TwoSix
The Year of the TwoSix
Yea, I might post some feedback there tonight. But a lot of the concepts are solid.Looks like it will get a second pass to tighten it up based on some feedback from the reddit thread. Really looking forward to it.
Yea, I might post some feedback there tonight. But a lot of the concepts are solid.Looks like it will get a second pass to tighten it up based on some feedback from the reddit thread. Really looking forward to it.
Only real complaint is Martial Adept got overtuned. 3d8 BM dice is crazy strong.I just found this yesterday on reddit by coincidence. Some of you might find it useful. I think it's pretty well done.
It's a rebalancing of the PHB and XGtE feats:
My problem with banning the damage ones is that they are the feats that seriously compete, combat-power wise, with getting to 20 in your primary stat.I allow an extra 30-50 feats into the game. I've banned certain feats before. The 5 power feats are IMHO.
Sharpshooter
GWM
Healer
Warcaster
Resilient (con).
Those 5 are the worst offenders being more powerful than anything else. Two of them ramp up the damage, 2 make concentration trivial and healer is just so efficient.
A few others are powerful but not in the same league. PAM and CBE come to mind.
Mostly I allow PHB plus Midgard Heroes Handbook.
I'd be happy with 2d6 or an extra 2 dice added to your existing class feature. If anything I'd quite like a third Manoeuvre.Only real complaint is Martial Adept got overtuned. 3d8 BM dice is crazy strong.
On what planet are these garbage?Garbage (generally trap options)
- Defensive Duelist (could be defining, but weak)
- Magic Initiate
- Moderately Armored
- Ritual Caster
Assuming AC is in bounded range, a +4-6 has a X=20%-30% chance of being useful each attack.On what planet are these garbage?
(Other than Defensive Duelist not really being worth it until Lv. 8 or higher, but you could say the same for Resilient.)

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.