D&D General Vanity Frankenstein 5E: My homebrew D&D project [+]

el-remmen

Moderator Emeritus
One other global change I am making is following 5E.2024's lead and instead of describing it as "a feat or an asi," I just made the ASI into a feat you can choose starting at 4th level.

For the record, in my games you gain a feat (or ASI) every 4th character level not class level.
 

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el-remmen

Moderator Emeritus
I just went through and made a variety of little changes to the class docs I have made so far, so rather than go back and change all the old posts, I plan to make one post in a bit that will always have the most up to date version available - maybe I will just edit the opening post to hold it all.

It amazing how quickly I can prepare docs for classes like Berserker or Ranger (the latter of which I stripped spells from except for one subclass) as compared to Mage or Cleric, which took forever and making me not as eager to jump right into Druid or Bard, and Warlock is gonna be a lot work, too - but what is left? Nothing else!

Well, I can prep a doc on feats.
 




el-remmen

Moderator Emeritus
Today I am trying to figure out if I actually have to rewrite every single 5e spell (or at least all the core spells + some from other sources) or if I can get away with rewriting some and just indicating which ones can be used as written, OR if that turns out to be 75% of spells anyway, why not just go ahead and rewrite them all?
 

TwoSix

Master of the One True Way
Today I am trying to figure out if I actually have to rewrite every single 5e spell (or at least all the core spells + some from other sources) or if I can get away with rewriting some and just indicating which ones can be used as written, OR if that turns out to be 75% of spells anyway, why not just go ahead and rewrite them all?
Do you plan on slimming the spell list, sort of like Shadowdark did? Or do you just not like the 5e spells?
 

el-remmen

Moderator Emeritus
I am definitely cutting, but also adding a bunch of spells - so not sure "slimming" is the correct verb. I guess the honest answer is the latter, but I don't dislike them enough to want to scrap them, just tweak and clarify some and cut others - sometimes for flavor reasons, other times because they are just annoying and slow to use and remember (like Spirit Guardians).

I also decided today to remove most material components. Basically if it is not a costly/specialized material component I am replacing it with an arcane or divine focus. Sorcerers' benefit is that they can cast without a focus (though they get a chance of wild surge when they do). I even had fun making a table of example foci.

Some spells still require having a specific item that is enchanted like goodberry - you need berries, mushrooms, nuts, or herbs. In some environs finding these is trivial, in others, not so much.
 


el-remmen

Moderator Emeritus
I am writing a Character Creation overview section and included this at the end of the list of steps of making a character - tying things specifically to the game setting.

Character Back Story
Leaving the Empires Behind
Unless specifically designed to have a different theme, starting characters in the World of Makrinos campaigns are assumed to have recently arrived in the Republic of Makrinos after a months-long sea journey, having left the Inchoate Empires, with the understanding that - whether they desired to make the journey or not - they are probably never going back. In fact, it is an accepted premise of campaigns in this setting that game play will never visit the Empires and they wil never be detailed beyond that which players flesh out for their own backstories. The Inchoate Empires are, for all intents and purposes, another world, and even should the PCs gain access to return there, this would mark the end of the campaign. The Empires exist narratively as background feature from which characters travel to live in, explore, and adventure in Makrinos and the East.

As such, atop the mechanical aspects of character creation afore-described, you should think up a reason why your character has left the Inchoate Empires. Background, Peoples, and Class descriptions all included blurbs about their roles in the Empires and why they might have left to help inspire ideas. This is all the back story required of your character - a sentence. While you are welcome to develop your past as you see fit, it is also perfectly fine to leave everything else vague or undefined. There may be opportunities during play to flesh out that past. Furthermore, consider avoiding too long or involved a backstory for your character. While the DM will do their best to incorporate elements from that backstory into the campaign when appropriate (no promises), actual gameplay is the point and where characters develop. About one side of one page is plenty of character backstory, if you are so inclined.

Character death happens. Or sometimes, the character you made is just not what you imagined and you want to try something else. When this happens you will need a replacement character. Your DM will explain how replacement character ability scores are determined (based on the method chosen for the campaign), but when it comes to backstory, consult with the DM if you want the replacement character to be a Makrinod, rather than a recently arrived traveler. This possibility will be determined by how long the campaign has gone at that point and how familiar you are with the Republic of Makrinos.
 

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