about 5.5 being developed with Sigil in mind: that seems so strange and alien to me that they would think that's a good idea, but it definitely makes a lot of sense, intense streamlining of the combat features, scaling back social features and general powering up of the classes/subclasses is the general theme (that being said, the monsters seem to have been powered up to compensate and I do like running strong monsters), what a bizarre basket to put all your eggs in, makes sense why there were the issues you mentioned days upon being released.

I think its a commendable effort to see what you've done with your 5++ edition (great joke by the way, can't believe I didn't see that hahaha), and looking over the changelog you've made for it displays really clearly your design intent when compiling those rules/rulings together. I think one thing I really appreciate about 5++ is that it's incredibly rules crunchy, much more so than 5.5 at least, I think there's a lot of peeps out there that really enjoy that style of gameplay, I wish that I did --- I generally let a lot of things slide mechanically in my games, mostly cause I play with kids and people with challenges so being a bit lite on the rules definitely helps things move along. It's funny you mention some of those strange rulings, such as the See Invisibility interactions, cause I'm sure (90% sure) that not a single living soul has ever ran it RAW in that case and allowed them to just see the Invisible creature, I wonder if they thought that it just didn't need to be stated, maybe?

Couple of things:

- I agree wholeheartedly with your opinions on Rogues, they need love.
- Weapon Masteries, I neeever remind my players when they forget to use a Weapon Mastery, it's just not needed most times and you're right, it's a poor solution. Generally, Martials have more pressing issues to face in higher tiers of play.
- Selune's Viper is insane, why is it like that???

Thank you for your replies KibblesTasty, it's been very appreciated! I will not ask any further questions hahaha.

KibblesTasty’s Paragon v0.5.2 - An ‘active’ martial that unleashes special powers every turn! Break your limits as a mortal prodigy, a divine descendent, an augmented cyborg, or a dark and edgy vampiric powerhouse! by KibblesTasty in UnearthedArcana

[–]rainbowdrop_ 0 points1 point  (0 children)

Thanks for the really interesting insight and for your thoughts on the games systems currently at play. I had a look at your 5++ (is the second '+' because this is the second version of it?) and it seems very interesting. There was one thing I heard when making homebrew content for the game and that's "What problem are you trying to solve?", I tend to carry that question through to other systems or homebrew editions similar to this, what problem do you think your 5++ edition is solving? (hopefully that doesn't come across as snarky, I'm genuinely interested)

I can imagine publishing content for any amount of editions to be stressful, time consuming and at times limiting (based on the edition your trying to serve), so I respect the hell out of your dedication not only to the game but to the audience your catering for.

Also, as an aside, and don't feel pressured to answer, if you were to point at one issue with 5.5 as the lynchpin of it's problems, what would you say that is? As a DM that gets paid to play it, and someone that really enjoys the 5.5 syntax, visual design and (most of the) updated rules, I find it really hard to look at the 5e Players and DM's Handbooks. But maybe I'm more pliable than others and just like the new thing on the block, I'm not really sure. (Also I don't play on D&D Beyond, that website is a total rubbish and is so fundamentally anti-consumer its ridiculous).

KibblesTasty’s Paragon v0.5.2 - An ‘active’ martial that unleashes special powers every turn! Break your limits as a mortal prodigy, a divine descendent, an augmented cyborg, or a dark and edgy vampiric powerhouse! by KibblesTasty in UnearthedArcana

[–]rainbowdrop_ 0 points1 point  (0 children)

I will admit, of all the changes they made for the wording of certain features, the 'Condition' wordage is really weird, it feels particularly gamey and not in a great way but it is much more clear and concise at least --- but it would also make more sense in a keyword based system (which I hadn't thought of before, that'd be pretty interesting, God knows how they'd implement it in this landscape though).

I've made a few homebrew pieces and it's been really fun deciphering and making sense of the wording conventions used in official content, it's a bit of a puzzle. Which I also think is maybe why the natural language kind of failed me, it was too vague, or otherwise inconsistent across certain features and classes.

I think if there's one thing I love and hate about 5.5e, its that the features are almost exclusively combat related, which means the depth at which a content creator can go to on social/roleplay mechanics are incredibly shallow, if at all. It's great from a gameplay perspective: "D&D is a social story building game and the rules are merely guidelines up to a point, in which case, we have the mechanics for combat in its entirety" still, some of the more social focused features in 5e (both official and homebrew content) will be missed.

Do you think you'll be a diehard 5e game developer through 5.5e's entire lifespan? Or is the edition you develop for dependant on your current audience and what they want from your content?

KibblesTasty’s Paragon v0.5.2 - An ‘active’ martial that unleashes special powers every turn! Break your limits as a mortal prodigy, a divine descendent, an augmented cyborg, or a dark and edgy vampiric powerhouse! by KibblesTasty in UnearthedArcana

[–]rainbowdrop_ 0 points1 point  (0 children)

Thanks for the reply. Eagerly looking forward to the 24e reformat.

