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<blockquote data-quote="Stalker0" data-source="post: 5044736" data-attributes="member: 5889"><p>All my comments!:</p><p></p><p></p><p></p><p>Dragon Breath – I think this is fine, it does seem the way WOTC is going.</p><p></p><p>Tiefling Ability Scores – As far as races with ability scores go, Tiefling isn’t the first one I would choose. Imo, the Eladrin has the worst ability array. But its not a bad change.</p><p></p><p>Infernal Wrath – Slight increase to the power which is fine. I’ll disagree with changing charisma to other things, I actually like powers that encourage players to spread out there stats.</p><p></p><p>Keywords – I would summarize this one, got a headache reading the whole thing.</p><p></p><p>Cleric Bonus to Defense – To me, the +1 to all defenses is a class benefit of the Paladin (why the avenger gets it I’m not sure). I don’t think its needed for the cleric.</p><p></p><p>Cleric Class Skills – I’ve never seen clerics as the running/jumping sorts, but alright.</p><p></p><p>Channel Divinity – I completely agree with the skill change. I think the AC change is fine, but the reflex change is not. Clerics don’t get reflex, its part of who they are. </p><p></p><p>Healer's Lore – I think this is a fine change.</p><p></p><p>Lance of Faith – My houserule on this one is to increase its range, and allow it as a melee attack. For a cleric, I don’t know how much benefit there is to a basic ranged attack.</p><p></p><p>Priest's Shield – My houserule for this one to make the AC bonus an effect. The at-will is so weak as is…but if you guarantee the buff it makes it more useful.</p><p></p><p>Righteous Brand – A good change.</p><p></p><p>Seal of Binding – Good change.</p><p></p><p>Fighter Trained Skills – Agreed.</p><p></p><p>Fighter Class Skills –This one is tricky. You start getting into the argument that all classes should be watchful and wary (why shouldn’t the paladin get perception?). I think insight seems appropriate, but not perception.</p><p></p><p>Fighter Bonus to Defense – In 4e bonuses to all the defenses is useful. Its not like in 3e were the difference can literally be +15 or more. I think leaving it with fort is fine.</p><p></p><p>Fighter Weapon Talent – I’ll agree with the +1 to all attacks…I’ve done that as well. I don’t think the fighter needs any messing with his AC mechanics, his AC is just fine.</p><p></p><p>Reaping Strike – Looks good. Ever since Brash Strike came out this poor at will got tossed in the gutter.</p><p></p><p>Sure Strike – An interesting idea. The common houserule for this one is to make it a basic attack. Your idea is pretty good.</p><p></p><p>Tide of Iron – Sure.</p><p></p><p>Rain of Steel – While the stance does a goodly amount of damage, I don’t think its overpowered. </p><p></p><p>Paladin Class Skills – Big agreement here!</p><p></p><p>Channel Divinity – While I might agree with a cleric being in cloth, the flavor of a paladin has always been big knight in big armor. I’ll agree with the skill change, not on the AC fix.</p><p></p><p>Divine Challenge – Sounds good.</p><p></p><p>Lay on Hands – An interesting mechanic, though you do lose the wisdom part of it. I never had a problem with the original version myself.</p><p></p><p>Enfeebling Strike – This at will is fine to me, and the paladin already has a basic attack at will.</p><p></p><p>Prime Shot – Completely disagree with this one. To me, if the ranger has a power that lets him make a ranged attack with taking an OA, more power to him. The point of the ability is for the ranger to get in close. If the ranger is right in the guy’s face…mission accomplished.</p><p></p><p>Two-Blade Fighting Style – I just gave this build chain armor…fixed that problem right up.</p><p></p><p>Twin Strike – Poor,poor ranger I dislike taking away twin strikes ability to hit two targets. There’s a current thread that has a lot of variants of twin strike that might give you the nerf you want without taking that part away.</p><p></p><p>Rogue Bonus to Defense – Same argument as before. Rogues are reflexive, its fine for them to have reflex.</p><p></p><p>Artful Dodger – I like the shift idea…but if you give them that, that is all they need. That is a very very powerful ability, don’t underestimate it. </p><p></p><p>Rogue Weapon Talent – Looks good.</p><p></p><p>Deft Strike – Looks good.</p><p></p><p>Dagger Precision – I’m fine weakening this, but perhaps they should get some compensation elsewhere in the PP.</p><p></p><p>Warlock Bonus to Defense – Same argument as before.</p><p></p><p>Warlock Class Skills – I never noticed warlocks don’t have stealth. Definitely agree here.</p><p></p><p>Warlock Class Features – I like it.</p><p></p><p>Misty Step – I’ll disagree, I think the star warlocks pact is the weakest. I can find plenty of uses for a teleport. A +1 to attack roll only helps 1 in 20 rolls…and if I happen to be attacking right then and there.</p><p></p><p></p><p>Shadow Walk – Warlocks definitely need some love in the AC department (especially star warlocks). Not sure if I like this version, its something to think about.</p><p></p><p>Warlock's Curse – Maybe 1d8…but 1d10 is too good. Warlocks do get a lot of controllery effects afterall.</p><p></p><p>Dire Radiance – I like the addition of charisma or con, but otherwise I think the power is fine as is.</p><p></p><p>Eyebite – Eyebite is a great power already imo, no changes needed.