This makes sense to me. Heavy isn't just a function of weight, it's about how hard it is to use. A great sword requires a ton of strength to swing quickly, accurately, and without knocking yourself over. It's held at arms length with both hands on the same end, giving you very little leverage...
Yep. I figured each class gets a bread-and-butter reliable source of damage. Fighters have extra attack, wizards have cantrips, druids have wild shape. Since I was needing down the fighter bonuses, I wanted a reliable source of combat abilities, hence grenades. Flavor wise, the gadgets require...
I just keep a basic stat block for each character handy, in case I want to know a number without telling them about it. Doesn't happen all that often, but I've been thinking about doing more secret Insight/Perception checks and just not saying anything if no one passes. I dislike the "well...
Sure! So this is still a bit of a work in progress, as we see what is or isn't broken. Our setting is higher in magic than standard 5e, so there's some buffing to keep up with wizards in power level. The idea here is that his character has zero magical talent, so he's turned to inventing to...
I have a home-brewed Tinkerer archetype for Fighters that we use at in our games. There's a big list of gadgets to build with complexity ratings. Increasing power leads to increasing complexity, which affects the time to build, cost in gold, and DC of the Tinker check to successfully build it...