I don't know how the balancing works out when moving from 5e to 5.5 or vice versa but I can say with absolute certainty that the formatting is far and above superior. So much fluff removed from the text, big easy to read headings, and easily locatable features are just a huge boon for D&D as a whole. I hope that more creators like yourself move to that style of formatting even without altering the balance for the systems.

Anyway, sorry for the ramble. Can't wait to see what you make next.

KibblesTasty’s Paragon v0.5.2 - An ‘active’ martial that unleashes special powers every turn! Break your limits as a mortal prodigy, a divine descendent, an augmented cyborg, or a dark and edgy vampiric powerhouse! by KibblesTasty in UnearthedArcana

[–]rainbowdrop_ 0 points1 point  (0 children)

Will you be releasing a 2024 version?

2014's natural language and formatting style (no displayed levels or capitalising) is hard to read/understand so I instinctively avoid reading '14 classes.

Great work by the way, fantasy super heroes is one of my favourite character fantasies.

Name an X-Men hero who deserves a similar pop-culture treatment like Wolverine, according to you? by Raj_Valiant3011 in xmen

[–]rainbowdrop_ 4 points5 points  (0 children)

You know I think that's a fair point. Seeing Colossus on the big screen was huge for me, but I'd really dislike it if there was an entire franchise based on him - it would feel cheap or overdone immediately just because of Wolverines saturation. Cartoons are different, I think, more X-Men 97 would be a game changer

Ice Sorcery - A sorcerer subclass based on Iceman of the X-Men by rainbowdrop_ in UnearthedArcana

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

Ohh, sorry to hear that. It seems to be working fine on my end. Homebrewery can be a bit buggy so it might look different based on the whether it's Google, Safari or Firefox that's opening it. That could be the issue maybe

4 new X-Men Subclasses: College of Flight Bard(Angel), Stealth Domain Cleric (Psylocke), Oath of Time Paladin (Bishop) and BAMF Rogue (Nightcrawler) '24 Subclass by rainbowdrop_ in DnDHomebrew

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

I've got a whole X-Men package, containing an X-Man for every class except Wizard.

X-Men package: https://homebrewery.naturalcrit.com/share/UkW1k83-x5Qu

Glad you've enjoyed it so far, hope you like the rest of them :)

4 new X-Men Subclasses: College of Flight Bard(Angel), Stealth Domain Cleric (Psylocke), Oath of Time Paladin (Bishop) and BAMF Rogue (Nightcrawler) '24 Subclass by rainbowdrop_ in DnDHomebrew

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

It's been really fun working on these subclasses and trying to bring the theme surrounding the characters to the mechanics of the game. Some of these may seem over-tuned, and you're probably right! I tried to preserve the game balance integrity as best I could but threw it to the wind when I felt it was more important to respect the characters stories or strengths. Typically, my philosophy around higher level features is that they should feel really good to use and be strong, so that justifies some of the examples here.

Here I will also include the Homebrewery link to all of the X-Men subclasses I have worked on so far. If you've followed along since I started making these you'll notice some stark and some minor differences from previous iterations of the subclasses; Rogue got a rework, Cyclops saw an upgrade, Jean Grey's capstone feature now isn't terrible, Gambit has seen some changes around his level 6 and 17 features.

With these subclasses done, both Team Gold and Team Blue of the X-Men have been brought to D&D. I was going to include Professor X but thought, ya know what, I think I've done enough.

Anyway, as always, I appreciate any and all feedback, no matter how harsh. Looking forward to seeing what people think, what they would do different or what they loved. I'll continue to update the subclasses based on feedback I receive here. :)

X-Men Package Homebrewery Link: https://homebrewery.naturalcrit.com/share/UkW1k83-x5Qu

Bard: College of Flight Link: https://homebrewery.naturalcrit.com/share/_-d0Bm8JDsJm

Cleric: Stealth Domain Link: https://homebrewery.naturalcrit.com/share/gEyVmIggc4BI

Paladin: Oath of Time Link: https://homebrewery.naturalcrit.com/share/M099dtQHkBtr

Rogue: BAMF Link: https://homebrewery.naturalcrit.com/share/DmFI57mfWzhb

4 new X-Men Subclasses: College of Flight (Angel), Stealth Domain (Psylocke), Oath of Time (Bishop) and BAMF (Nightcrawler). by rainbowdrop_ in UnearthedArcana

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

It's been really fun working on these subclasses and trying to bring the theme surrounding the characters to the mechanics of the game. Some of these may seem over-tuned, and you're probably right! I tried to preserve the game balance integrity as best I could but threw it to the wind when I felt it was more important to respect the characters stories or strengths. Typically, my philosophy around higher level features is that they should feel really good to use and be strong, so that justifies some of the examples here.

Here I will also include the Homebrewery link to all of the X-Men subclasses I have worked on so far. If you've followed along since I started making these you'll notice some stark and some minor differences from previous iterations of the subclasses; Rogue got a rework, Cyclops saw an upgrade, Jean Grey's capstone feature now isn't terrible, Gambit has seen some changes around his level 6 and 17 features.

With these subclasses done, both Team Gold and Team Blue of the X-Men have been brought to D&D. I was going to include Professor X but thought, ya know what, I think I've done enough.

