Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
*Dungeons & Dragons
My Low Fantasy homebrew mods to 5th Edition
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Stalker0" data-source="post: 8244308" data-attributes="member: 5889"><p>So a lot of the rules are for flavor, and they look pretty good. I like that notion of normal humans being rural and variant being city humans.</p><p></p><p>I'll just dig into a few.</p><p></p><p>1) On your hitpoints, one idea you could offer as a "bail-out" if your players just rolls absolutely horrific on HP. A change to the <em>Durable Feat</em>: Upon taking this feat, you may change your hitpoints to the average per hit die. When you gain a level, you may choose to take either the average result or roll the hp".</p><p></p><p>Durable is generally a weak feat anyway so it just provides a little cushion for the worst case scenario. I can say that I have also gone back to the -10 system in my game and I've really enjoyed it, game feels more deadly and certainly less whack a mole.</p><p></p><p>2) 6. Spells: All cantrips that deal damage are reduced to doing a single point of damage. All spells have a casting time equal to 1 action plus the level of the spell. Yes, that means that only cantrips may take effect on the turn on which they are cast. Yes, this “nerfs” spellcasters somewhat; you already get to alter reality to suit your whims, so stop being selfish. The following spells are removed from the game in order to maintain proper balance: Heat Metal, Hold Person, Meld into Stone, Spirit Guardian, Charm Person, Witch Bolt, Enlarge/Reduce, Invisibility, Shatter. Somewhere in the world, scrolls or magic items may exist that produce these effects, but they are generally not available to PCs.</p><p></p><p>So this is the one we need to look at. As written, I can't imagine anyone if your game wanting to play a spellcaster unless combat is rare in your games and you are focused on utility over combat. Even a 1st level spell requires 2 rounds to activate, so basically you have cut the power of 1st level spells in half. A 3rd level spell (the highest in the game) takes 4 rounds, most of my combats are over before then!</p><p></p><p>So combat spells are basically worthless, a caster is only going to take utility spells where the casting time doesn't really matter. As such, of the spells that you banned, the only ones that are actually worth banning are charm person and invisibility, because of their duration and possible impact. The other spells no one will use anyway.</p><p></p><p>Personally I would go with something like this:</p><p></p><p>"The casting time of your highest spell level requires 2 actions".</p><p></p><p>3) Shields: I think making your large shields have disadvantage on attack rolls is enough. You have effectively trade a strong offense to get a strong defense. But disadvantage on saves means you are again trading in your defense, and ability checks is also unneeded imo. </p><p></p><p>This means the big whammies like fireball always take some time to get off (2 actions is still a lifetime in 5e combat), but otherwise the fact that the most "powerful mages in the land" can get off a 2nd level spell "so quickly" gives them reasonable power, but 2nd level spells at 5th and 6th level are not breaking the game compared to fighters with 2 attacks.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 8244308, member: 5889"] So a lot of the rules are for flavor, and they look pretty good. I like that notion of normal humans being rural and variant being city humans. I'll just dig into a few. 1) On your hitpoints, one idea you could offer as a "bail-out" if your players just rolls absolutely horrific on HP. A change to the [I]Durable Feat[/I]: Upon taking this feat, you may change your hitpoints to the average per hit die. When you gain a level, you may choose to take either the average result or roll the hp". Durable is generally a weak feat anyway so it just provides a little cushion for the worst case scenario. I can say that I have also gone back to the -10 system in my game and I've really enjoyed it, game feels more deadly and certainly less whack a mole. 2) 6. Spells: All cantrips that deal damage are reduced to doing a single point of damage. All spells have a casting time equal to 1 action plus the level of the spell. Yes, that means that only cantrips may take effect on the turn on which they are cast. Yes, this “nerfs” spellcasters somewhat; you already get to alter reality to suit your whims, so stop being selfish. The following spells are removed from the game in order to maintain proper balance: Heat Metal, Hold Person, Meld into Stone, Spirit Guardian, Charm Person, Witch Bolt, Enlarge/Reduce, Invisibility, Shatter. Somewhere in the world, scrolls or magic items may exist that produce these effects, but they are generally not available to PCs. So this is the one we need to look at. As written, I can't imagine anyone if your game wanting to play a spellcaster unless combat is rare in your games and you are focused on utility over combat. Even a 1st level spell requires 2 rounds to activate, so basically you have cut the power of 1st level spells in half. A 3rd level spell (the highest in the game) takes 4 rounds, most of my combats are over before then! So combat spells are basically worthless, a caster is only going to take utility spells where the casting time doesn't really matter. As such, of the spells that you banned, the only ones that are actually worth banning are charm person and invisibility, because of their duration and possible impact. The other spells no one will use anyway. Personally I would go with something like this: "The casting time of your highest spell level requires 2 actions". 3) Shields: I think making your large shields have disadvantage on attack rolls is enough. You have effectively trade a strong offense to get a strong defense. But disadvantage on saves means you are again trading in your defense, and ability checks is also unneeded imo. This means the big whammies like fireball always take some time to get off (2 actions is still a lifetime in 5e combat), but otherwise the fact that the most "powerful mages in the land" can get off a 2nd level spell "so quickly" gives them reasonable power, but 2nd level spells at 5th and 6th level are not breaking the game compared to fighters with 2 attacks. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
My Low Fantasy homebrew mods to 5th Edition
Top