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Chaosmancer Martial Brews
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<blockquote data-quote="Chaosmancer" data-source="post: 9049319" data-attributes="member: 6801228"><p><h3>Combat Arts</h3><p></p><p>So… this is it. The big one. Again, I want to reiterate that this is rough and it doesn’t go as far as it possibly could. However, I want to do this as much as a proof of concept as anything else. Because it is fairly easy to add to this system, so if you want to make this more, it is easy enough to start doing so. </p><p></p><p>Now, I’m going to start with the basics of the rules, offer alternates, and then post the homebrewery list of the moves and finish with discussing thoughts, none potential problems, ect. </p><p></p><p><em>To activate a Combat Art, a character declares their intent to use the art when they make an attack. You can activate an art on any attack you make. When you use an art, instead of using your flat proficiency bonus, you roll a proficiency die as per the DMG rules. To remind people that is</em></p><p><em></em></p><p><em>Levels 1 thru 4 : 1d4</em></p><p><em>Levels 5 thru 8 : 1d6</em></p><p><em>Levels 9 thru 12 : 1d8</em></p><p><em>Levels 13 thru 16 : 1d10</em></p><p><em>Levels 17 thru 20 : 1d12</em></p><p><em></em></p><p><em>A basic combat art only successfully activates if the prof die rolls a 3 or higher</em></p><p><em>An advanced combat art only successfully activates if the prof die rolls a 5 or better</em></p><p><em></em></p><p><em>Starting at level 1, you pick a number of combat arts that you meet the prerequisites for based on your class to be trained. You may use an untrained art that you meet the prerequisites for by downgrading the die one step. This means that before level 5 you cannot use an untrained art. </em></p><p><em></em></p><p><em>You can retrain a combat art on a level up</em>. </p><p></p><p><strong><u>Alternate:</u></strong> If you do not want access to all untrained arts, then simply limit the player to only being able to use only their trained arts. </p><p></p><p><strong><u>Alternate:</u></strong> If you don’t want to have the player able to use their abilities on every attack, you can give them a pool of dice that refresh every time they roll initiative. </p><p></p><p><strong><u>Alternate:</u></strong> You may attempt to combine two basic arts into a single move, this move will be counted as an advanced untrained art. </p><p></p><p><em>The number of arts per class, divided at levels 1/5/9/13/17 (when the prof die increases) </em></p><p><em></em></p><p><em>Fighter: 3/6/9/12/15 combat arts</em></p><p><em>Barbarian: 2/4/6/8/10 combat arts</em></p><p><em>Rogue: 2/4/6/8/10 combat arts</em></p><p><em>Monk: 2/4/6/8/10 combat arts</em></p><p><em>Ranger: 1/2/3/4/5 combat arts</em></p><p><em>Paladin: 1/2/3/4/5 combat arts</em></p><p><em></em></p><p><em>* If you want to give this system to subclasses like the Sword Bard or War cleric, use the Ranger/Paladin progression. </em></p><p></p><p><a href="https://homebrewery.naturalcrit.com/share/JlOFH5Pf8KpN" target="_blank"><span style="color: rgb(41, 105, 176)">https://homebrewery.naturalcrit.com/share/JlOFH5Pf8KpN</span></a></p><p></p><p>Let me know if the homebrewery looks weird for you. I opened it in Chrome to fix it, but it was doing some odd things with the spacing.</p><p></p><p><strong><u>Potential Problems/Concerns:</u></strong> But what about the Battlemaster! </p><p></p><p>This is a legitimate question that I did consider. Because, in some ways, this is just a modified maneuver system for all martial and half-martial classes. The first thing to note is I absolutely avoided any bonuses to damage, and tried to avoid any pure bonuses to accuracy. Yes, some of these status effects can also increase accuracy, but it isn’t their sole purpose. This helps not too terribly upset the balance in terms of damage alone. </p><p></p><p>For battlemaster’s then? Well, the solution I kind of like is to lean into them being the masters of this system. Whereas everyone else must roll the prof die to see if their trained combat art activates, Battle Masters could activate it with their flat bonus, making them far more reliable. Then you can keep their dice and have them used solely to increase damage. </p><p></p><p>This does mean there are a few maneuvers that don’t get ported over. Mainly this is precision attack and the warlord style support manuevers. I think it would be better to have the warlord style abilities moved and improved into a subclass, rather than trying to keep stretching the battlemaster to cover them. And losing out on precision attack… I find myself not too worried about it, because the variable die of the combat arts can also increase accuracy, it is just a bit more dynamic. </p><p></p><p>Finally, by making this system at-will and leveled, this helps prevent the battlemaster’s biggest drawbacks, running out of dice after a single fight and not having good choices past level 7 or so. And there are other things you can try, such as having battlemasters capable of ignoring the pre-reqs of the Combat Arts, or allowing them to swap arts on a long rest. So, overall, I don’t think Battlemasters will end up hurting too much. </p><p></p><p><strong><u>Second Complaint!: </u></strong>This is too complicated! </p><p></p><p>Then don’t use it. I’ve simply added the system. If you don’t want to utilize it, you don’t have to. There is nothing inherently wrong with just making normal attacks with static proficiency and never once using one of these maneuvers. You are self-nerfing, but that is a legitimate choice. </p><p></p><p><strong><u>Third!: </u></strong>You didn’t include a way to do [X] what if I want to do [X]! </p><p></p><p>Well, if there is something that a player wants to do that doesn’t quite fit an art that I’ve made, then you can simply treat it as an untrained art. If you feel like it should be an art option, then you can simply make it and plug it in. I did a lot of research into various maneuver systems, 4e, and homebrews like LaserLlama’s exploits trying to cover all the bases I could. I obviously could have missed something. I also have a few abilities that are… basically other class features. Such as the Aerial Manuever. In the case of these, I fall back to the Battlemaster concept. These are combat arts that those classes can activate at-will, making them the best at them, while the other classes are merely roughly copying what they can do. </p><p></p><p><strong><u>Bonus Complaint:</u></strong> Your names suck! </p><p></p><p>Probably, would love some good name suggestions, because a few of these are way too basic.