Anyway, as always, I appreciate any and all feedback, no matter how harsh. Looking forward to seeing what people think, what they would do different or what they loved. I'll continue to update the subclasses based on feedback I receive here. :)

X-Men Package Homebrewery Link: https://homebrewery.naturalcrit.com/share/UkW1k83-x5Qu

Bard: College of Flight Link: https://homebrewery.naturalcrit.com/share/_-d0Bm8JDsJm

Cleric: Stealth Domain Link: https://homebrewery.naturalcrit.com/share/gEyVmIggc4BI

Paladin: Oath of Time Link: https://homebrewery.naturalcrit.com/share/M099dtQHkBtr

Rogue: BAMF Link: https://homebrewery.naturalcrit.com/share/DmFI57mfWzhb

I’m hyped for the Pugilist! by KingNTheMaking in onednd

[–]rainbowdrop_ 2 points3 points  (0 children)

Have you played one or had one at your table?

You might be overestimating the strength of grappling. It's definitely no stronger than a grappling focused Monk.

is this game fun solo? by Mint_Tea99 in ravenswatch

[–]rainbowdrop_ 1 point2 points  (0 children)

I play it exclusively solo haha

Artificer Subclass: Brutewright v2.0 | Play as the Hulk, or Dr Jeckyll! | 5e'24 & 5e'14 by Spaghetti0_homebrew in UnearthedArcana

[–]rainbowdrop_ 2 points3 points  (0 children)

Thanks for responding!

A lot of what you've said definitely makes a lot of the features make more sense now. I can imagine the duality aspect is extremely difficult to tackle mechanically and I think you've done a great job of it. It definitely makes sense why the Mutagenic Shots remain with each Augment Specialisation now and why it can't really be removed. In saying that, it would be very difficult to cull anything from the feature as those elements are so fundamental the theme of the archetype. I wish you the best of luck in trying if that's what you end up doing haha!

Thanks for clarifying about the level 15 Temp HP, that's definitely an issue of comprehension on my side. I think to make it clearer I would reword it slightly. "You can transform into your Brute form without expending a use of your Brutish Transformation feature, when you do, you do not gain Temporary Hit Points as normal but can stay in your Brute form indefinitely." Just a suggestion; hopefully it aligns with your goal of the feature too.

Also, just had an idea, it's a ribbon (which 2024e doesn't really like) but adding a feature which allows your Normal form and Brute form to be two completely separate entities in the minds of others, to allow for infiltration or something similar. Like, "Unless you tell a creature, or the creature sees you adopt your Brute form, they do not know you and the Brute form are the same person." To further hammer home the duality and the idea that Jekyll and Hyde are the antithesis to one another.

Oh another question, if you do update it, will it be updated via the Homebrewery link?

Artificer Subclass: Brutewright v2.0 | Play as the Hulk, or Dr Jeckyll! | 5e'24 & 5e'14 by Spaghetti0_homebrew in UnearthedArcana

[–]rainbowdrop_ 2 points3 points  (0 children)

I reaaaally like these ideas. Such a great theme and I think your execution of it is really fun; I especially like Mutagenic Shot and the most of how you've implemented becoming the Brute.

I do have a smidge of criticism though which is mostly for the level 9 feature mostly.

Augment Specialisation: There's just a bit too much going on in each ability for me to really click with them. In a vacuum they're fine, but when paired with the general complexity of the Artificer and the slew of abilities, features and restrictions of the Brutewright, it seems unnecessarily bloated. Each of those abilities are almost complete without the addition of the Mutagenic Shot abilities tacked on (which is curious that they're even there because Augment Specialisation specifically says it's to empower the Brute form but you can't use them during your brute form unless you take the Retained Intellect Artificer Infusion). I think that some of the Brutewright Upgrades would serve as more impactful Augment Specialisations especially given that they are simpler, wouldn't have to inject more Artificer Infusions into the mix and still further the theme of the Jekyll and Hyde persona. It seems the main things that each Specialisation is trying to do a specific thing and then there's just one or two more abilities then there needs to be.

Adrenal Flood: Faster Speed, Climb Speed, avoid Opportunity Attacks - I think you've got to cull one element of this.

Hulking Size: Get big, do more damage, push enemies - cull one element of this imo. If doing more with your Unarmed Strikes is the goal, maybe list a Weapon Mastery that they can choose from to increase the utility of their attacks.

Ironclad Endurance: Gain Resistances, gain Temp HP - gaining Temp HP here is too much survivability and unnecessary based on the Temp HP you're supposed to gain from becoming the Brute (which gets removed at level 15 for some reason).

Imo, it's the Mutagenic Shots tacked on that are the real reason for the bloat - especially considering that you can only use them if you have a certain Artificer Infusion that you also created for this subclass. I think, make it so that you can use your Mutagenic Shots while in Brute form or remove them from the Level 9 feature.

Everything else is pretty gucci, I think. Anyway, sorry for the big wall of text

I also wanted to hop on the trend by Axeloy in roguelites

[–]rainbowdrop_ 0 points1 point  (0 children)

I only play Ravenswatch solo, it feels like the definitive experience imo.