</p><p></p><p>Commander's Strike – I gave this one range 5, and allow it to use either int or charisma. I can’t see why an charisma based warlord can inspire his men to strike harder.</p><p></p><p>Lead the Attack – Looks good.</p><p></p><p>Orb of Imposition – Does this one work at will now? And it affects multiple creatures? In some ways its more powerful than the original. Common houserule here is that the wizard can apply a penalty to a saving throw equal to his wisdom mod as a free action (so you can do it after you know the result). As an encounter power of course.</p><p></p><p>Wand of Accuracy – I’m fine with the area attack boosts, again don’t like messing with the AC mechanics.</p><p></p><p>Cloud of Daggers – Honestly I still wouldn’t take it.</p><p></p><p>Ray of Frost – Not all creatures have a good fort attack, you do want some fort powers in there. I would focus on the damage and not the attack type. </p><p></p><p>Scorching Burst – there is nothing wrong with this at will as far as I’m concerned. With enlarge spell, it’s a brutal minion killer.</p><p></p><p>Legion's Hold – It’s a 29th level daily for the premiere controller of dnd. I think its just fine.</p><p></p><p>Meteor Swarm – Now that’s a daily I can get behind! I would take out the enemy only restriction though. Wizard spells hurt allies. Get out fo the wizard’s way when he goes full fury.</p><p></p><p>Arcane Riposte – I think the first two sentences are good enough.</p><p></p><p>Blood Pulse – Seems good.</p><p></p><p>Divine Miracle – I neat change, I like it.</p><p></p><p>Intimidate – This one is your MVP of houserules as far as I’m concerned. It encourages the monster to runs, but doesn’t force him too. What a great idea, I tip my hat to you!</p><p></p><p>Wintertouched – I like it.</p><p></p><p>Deadly Axe – Too good, doubling your crit range for a non epic feat is asking for trouble. I would increase the crit damage instead.</p><p></p><p>Dwarven Durability – I would change durable instead. I think this feat is fine, its durable that’s crap.</p><p></p><p>Lasting Frost – This version might actually be a better one for wizards, who tend to crit a lot and like to slow things. I like it.</p><p></p><p>Psychic Lock – I like the feat as is myself. </p><p></p><p>Triumphant Attack – I turned this one back to its preerrated state. I don’t know what WOTC was thinking on this one.</p><p></p><p>Initiate of the Faith – Cool.</p><p></p><p>Pact Initiate – I agree. While you are at it. I would recommend making the paladin multiclass feat Str 13 or Cha 13. It sad when most paladins don’t even have the stats for the multiclass feat.</p><p></p><p>Paragon Multiclassing – I’m all for increasing this power, but this is too much. A multiclasser shouidn’t get higher level powers than the main classer. I’m fine with going them bonus feats, and maybe a +2-3 bonus on their attack roll for an action point (+4 is huge!), but no more.</p><p></p><p>Forced Movement – Overall I like it, though the 4 squares for every 1 square of movement is unecceary and complicated. 4e makes it so 1 square over can also be 1 square down. Its clean and simple and it works.</p><p></p><p>Teleportation – I would just make it where you can’t teleport someone else vertically.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 5044736, member: 5889"] All my comments!: Dragon Breath – I think this is fine, it does seem the way WOTC is going. Tiefling Ability Scores – As far as races with ability scores go, Tiefling isn’t the first one I would choose. Imo, the Eladrin has the worst ability array. But its not a bad change. Infernal Wrath – Slight increase to the power which is fine. I’ll disagree with changing charisma to other things, I actually like powers that encourage players to spread out there stats. Keywords – I would summarize this one, got a headache reading the whole thing. Cleric Bonus to Defense – To me, the +1 to all defenses is a class benefit of the Paladin (why the avenger gets it I’m not sure). I don’t think its needed for the cleric. Cleric Class Skills – I’ve never seen clerics as the running/jumping sorts, but alright. Channel Divinity – I completely agree with the skill change. I think the AC change is fine, but the reflex change is not. Clerics don’t get reflex, its part of who they are. Healer's Lore – I think this is a fine change. Lance of Faith – My houserule on this one is to increase its range, and allow it as a melee attack. For a cleric, I don’t know how much benefit there is to a basic ranged attack. Priest's Shield – My houserule for this one to make the AC bonus an effect. The at-will is so weak as is…but if you guarantee the buff it makes it more useful. Righteous Brand – A good change. Seal of Binding – Good change. Fighter Trained Skills – Agreed. Fighter Class Skills –This one is tricky. You start getting into the argument that all classes should be watchful and wary (why shouldn’t the paladin get perception?). I think insight seems appropriate, but not perception. Fighter Bonus to Defense – In 4e bonuses to all the defenses is useful. Its not like in 3e were the difference can literally be +15 or more. I think leaving it with fort is fine. Fighter Weapon Talent – I’ll agree with the +1 to all attacks…I’ve done that as well. I don’t think the fighter needs any messing with his AC mechanics, his AC is just fine. Reaping Strike – Looks good. Ever since Brash Strike came out this poor at will got tossed in the gutter. Sure Strike – An interesting idea. The common houserule for this one is to make it a basic