</p><p></p><p>And that… is that. I look forward to a fruitful discussion, which I am sure will be wide-ranging due to the sheer number of things I was changing.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 9049319, member: 6801228"] [HEADING=2]Combat Arts[/HEADING] So… this is it. The big one. Again, I want to reiterate that this is rough and it doesn’t go as far as it possibly could. However, I want to do this as much as a proof of concept as anything else. Because it is fairly easy to add to this system, so if you want to make this more, it is easy enough to start doing so. Now, I’m going to start with the basics of the rules, offer alternates, and then post the homebrewery list of the moves and finish with discussing thoughts, none potential problems, ect. [I]To activate a Combat Art, a character declares their intent to use the art when they make an attack. You can activate an art on any attack you make. When you use an art, instead of using your flat proficiency bonus, you roll a proficiency die as per the DMG rules. To remind people that is Levels 1 thru 4 : 1d4 Levels 5 thru 8 : 1d6 Levels 9 thru 12 : 1d8 Levels 13 thru 16 : 1d10 Levels 17 thru 20 : 1d12 A basic combat art only successfully activates if the prof die rolls a 3 or higher An advanced combat art only successfully activates if the prof die rolls a 5 or better Starting at level 1, you pick a number of combat arts that you meet the prerequisites for based on your class to be trained. You may use an untrained art that you meet the prerequisites for by downgrading the die one step. This means that before level 5 you cannot use an untrained art. You can retrain a combat art on a level up[/I]. [B][U]Alternate:[/U][/B] If you do not want access to all untrained arts, then simply limit the player to only being able to use only their trained arts. [B][U]Alternate:[/U][/B] If you don’t want to have the player able to use their abilities on every attack, you can give them a pool of dice that refresh every time they roll initiative. [B][U]Alternate:[/U][/B] You may attempt to combine two basic arts into a single move, this move will be counted as an advanced untrained art. [I]The number of arts per class, divided at levels 1/5/9/13/17 (when the prof die increases) Fighter: 3/6/9/12/15 combat arts Barbarian: 2/4/6/8/10 combat arts Rogue: 2/4/6/8/10 combat arts Monk: 2/4/6/8/10 combat arts Ranger: 1/2/3/4/5 combat arts Paladin: 1/2/3/4/5 combat arts * If you want to give this system to subclasses like the Sword Bard or War cleric, use the Ranger/Paladin progression. [/I] [URL='https://homebrewery.naturalcrit.com/share/JlOFH5Pf8KpN'][COLOR=rgb(41, 105, 176)]https://homebrewery.naturalcrit.com/share/JlOFH5Pf8KpN[/COLOR][/URL] Let me know if the homebrewery looks weird for you. I opened it in Chrome to fix it, but it was doing some odd things with the spacing. [B][U]Potential Problems/Concerns:[/U][/B] But what about the Battlemaster! This is a legitimate question that I did consider. Because, in some ways, this is just a modified maneuver system for all martial and half-martial classes. The first thing to note is I absolutely avoided any bonuses to damage, and tried to avoid any pure bonuses to accuracy. Yes, some of these status effects can also increase accuracy, but it isn’t their sole purpose. This helps not too terribly upset the balance in terms of damage alone. For battlemaster’s then? Well, the solution I kind of like is to lean into them being the masters of this system. Whereas everyone else must roll the prof die to see if their trained combat art activates, Battle Masters could activate it with their flat bonus, making them far more reliable. Then you can keep their dice and have them used solely to increase damage. This does mean there are a few maneuvers that don’t get ported over. Mainly this is precision attack and the warlord style support manuevers. I think it would be better to have the warlord style abilities moved and improved into a subclass, rather than trying to keep stretching the battlemaster to cover them. And losing out on precision attack… I find myself not too worried about it, because the variable die of the combat arts can also increase accuracy, it is just a bit more dynamic. Finally, by making this system at-will and leveled, this helps prevent the battlemaster’s biggest drawbacks, running out of dice after a single fight and not having good choices past level 7 or so. And there are other things you can try, such as having battlemasters capable of ignoring the pre-reqs of the Combat Arts, or allowing them to swap arts on a long rest. So, overall, I don’t think Battlemasters will end up hurting too much. [B][U]Second Complaint!: [/U][/B]This is too complicated! Then don’t use it. I’ve simply added the system. If you don’t want to utilize it, you don’t have to. There is nothing inherently wrong with just making normal attacks with static proficiency and never once using one of these maneuvers. You are self-nerfing, but that is a legitimate choice. [B][U]Third!: [/U][/B]You didn’t include a way to do [X] what if I want to do [X]! Well, if there is something that a player wants to do that doesn’t quite fit an art that I’ve made, then you can simply treat it as an untrained art. If you feel like it should be an art option, then you can simply make it and plug it in. I did a lot of research into various maneuver systems, 4e, and homebrews like LaserLlama’s exploits trying to cover all the bases I could. I obviously could have missed something. I also have a few abilities that are… basically other class features. Such as the Aerial Manuever. In the case of these, I fall back to the Battlemaster concept. These are combat arts that those classes can activate at-will, making them the best at them, while the other classes are merely roughly copying what they can do. [B][U]Bonus Complaint:[/U][/B] Your names suck! Probably, would love some good name suggestions, because a few of these are way too basic. And that… is that. I look forward to a fruitful discussion, which I am sure will be wide-ranging due to the sheer number of things I was changing. [/QUOTE]
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