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<blockquote data-quote="Inchoroi" data-source="post: 6622752" data-attributes="member: 6752135"><p>Don't be discouraged; we all started somewhere with homebrew. If you read some of my first homebrew, you'd want to die of embarrassment solely because of how bad it was (really wish I was joking...).</p><p></p><p>One thing that I think is missed a lot in homebrew is the idea behind 5e. Its a return to a narrative-style gameplay; a thematically consistent sort of game. I've harped on this before in other homebrew threads.</p><p></p><p>What is the thematic reason for Uncanny Defense (ignoring the fact that its more powerful than it should be to begin with)? For example, monks have something like it because becoming a monk, in the traditional sense, is equated with becoming wise; the stereotypical wuxia ideals, as it were. Barbarians get it because of the unstoppable berserker thematic.</p><p></p><p>The Blade Dancer, in my opinion, should probably be a monk subclass, using their existing ki mechanic (regenerating it with attacks is generally a bad idea; you don't want that much bookkeeping, that's why every class regenerates everything during either short or long rests) to power a set of maneuvers specific to monk; a lot of the battlemaster maneuvers can be brought over, as well (disarming attack, trip attack, for example). Blade Dancer shares a lot of monk themes--Mobility, Speed--and then adds to them a few more themes--the whirl and twisting dance of blades. This is, in my opinion, again, how 5e functions. Each base class starts with a few general, core themes, and the subclasses stack more specific themes on top of them. In fact, I might make up a Blade Dancer for Monk; its not really necessary, however, because this can be done with battlemaster fighter very easily, as well. </p><p></p><p>The Brutal is just a Barbarian. In addition, the "raise" mechanic is almost never going to come into effect as it is, because of how bounded accuracy works; you'll rarely, if ever, beat a creature's AC by 5 or more.</p><p></p><p>The Duelist is literally the Swashbuckler Rogue (it also references a bunch of stuff that doesn't exist in 5e).</p><p></p><p>The Fortune Fighter is an interesting idea; it could use some clarification in the way of language, however. Also some of the luck maneuvers are pretty OP (growing crits is a really bad idea; florentine for +4 damage, etc). </p><p></p><p>Warmain is another that has an interesting thematic--however, its really overpowered or nonsensical. Adding your CON mod to every attack; so, at 20th level, that's 8d6 + 40 damage with a greatsword. The latter half of Armor Specialization doesn't make much sense. Armor Penetration isn't a thing in 5e, as well. There's also no "Weapon Groups", beyond Simple and Martial.</p></blockquote><p></p>
[QUOTE="Inchoroi, post: 6622752, member: 6752135"] Don't be discouraged; we all started somewhere with homebrew. If you read some of my first homebrew, you'd want to die of embarrassment solely because of how bad it was (really wish I was joking...). One thing that I think is missed a lot in homebrew is the idea behind 5e. Its a return to a narrative-style gameplay; a thematically consistent sort of game. I've harped on this before in other homebrew threads. What is the thematic reason for Uncanny Defense (ignoring the fact that its more powerful than it should be to begin with)? For example, monks have something like it because becoming a monk, in the traditional sense, is equated with becoming wise; the stereotypical wuxia ideals, as it were. Barbarians get it because of the unstoppable berserker thematic. The Blade Dancer, in my opinion, should probably be a monk subclass, using their existing ki mechanic (regenerating it with attacks is generally a bad idea; you don't want that much bookkeeping, that's why every class regenerates everything during either short or long rests) to power a set of maneuvers specific to monk; a lot of the battlemaster maneuvers can be brought over, as well (disarming attack, trip attack, for example). Blade Dancer shares a lot of monk themes--Mobility, Speed--and then adds to them a few more themes--the whirl and twisting dance of blades. This is, in my opinion, again, how 5e functions. Each base class starts with a few general, core themes, and the subclasses stack more specific themes on top of them. In fact, I might make up a Blade Dancer for Monk; its not really necessary, however, because this can be done with battlemaster fighter very easily, as well. The Brutal is just a Barbarian. In addition, the "raise" mechanic is almost never going to come into effect as it is, because of how bounded accuracy works; you'll rarely, if ever, beat a creature's AC by 5 or more. The Duelist is literally the Swashbuckler Rogue (it also references a bunch of stuff that doesn't exist in 5e). The Fortune Fighter is an interesting idea; it could use some clarification in the way of language, however. Also some of the luck maneuvers are pretty OP (growing crits is a really bad idea; florentine for +4 damage, etc). Warmain is another that has an interesting thematic--however, its really overpowered or nonsensical. Adding your CON mod to every attack; so, at 20th level, that's 8d6 + 40 damage with a greatsword. The latter half of Armor Specialization doesn't make much sense. Armor Penetration isn't a thing in 5e, as well. There's also no "Weapon Groups", beyond Simple and Martial. [/QUOTE]
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