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Community
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Balancing A Playable Lycanthrope Character
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<blockquote data-quote="Yaarel" data-source="post: 9022387" data-attributes="member: 58172"><p>Yeah, in my Werewolf feat, the Unarmed Strike only deals 1 point of damage. Plus Strength.</p><p></p><p>But even if there is separate way to boost it, it would work like Two Weapon Fighting normally does. Each claw is like a light weapon in each hand. Use an Action for the mainhand attack, and a Bonus Action for an offhand attack that lacks a Strength modifier, or a fang bite. Or if the character has a class with the Extra Attacks feature, one can alternate among claws and fangs.</p><p></p><p>It balances normally.</p><p> </p><p></p><p></p><p>These are my rules for a playable Werewolf character concept. I am currently finetuning them in the context of Mixed-Species characters as feedback for the playtest.</p><p></p><p>The description for the Werewolf character is informed by the monster stats, but player characters and monsters dont use the same mechanics.</p><p></p><p>Things that are too powerful for a player character can defer to higher levels.</p><p></p><p></p><p></p><p>At level 20, a player character can also have accumulated a truckload of Werewolf features.</p><p></p><p>But during that first time of the full moon, the player character becomes an NPC with no free will. Part of regaining ones humanity is learning how to restrict and negotiate ones Werewolf nature − which includes being unable to use its full strength without losing control.</p><p></p><p>It takes much experience and many levels to be able to safely unleash all of the Werewolf power.</p><p></p><p></p><p></p><p>Sweet.</p><p></p><p>I plan on posting the Werewolf stuff in an other thread, when juggling other stuff settles a bit. I will link to here too, and look forward to what you are doing with a playable Werewolf.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 9022387, member: 58172"] Yeah, in my Werewolf feat, the Unarmed Strike only deals 1 point of damage. Plus Strength. But even if there is separate way to boost it, it would work like Two Weapon Fighting normally does. Each claw is like a light weapon in each hand. Use an Action for the mainhand attack, and a Bonus Action for an offhand attack that lacks a Strength modifier, or a fang bite. Or if the character has a class with the Extra Attacks feature, one can alternate among claws and fangs. It balances normally. These are my rules for a playable Werewolf character concept. I am currently finetuning them in the context of Mixed-Species characters as feedback for the playtest. The description for the Werewolf character is informed by the monster stats, but player characters and monsters dont use the same mechanics. Things that are too powerful for a player character can defer to higher levels. At level 20, a player character can also have accumulated a truckload of Werewolf features. But during that first time of the full moon, the player character becomes an NPC with no free will. Part of regaining ones humanity is learning how to restrict and negotiate ones Werewolf nature − which includes being unable to use its full strength without losing control. It takes much experience and many levels to be able to safely unleash all of the Werewolf power. Sweet. I plan on posting the Werewolf stuff in an other thread, when juggling other stuff settles a bit. I will link to here too, and look forward to what you are doing with a playable Werewolf. [/QUOTE]
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Balancing A Playable Lycanthrope Character
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