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  1. Sadrik

    Ability scores damage and bonuses/penalties

    And to should it affect the following: Strength: - speed reduction in heavy armor yes - carrying capacity yes - jumping range* yes Dexterity: - AC in light and medium armor yes And more to point, I would do away with this dependency. Remove the dex caps. Lower heavy armor AC by 2 and medium...
  2. Sadrik

    Ability scores damage and bonuses/penalties

    I think these are workable additions. I also feel like the game is at a point where it can handle ability score changes without the maddening crunch of 3e. There are a couple of other things though that are more than calculation heavy. Attack roll, for both Dexterity and Strength. these often...
  3. Sadrik

    Multipathing - or Intraclass Multiclassing

    I had a different solution: When the basic rules came out this was a major problem for me. I took all of the class features and turned them into minor features or spells. The features then could be selected every so many levels. This worked well because basic only has four classes. When you add...
  4. Sadrik

    5e stackable Advantage and Disadvantage

    What are some ways that a stackable Advantage and Disadvantage could work? The obvious one is that you just let the player roll more dice and keep one of them. But maybe there are other ways to accomplish this... If advantage and disadvantage became static numbers again you could do +3/+6/auto...
  5. Sadrik

    Redefining D&D 5E Classes and Skills

    I made some changes. I have been working on this for a couple of months. I am curious about anyone who may have playtested this. I am very excited about giving this a try. When our Traveler game completes this is what may be next in the docket.
  6. Sadrik

    D&D 3.x Concentration Rules - fix them for a more 3e feel

    I guess it really boils down thematically how you want magic to function in the world/setting that you want to play/DM in. Do you want fire and forget magic? or do you want fire and control magic? Which makes me think of something... hmm, why can't you have both! In 3e, there were several...
  7. Sadrik

    D&D 3.x Concentration Rules - fix them for a more 3e feel

    Correct. I must have misread that. I think that is a good house rule. It is a significant boost up in the power of magic items though, so a caster can cast invisibility on the rogue and hold the concentration for it. But if the rogue drinks a potion of invisibility then there is no...
  8. Sadrik

    D&D 3.x Concentration Rules - fix them for a more 3e feel

    Grappling causes incapacitation. These require concentration still per page 141 of the DMG. This is an interesting approach. Make a combo spell with 2 or more spells that activate together. For instance, you might have a wall of force and a moonbeam spell called force beam or something and...
  9. Sadrik

    D&D 3.x Concentration Rules - fix them for a more 3e feel

    Throughout most of the major releases of the game it was not that way though. 1e, 2e, 3, 3.5e, PF, I did not play much of 4e, and now 5e. I have played most of the other editions. 5e is the one that stands out from all of those other editions of the game with regards to buffs. So I am hearing...
  10. Sadrik

    D&D 3.x Concentration Rules - fix them for a more 3e feel

    I think 3.5 concentration is seen as a feature for many people though and 5e concentration is seen as a bug. Hence this thread. I would think that you would want to go somewhere in between, at least from my perspective. Some interesting ideas have been brought out in this thread on how to do...
  11. Sadrik

    D&D 3.x Concentration Rules - fix them for a more 3e feel

    I don't quite understand. Are you saying... a caster can concentrate on only a certain number of spell levels each round? Then adding a familiar they may pick up a few spell levels of concentration too? Say you can only concentrate on a number of spell levels equal to the highest spell level...
  12. Sadrik

    Removal of Bonus Actions and Extra Actions

    I think it sounds, like one more thing however, it does add a whole class of things that you can do. This expands the choices a lot. It makes the game in my estimation less fluid because you have to address the action economy each turn. 1 action + 1 reaction and you can move is less moving parts...
  13. Sadrik

    Removal of Bonus Actions and Extra Actions

    Second Wind, Two-Weapon Fighting, and Directing stuff Second Wind You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use an action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a...
  14. Sadrik

    D&D 3.x Concentration Rules - fix them for a more 3e feel

    Concentration Some spells require you to maintain concentration in order to keep their magic active. If you lose concentration, such a spell ends. If a spell must be maintained with concentration, that fact appears in its Duration entry, and the spell specifies how long you can concentrate on...
  15. Sadrik

    Removal of Bonus Actions and Extra Actions

    How I would change action surge, cunning action, haste, and the bonus action spells. Action Surge Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one extra attack on top of your regular attacks. Once you use this feature, you must...
  16. Sadrik

    Vision & Light

    I updated my post above to include many more DC's in the Hiding section. I also clarified it a bit too. I want with the DC of being 20 for lightly obscured area. The reason is it should be hard to do it. The rules currently do not allow you to do it without halfling in half cover with the caveat...
  17. Sadrik

    Homebrewed Warforged for 5th Edition

    Perhaps rewrite and edit above each armored plating to include the type of weapon that they include. For instance adamantine might inflict 1d4 bludgeoning adamantine damage (heavy fists). Ironwood might inflict 1d4 piercing (wood spike). etc. Retractable blade, axe head etc. you could make the...
  18. Sadrik

    Lightfoot Halfling Naturally Stealthy Trait

    It basically gives you a special case where being in a special type of half cover can grant you the ability to make a Dexterity (Stealth) check to hide. As soon as you leave that cover or that cover leaves you though you are discovered. The DM can however, at their option, allow you to leave the...
  19. Sadrik

    Vision & Light

    So these are the crux of my changes. It removes the opposed roll and you roll against the terrain to hide essentially. Then they roll against the terrain to find you. I made the DC 15 and thought the DM can apply advantage or disadvantage if the terrain is easy or difficult to hide in. Things...
  20. Sadrik

    Vision & Light

    Mask of the Wild (PHB 24 replace Mask of the Wild) You have proficiency in the stealth skill. Naturally Stealthy (PHB 28 replace Naturally stealthy) You have proficiency in the stealth skill. Hide in Plain Sight (PHB 92 replace Hide in Plain Sight) Starting at 10th level, you can spend 1...
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