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Chaosmancer Martial Brews
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<blockquote data-quote="Chaosmancer" data-source="post: 9053933" data-attributes="member: 6801228"><p>I'm not entirely sure what you mean about the level. The Sheer Force ability is starting at level 9, and it is basically just siege monster combined with the ability to hit objects unarmed. </p><p></p><p>The reason I set the barbarian at d8 against objects was that, if they were to smash a table or something, I didn't think a d4 would be big enough. I could increase it, but I do want them to feel like getting a big hammer is worth their time. Notably, this ability does not apply to hitting a creature (argument for constructs? maybe) because I pretty much always expect them to be armed. </p><p></p><p>The ability is solely designed for environmental destruction.</p><p></p><p></p><p></p><p>Silly, but there is precedence. I essentially was copying colossus slayer's trigger. Other than being a bit silly to work against someone missing 1 hp, is there any other reason it shouldn't work?</p><p></p><p></p><p></p><p>That is true, not all DMs would find that interesting. I do kind of like it though? It does make rogue's beholden to items to get more from their combats but I'm not planning on removing any rogue abilities, so they will have every single one of their normal abilities + Alchemical Items. </p><p></p><p>Part of the balance of that, is that they can run out of those items. The mechanical balance conceit is that these will work sort of like bonus action, low level spells, but instead of recharging daily, they may recharge weekly or monthly, depending on the campaign set up.</p><p></p><p></p><p></p><p>I will admit, partially stolen from LaserLlama.</p><p></p><p></p><p></p><p>I'd need to find a copy of it. I didn't back the kickstarter.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 9053933, member: 6801228"] I'm not entirely sure what you mean about the level. The Sheer Force ability is starting at level 9, and it is basically just siege monster combined with the ability to hit objects unarmed. The reason I set the barbarian at d8 against objects was that, if they were to smash a table or something, I didn't think a d4 would be big enough. I could increase it, but I do want them to feel like getting a big hammer is worth their time. Notably, this ability does not apply to hitting a creature (argument for constructs? maybe) because I pretty much always expect them to be armed. The ability is solely designed for environmental destruction. Silly, but there is precedence. I essentially was copying colossus slayer's trigger. Other than being a bit silly to work against someone missing 1 hp, is there any other reason it shouldn't work? That is true, not all DMs would find that interesting. I do kind of like it though? It does make rogue's beholden to items to get more from their combats but I'm not planning on removing any rogue abilities, so they will have every single one of their normal abilities + Alchemical Items. Part of the balance of that, is that they can run out of those items. The mechanical balance conceit is that these will work sort of like bonus action, low level spells, but instead of recharging daily, they may recharge weekly or monthly, depending on the campaign set up. I will admit, partially stolen from LaserLlama. I'd need to find a copy of it. I didn't back the kickstarter. [/QUOTE]
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