D&D 5E What sorts of things are you working on? (3PP or personal use homebrew)?


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No, not Rappan Athuk, although I'd enjoy it if I could afford it. Currently, I'm combining Stoneheart Valley and Sword of Air into one mega-campaign.

I have plans, when money allows, of getting Lost City of Barakus and Cults of the Sundered Kingdoms next for conversion, then three of the old Necromancer Games modules that I love the idea of.

Whenever the conversion of Stoneheart Valley+Sword of Air is finished, I'll post what they'll let me on FGG's forums, and here, if they'll allow it! Stoneheart Valley is finished 1st draft conversion, but it's messy.

I'd also love to do Slumbering Tsar, just because it sounds amazing and terrifying.

I'm using Tomb of Abysthor as my starting point for my campaign. But my version of it that I'm using is probably half the size. It's just way too large and unwieldy for my taste, otherwise.
 

Well, the players got out of being captured quicker than I'd anticipated and made a surprising amount of progress....

So I guess I've got to devote this Wed. to finishing my model of Baba Yagas hut.
 

Altering D&D is something that I can't help but obsess over. I have been house-ruling the hell out of this game since I first started playing. D&D is so flawed on so many levels that this is a rabbit-hole that I can't escape from. My need to tinker with this game constantly interferes with my ability to actually play it or enjoy it. No amount of tinkering is ever enough. At the same time, D&D is also the greatest RPG ever, and most of us would not even be playing RPGs if not for D&D.

I don't feel this overwhelming need to house-rule any other system I have played, but I can't help it with D&D. I played the World of Darkness games for many years without ever needing house-rules. BattleTech and WarHammer, same thing.

However, I can't seem to avoid the lure of D&D at the same time as I am unable to enjoy it as written. 5e is great, and might even be my favorite edition, but the foundation of my love/hate relationship with the game is still there. I hate levels, classes, hit points, armor class, Vancian magic, and numerous other aspects of this game, but there is a magical nostalgia for D&D that I can't seem to get over.

So, every time I want to play I start house-ruling. I promise myself to keep it simple, but it always gets out of control. In the end I have almost an entirely new game that if I took the time to edit and refine might be worth publishing some day. I haven't bothered trying though because this hobby has been suffering a slow death at the hands of CCGs and video games and the market is flooded with so many games that you can't find players for that it doesn't seem worth the effort.

Maybe I should just learn to enjoy the game by the rules as written and stop wasting time re-inventing what has been working well enough for 40+ years.
 
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A warrior class based on the mystic chassis (with no psi-points). Making fighter, ranger, rogue, monk, warlord, barbarian, and paladin into disciplines, which can be mixed. So you can make a shadow barbarian, oath of ancients ranger, or a monk with lay on hands.

A sorcerer guide.

A setting-neutral RPG, where the GM is optional, and not d20 based.

A card/board game somewhere between dominion and robots rally, where first place loses and second place wins.

A sci-fi novel.

And collage, which is taking most of my time.
 


Maybe I should just learn to enjoy the game by the rules as written and stop wasting time re-inventing what has been working well enough for 40+ years.

As far as I can tell, "What has been working" is that the system is so customizable. So, you really are enjoying it exactly as it is meant to be enjoyed by continuing to do what you do. :)
 

A better mystic.
They get 1dX PP per round, and can spend Int mod per round (unspent points carry over up to an arbitrary limit).
 

Something I've just started working on are manoeuvres which require a number of attacks to use. So far I have the following scale for them.

1 attack: inflicts some kind of condition on a hit. This is where shove and disarm sit.
2 attacks: deals normal damage and inflicts a condition.
3 attacks: able to affect multiple targets. I'm putting whirlwind attack from the ranger here. This will let a fighter who learns the manoeuvre to use whirlwind do attack at level 11.

Currently manoeuvres are open to anyone. Those that require 1 attack can be used as normal by anyone. Those that require 2 or more attacks are considered advanced and are only open to those with extra attack. You may learn a number of advanced manoeuvres equal to one + your Intelligence modifier (minimum 1). You can learn manoeuvres during your down time and you gain an advanced manoeuvre each time you gain extra attack. I will look ha email a feat thateats you learn two advanced manoeuvres that don't count the against your limit.

To complement these there will also be arcane manoeuvres which require spending a spell slot in addition to attacks. I might also create some divine smite style manoeuvres.

It's pretty bare bones at the moment since I've only just started working group on it but when fleshed out a little more I'll introduce them to my players and see what they think of them.
 

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