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Making a 5E Variant I *Want* To Play (+thread)
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<blockquote data-quote="DND_Reborn" data-source="post: 8038771" data-attributes="member: 6987520"><p>Cool. I helps to see things yourself before possibly being influenced by mine or others further points. Appreciated.</p><p></p><p></p><p></p><p>Ok, ignoring #1 since you moved on to #2. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>#2. I am totally on board with doing a +1/+1 ASI instead of allowing a PC to jump +2 in one. I don't think anyone at the table would be hollering over this change.</p><p></p><p>#4. Good point. We have two PCs that speak Undercommon in our main game now and have been dealing a lot with Drow, so allowing the other PCs to pick up on it makes sense. Maybe have them make an INT (Undercommon) check unless they pick up the language via proficiency? What do you think about that? It might be too fiddly and easier simply to grant proficiency after a time.</p><p></p><p>#5. Hmm... I hadn't thought about the idea of the after-the-roll influence of things like smite. I guess I was thinking since you already apply them after the hit, it doesn't really change anything. The rogue's SA is after the hit as well. I guess I am just not seeing the issue you see really.</p><p></p><p>I don't mind the boost in things like <em>shield</em>, since a design goal (not yet addressed in the OP) is to make casters a bit stronger.</p><p></p><p>As for critical boosters, like the Champion features, I already have ideas on how to address them. Really, as critical hits themselves become less likely overall (as a group, we haven't decided on matching 20's since that is <em>super rare</em>) but are currently thinking the critical hit rule will be you hit and both dice match. So, if you needed a 13 to hit, and rolled double 13's, 14's, 15's, etc. it is critical. I am well aware this decreases critical hits, but that is a feature for this system, not a bug. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>For Champions, my initiate thoughts are both dice hit <em>and</em> must be within 1 of each other, not match. At higher levels, the two dice would both need to hit but be within 2 of each other. Another option is that critical boosters will add more damage when critical hits <em>are</em> scored.</p><p></p><p>Honestly, this is all still a WIP, so I am not sure where the final change will happen as we are still working on the ideas.</p><p></p><p>#6. Yeah, I have thought a lot about some of the possible issues. That is what all the play-testing will help us with, though. I think some of your assumptions are very valid, others not as much IMO, but we'll see. I do like that things like knocking an opponent prone is actually more useful, for instance. Honestly, the big issue is just finding the time to play-test. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /></p><p></p><p>LOL don't worry, your comments are well-thought and well-received. Like any new thing, I have a list of features, pros, cons, and possible issues. So, thanks for your insights! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8038771, member: 6987520"] Cool. I helps to see things yourself before possibly being influenced by mine or others further points. Appreciated. Ok, ignoring #1 since you moved on to #2. :) #2. I am totally on board with doing a +1/+1 ASI instead of allowing a PC to jump +2 in one. I don't think anyone at the table would be hollering over this change. #4. Good point. We have two PCs that speak Undercommon in our main game now and have been dealing a lot with Drow, so allowing the other PCs to pick up on it makes sense. Maybe have them make an INT (Undercommon) check unless they pick up the language via proficiency? What do you think about that? It might be too fiddly and easier simply to grant proficiency after a time. #5. Hmm... I hadn't thought about the idea of the after-the-roll influence of things like smite. I guess I was thinking since you already apply them after the hit, it doesn't really change anything. The rogue's SA is after the hit as well. I guess I am just not seeing the issue you see really. I don't mind the boost in things like [I]shield[/I], since a design goal (not yet addressed in the OP) is to make casters a bit stronger. As for critical boosters, like the Champion features, I already have ideas on how to address them. Really, as critical hits themselves become less likely overall (as a group, we haven't decided on matching 20's since that is [I]super rare[/I]) but are currently thinking the critical hit rule will be you hit and both dice match. So, if you needed a 13 to hit, and rolled double 13's, 14's, 15's, etc. it is critical. I am well aware this decreases critical hits, but that is a feature for this system, not a bug. ;) For Champions, my initiate thoughts are both dice hit [I]and[/I] must be within 1 of each other, not match. At higher levels, the two dice would both need to hit but be within 2 of each other. Another option is that critical boosters will add more damage when critical hits [I]are[/I] scored. Honestly, this is all still a WIP, so I am not sure where the final change will happen as we are still working on the ideas. #6. Yeah, I have thought a lot about some of the possible issues. That is what all the play-testing will help us with, though. I think some of your assumptions are very valid, others not as much IMO, but we'll see. I do like that things like knocking an opponent prone is actually more useful, for instance. Honestly, the big issue is just finding the time to play-test. :( LOL don't worry, your comments are well-thought and well-received. Like any new thing, I have a list of features, pros, cons, and possible issues. So, thanks for your insights! :) [/QUOTE]
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