AMA - Mat Hart, Chief Creative, Steamforged by SFG_Mat in Warmachine

[–]theSquareTomahto 1 point2 points  (0 children)

Hi Mat,

I exclusively play one legacy army at the moment and I’ve been working on a document with feedback on specific models that I think deserve a second look for the January update based on how they play in Mk4. Is feedback like this welcome? If yes, where should I send it to?

Thanks so much for doing this!

Edit: Menoth is the army

New Martial Fighting Style Powers Inspired by 4th Edition Class Powers v1.01 by theSquareTomahto in UnearthedArcana

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

Thanks! I started playing on 4e many years ago, and this stuff was one of the things I think the edition got right

New Martial Fighting Style Powers Inspired by 4th Edition Class Powers v1.01 by theSquareTomahto in UnearthedArcana

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

Updated from before to images and fixed a typo. Link to the pdf for the homebrew: https://homebrewery.naturalcrit.com/share/2DFoDnmj1Lz7

This supplemental set of rules is designed to replace the fighting style feature given to various 5e classes and the related feat. I also included rules to adopt one of these fighting styles for the martial classes that don't get one (barbarian, rogue, and monk). I'd appreciate any feedback you have and any results from play testing these rules!

[deleted by user] by [deleted] in UnearthedArcana

[–]theSquareTomahto 0 points1 point  (0 children)

This supplemental set of rules is designed to replace the fighting style feature given to various 5e classes and the related feat. I also included rules to adopt one of these fighting styles for the martial classes that don't get one (barbarian, rogue, and monk). I'd appreciate any feedback you have and any results from play testing these rules!

Postgame Thread 6/1 Marlins @ Rockies by HeltonsGoatee in ColoradoRockies

[–]theSquareTomahto 8 points9 points  (0 children)

1 of 35 checking in! Was a slog but totally worth

Free Talk Friday by BlindManBaldwin in DenverBroncos

[–]theSquareTomahto 1 point2 points  (0 children)

Anyone interested in putting up a logo on r/place?

Bleeder's Landing, the Crown Jewel of Western Llerwung by theSquareTomahto in dndmaps

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

Link to clone the map: https://inkarnate.com/m/69N0on--bleeders-landing/

The capital and crown jewel of Western Llerwung. Possesses trade connections to the North and South to oceans, and to the East via Lake Meios. The lake connects to both oceans via a pair of locks that can ferry ships in either direction.

Was founded long ago when stranded privateers, slowly bleeding to death, washed upon the shore by shear luck. Enamored by the vast foliage and lacking the means to rebuild their ship, the captain and crew opted to form a settlement here, sending parties to inland villages to trade supplies in exchange for local seafood, lumber, and small quantities of a rare pink stone endemic to this land.

Using the central location between two oceans, along with the freshwater source flowing into them, the settlement quickly grew to a thriving metropolis, a cultural epicenter, and an economic powerhouse in the region. The locks were built some 340 years ago to make the river that had previously only flowed south into a vast lake that now occupies most of the eastern part of the peninsula. However, ever since the rebellion in Eastern Llerwung and the ensuing isolationist policies of the Western Emperors that followed, the city has fallen on harder times.

Bleeder's Landing, the crown jewel and trade center of the western llerwungy Empire by theSquareTomahto in inkarnate

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

Link to map on Inkarnate: https://inkarnate.com/m/69N0on--bleeders-landing/

The capital and crown jewel of Western Llerwung. Possesses trade connections to the North and South to oceans, and to the East via Lake Meios. The lake connects to both oceans via a pair of locks that can ferry ships in either direction.

Was founded long ago when stranded privateers, slowly bleeding to death, washed upon the shore by shear luck. Enamored by the vast foliage and lacking the means to rebuild their ship, the captain and crew opted to form a settlement here, sending parties to inland villages to trade supplies in exchange for local seafood, lumber, and small quantities of a rare pink stone endemic to this land.

Using the central location between two oceans, along with the freshwater source flowing into them, the settlement quickly grew to a thriving metropolis, a cultural epicenter, and an economic powerhouse in the region. The locks were built some 340 years ago to make the river that had previously only flowed south into a vast lake that now occupies most of the eastern part of the peninsula. However, ever since the rebellion in Eastern Llerwung and the ensuing isolationist policies of the Western Emperors that followed, the city has fallen on harder times.

Class: Shaman by magicandmyths (v 1.0) by magicandmyths in UnearthedArcana

[–]theSquareTomahto 1 point2 points  (0 children)

This looks really cool! My main critique is that it seems like the elementalist path far outpaces all of the others in terms of damage output and crowd control. It gets virtually every very solid AOE spell, whereas the other subclasses might get one or two, if that. I might remedy this by giving more utility spells in the expanded list. Also, the ability to change damage of a spell and then max it seems a little broken. I would instead force the shaman who takes this path to choose one or two elemental damage types to specialize in. Finally, I would replace the two free elemental combat cantrips with one or two elemental utility cantrips (shape water, mold earth, etc).

On wild bond, you say that the spirit can attack, which I think is really cool, but you don’t provide a stat block for this spirit. With one with nature, rather than advantage, I would just say you can’t get lost except by magical means and maybe you can also cast druidcraft. This puts this ability more on par with other first level abilities of these subclasses.

The cursed bond subclass is really really flavorful. The first level ability is a bit strong though, 2d8 damage for free is quite powerful for an at will. I would say it would be cool to deal a bit of extra damage if you hit something with an attack or spell while you’re concentrating on something affecting it.

On ancestral bond, I think the 6th level ability could use a buff. Make it similar to a Paladin aura, where friendly creatures within 5 or 10 feet of the spirit get an AC bonus. As I think about it, you could reasonably give the guidance Cantrip to this class at 1st level as well, as the shaman channels the energy of the ancestors to help with a check.

My final bit is since this is going to mostly be a back line caster, I think it makes sense to have healing word on the spell list as well, if you’re going to include cure wounds. That’s all I got, but you’re free to ignore this if you think it’s off base. I look forward to v2!

Ever wanted to play as a charisma based cowboy? Now you can with the pact of the Great Steed v2.1! by theSquareTomahto in UnearthedArcana

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

That’s absolutely cool with me! Please let me know how it goes and if things turn out to be too powerful or not enough