attack. Your idea is pretty good. Tide of Iron – Sure. Rain of Steel – While the stance does a goodly amount of damage, I don’t think its overpowered. Paladin Class Skills – Big agreement here! Channel Divinity – While I might agree with a cleric being in cloth, the flavor of a paladin has always been big knight in big armor. I’ll agree with the skill change, not on the AC fix. Divine Challenge – Sounds good. Lay on Hands – An interesting mechanic, though you do lose the wisdom part of it. I never had a problem with the original version myself. Enfeebling Strike – This at will is fine to me, and the paladin already has a basic attack at will. Prime Shot – Completely disagree with this one. To me, if the ranger has a power that lets him make a ranged attack with taking an OA, more power to him. The point of the ability is for the ranger to get in close. If the ranger is right in the guy’s face…mission accomplished. Two-Blade Fighting Style – I just gave this build chain armor…fixed that problem right up. Twin Strike – Poor,poor ranger I dislike taking away twin strikes ability to hit two targets. There’s a current thread that has a lot of variants of twin strike that might give you the nerf you want without taking that part away. Rogue Bonus to Defense – Same argument as before. Rogues are reflexive, its fine for them to have reflex. Artful Dodger – I like the shift idea…but if you give them that, that is all they need. That is a very very powerful ability, don’t underestimate it. Rogue Weapon Talent – Looks good. Deft Strike – Looks good. Dagger Precision – I’m fine weakening this, but perhaps they should get some compensation elsewhere in the PP. Warlock Bonus to Defense – Same argument as before. Warlock Class Skills – I never noticed warlocks don’t have stealth. Definitely agree here. Warlock Class Features – I like it. Misty Step – I’ll disagree, I think the star warlocks pact is the weakest. I can find plenty of uses for a teleport. A +1 to attack roll only helps 1 in 20 rolls…and if I happen to be attacking right then and there. Shadow Walk – Warlocks definitely need some love in the AC department (especially star warlocks). Not sure if I like this version, its something to think about. Warlock's Curse – Maybe 1d8…but 1d10 is too good. Warlocks do get a lot of controllery effects afterall. Dire Radiance – I like the addition of charisma or con, but otherwise I think the power is fine as is. Eyebite – Eyebite is a great power already imo, no changes needed. Commander's Strike – I gave this one range 5, and allow it to use either int or charisma. I can’t see why an charisma based warlord can inspire his men to strike harder. Lead the Attack – Looks good. Orb of Imposition – Does this one work at will now? And it affects multiple creatures? In some ways its more powerful than the original. Common houserule here is that the wizard can apply a penalty to a saving throw equal to his wisdom mod as a free action (so you can do it after you know the result). As an encounter power of course. Wand of Accuracy – I’m fine with the area attack boosts, again don’t like messing with the AC mechanics. Cloud of Daggers – Honestly I still wouldn’t take it. Ray of Frost – Not all creatures have a good fort attack, you do want some fort powers in there. I would focus on the damage and not the attack type. Scorching Burst – there is nothing wrong with this at will as far as I’m concerned. With enlarge spell, it’s a brutal minion killer. Legion's Hold – It’s a 29th level daily for the premiere controller of dnd. I think its just fine. Meteor Swarm – Now that’s a daily I can get behind! I would take out the enemy only restriction though. Wizard spells hurt allies. Get out fo the wizard’s way when he goes full fury. Arcane Riposte – I think the first two sentences are good enough. Blood Pulse – Seems good. Divine Miracle – I neat change, I like it. Intimidate – This one is your MVP of houserules as far as I’m concerned. It encourages the monster to runs, but doesn’t force him too. What a great idea, I tip my hat to you! Wintertouched – I like it. Deadly Axe – Too good, doubling your crit range for a non epic feat is asking for trouble. I would increase the crit damage instead. Dwarven Durability – I would change durable instead. I think this feat is fine, its durable that’s crap. Lasting Frost – This version might actually be a better one for wizards, who tend to crit a lot and like to slow things. I like it. Psychic Lock – I like the feat as is myself. Triumphant Attack – I turned this one back to its preerrated state. I don’t know what WOTC was thinking on this one. Initiate of the Faith – Cool. Pact Initiate – I agree. While you are at it. I would recommend making the paladin multiclass feat Str 13 or Cha 13. It sad when most paladins don’t even have the stats for the multiclass feat. Paragon Multiclassing – I’m all for increasing this power, but this is too much. A multiclasser shouidn’t get higher level powers than the main classer. I’m fine with going them bonus feats, and maybe a +2-3 bonus on their attack roll for an action point (+4 is huge!), but no more. Forced Movement – Overall I like it, though the 4 squares for every 1 square of movement is unecceary and complicated. 4e makes it so 1 square over can also be 1 square down. Its clean and simple and it works. Teleportation – I would just make it where you can’t teleport someone else vertically. [/QUOTE]
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