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Homebrewed Warlord take 2
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<blockquote data-quote="Undrave" data-source="post: 7941017" data-attributes="member: 7015698"><p>Alright, you and [USER=82504]@Garthanos[/USER] have convince me to move up to D10. </p><p></p><p>As for Battlefield Insight itself, how about </p><p></p><p>"Once per turn when you inflict damage to a creature, you can apply your Insight Dice to it. If the creature already has Insight Dice applied to it, they are replaced by yours. You apply a number of Insight Dice as shown in the Insight Dice collumn of the Warlord Table. At first level that is 1d10. An ally who inflicts damage to a creature with Insight Dice on it may choose to exploit the Insight, If they do so, they can add as many of the Insight Dice they choose to their damage, expending the dice. Insight Dice on a creature disappear at the start of your turn, if the creature drops to 0 hit points, or if you are incapacitated."</p><p></p><p>The only thing missing would be the part where you can expend an Insight Dice to gain advantage, but in turn it would offer Caster support. </p><p></p><p></p><p></p><p>I kinda wanted the 'free Insight on any action' to be the Chosen One's thing. Plus, then it messes up with the balance of 'two attacks needed to do more than Sneak Attack damage' so it's either free Insight or higher dice. </p><p></p><p>I wanted to allow Shouts and Signals to not compete by adding 0 dice signals, but it's possible there's just not enough of them? </p><p></p><p>Heck, I even considered ditching Signals in their entirety at one point and jut have more shouts but I kinda like having Bonus Actions and I wasn't just what to replace them with as far as features go.</p><p></p><p></p><p></p><p>It was mostly for flavor reason, but the dog thing is a good point... I think the simpliest would be int of 3. </p><p></p><p></p><p></p><p>Well it IS indeed supposed to be more advanced... But what I could do is take Pin the Legs and split the effects and make them two different basic signals so you basically 'upgrade' to the one that does both and then maybe add a clause in Coded Signals that let you replace signals when you level up so you can trade those in. </p><p></p><p>They do seem more powerful than Battlemaster Maneuvers, but they do require YOU to hit with an attack to put Insight Dice (all the condition ones require dice expenditure), then that your allies inflicts damage AND, unlike Battlemaster Maneuvers, they LOWER your maximum damage instead of increasing it because you trade Insight Dice to use them. So I think the saving throw is just replaced by the second attack. 'Strike the nerves' and 'Addle' are essentially a version of a 'called shot' system, for exemple. </p><p></p><p></p><p></p><p>Hmm... what if it instead grants the ally the ability to use an item as a bonus action then? I was trying to find some 0 dice signals that you wouldn't use all the time.</p><p></p><p></p><p></p><p>I wanted a bit more synergy with casters (the signals that inflict disadvantage on saves count in my eyes), especially in the signals, but it's just really REALLY wordy to try to include Spellcasters because: sometimes they attack, sometimes they ask for a saving throw; sometimes they inflict damage, sometimes they don't; sometimes they affect enemies, sometimes they affect allies; sometimes they use cantrips, sometimes they spend spell slots. Basically there's plenty of wording you need to consider and could cover. It gets really difficult so I could really use some help on that front.</p><p></p><p></p><p></p><p>Any comment on the flavour of the subclasses?</p></blockquote><p></p>
[QUOTE="Undrave, post: 7941017, member: 7015698"] Alright, you and [USER=82504]@Garthanos[/USER] have convince me to move up to D10. As for Battlefield Insight itself, how about "Once per turn when you inflict damage to a creature, you can apply your Insight Dice to it. If the creature already has Insight Dice applied to it, they are replaced by yours. You apply a number of Insight Dice as shown in the Insight Dice collumn of the Warlord Table. At first level that is 1d10. An ally who inflicts damage to a creature with Insight Dice on it may choose to exploit the Insight, If they do so, they can add as many of the Insight Dice they choose to their damage, expending the dice. Insight Dice on a creature disappear at the start of your turn, if the creature drops to 0 hit points, or if you are incapacitated." The only thing missing would be the part where you can expend an Insight Dice to gain advantage, but in turn it would offer Caster support. I kinda wanted the 'free Insight on any action' to be the Chosen One's thing. Plus, then it messes up with the balance of 'two attacks needed to do more than Sneak Attack damage' so it's either free Insight or higher dice. I wanted to allow Shouts and Signals to not compete by adding 0 dice signals, but it's possible there's just not enough of them? Heck, I even considered ditching Signals in their entirety at one point and jut have more shouts but I kinda like having Bonus Actions and I wasn't just what to replace them with as far as features go. It was mostly for flavor reason, but the dog thing is a good point... I think the simpliest would be int of 3. Well it IS indeed supposed to be more advanced... But what I could do is take Pin the Legs and split the effects and make them two different basic signals so you basically 'upgrade' to the one that does both and then maybe add a clause in Coded Signals that let you replace signals when you level up so you can trade those in. They do seem more powerful than Battlemaster Maneuvers, but they do require YOU to hit with an attack to put Insight Dice (all the condition ones require dice expenditure), then that your allies inflicts damage AND, unlike Battlemaster Maneuvers, they LOWER your maximum damage instead of increasing it because you trade Insight Dice to use them. So I think the saving throw is just replaced by the second attack. 'Strike the nerves' and 'Addle' are essentially a version of a 'called shot' system, for exemple. Hmm... what if it instead grants the ally the ability to use an item as a bonus action then? I was trying to find some 0 dice signals that you wouldn't use all the time. I wanted a bit more synergy with casters (the signals that inflict disadvantage on saves count in my eyes), especially in the signals, but it's just really REALLY wordy to try to include Spellcasters because: sometimes they attack, sometimes they ask for a saving throw; sometimes they inflict damage, sometimes they don't; sometimes they affect enemies, sometimes they affect allies; sometimes they use cantrips, sometimes they spend spell slots. Basically there's plenty of wording you need to consider and could cover. It gets really difficult so I could really use some help on that front. Any comment on the flavour of the subclasses? [/QUOTE]
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