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2

No, this build is quite weak Assuming the standard ability scores, on level 8 all the non-multiclass party members can have a 20, this build will have only 16. With weapon attacks this means a 20-40 percent lag on DPR per attack, and half the number of attacks reasonably expected on that level from a weapon user. If it tries to use spells the difference is ...


0

Balanced builds aren't always the way to go in D&D (IMHO). D&D is a team sport and the weaknesses of one PC are made up for my the strengths of another PC. That said, I generally don't allow multi-classing unless the player can give me a valid role-playing reason. For instance, why would a ranger decide to pursue theology? Why would he (the ...


2

While a point-buy option is certainly a possibility in any RPG, Maid isn't one that lends itself well to it. The rules in general focus fairly heavily on randomization and character-impermanence. Chaos is meant to be part of the fun. Naturally, you can run a more "serious" game (relatively speaking), but keep in mind what the game is based around - anime ...


4

This Dhampir race is effectively a weaker version of a Drow, so I'll compare it to that. Ability Score Increase: The Dhampir gets to choose between the ability score bonuses of the Drow and those of the Dragonborn. This is perfectly in line with existing races. Stuff the Dhampir gets: Age & Alignment: Don't really matter from a balance perspective. ...


10

You are not the first GM thinking about this, and there has been quite some discussion about it on Barf Forth Apocalyptica, the forum run by Vincent Baker. All quotes below are taken from posts there. There is one thread discussing specific examples of how this move can be made real, which is where most of this insight is from. Most MCs there play the move ...


-6

I never played Apocalypse World, so I may miss the attended ambiance of the universe. I supposed it was a fallout-like ambiance with a humourous tone over a dark setting. Several solutions are possible, some could be better than others depending on you, your players, and everything. The gentlemen agreement. As a player sometimes I happen to be in ...


1

To summarize what the template actually gives you so people don't have to cross-reference the two templates: HD increased by 1 step, and +1 NA Vampire's slam attack (presumably without the level drain) Charm (presumably Person) a few times a day, and blood drinking on pin (Fort negates) DR 5/magic and bludgeoning, Spider Climb a few times per day Loses ...


3

The original Degenesis is available in English, sadly it is very hard to find as it is no longer being published. It was licensed under the Creative Commons, however, though it's difficult to find it despite this. I have a copy somewhere, but I haven't seen it in ages. What Changed Rebirth's system is basically entirely redone from the original. Whereas ...


2

Overland travel spells and magic items disrupt the value of several fantasy elements that I don't want to sacrifice in a campaign I'm going to be generous and assume that "I" above means "my players and I". If that is the case and that where your group finds the fun in a the game is in "mounts, vehicles, the vastness and dangers of wilderness, the ...


0

What is the nature of fantasy? One thing to consider before we even begin is whether or not you really want to keep medieval transportation a thing in your campaign. One thing that I'd suggest doing is making sure that your players actually are willing to play in a campaign where they don't have access to all-action, all the time. If they want a high ...


-3

Random Pockets of Antimagic... Go ahead, casually fly, fall hundreds of feet to your death. Also, in pathfinder, feather fall rather stupidly (raw) requires a DC21 concentration check, so.... Good luck.


0

Interesting group dynamic. Here are my short answers as a DM to try and involve a finesse melee character more. Surround your PC group more often. As enemies attack from all angles your fencing champion will move to the front to engage and protect the magic users. Surprise attacks! As your magic users bombard oncoming enemy hoards a few have flanked them. ...


-1

Spotlight is not purely mechanical. 'Too powerful' is often used to describe a situation where players feel someone (even a NPC) is excelling too often - which is a matter both of narrative framing and mechanics. If you have a strong table presence - if you are often leading roleplaying - if your plans and actions get the group's attention where others' ...


1

This is meant to be a fun co-operative game, no one should have their character "nerfed". Instead other characters should be built up, or given a chance to shine. A Paladin with the Oath of vengance should be able to match your damage, infact they can cast the same spell to add D6 damage, or use a 2nd level spell to add 3d8. Bards are harder to deal large ...


5

Paladin Since the paladin needs the biggest leg up, I’m going to just recommend this knight-paladin homebrew fix. It’s awesome, and should slide the paladin to right about where this party wants it. The concept of the class is to mix the paladin and PHB2 knight together, since they are two very similar classes that are both just a little disappointing. It ...


4

Persuade the Paladin to be a crusader instead. The crusader is a holy warrior whose role is a tank with minor healing abilities. Roleplay wise, they can be played the same way as a paladin. This will give the player options in combat, put them on par with the rest of the party, especially the warblade, and give them a class that is effective no matter what ...


6

First, it's good if you can find out why the player is playing a non-magic user. You found out it matches his character, which is good, but it might be good to find out what type of gameplay he likes, so you know what to provide and what not to avoid, which might be tricky if you yourself always prefer to player magic-using characters. Some reasons players ...


6

In a GURPS, 3rd Edition game using traditional magic, a nonmagic-using character can feel generally outclassed, especially at higher point values. However, this is usually mitigated by a few factors. Spells usually take at least 1 second of concentration to cast. A magician is often forced to stare off into space undefended because spells come into effect ...


1

Minions! To interact with many things that adventurers could meet, and interact in specifically non-magical, conventional way - they would need tools. Or sometimes you need tools + artisans. But you can't go adventuring with a toolbox - it weights too much for example to scale a wall or to be effective adventurer - to march/run/climb/dig/rest - those kind ...


12

The Pathfinder implementation is much better. Most cantrips and orisons are nearly worthless, while a few are regularly handy. Being able to use those few as much as you need to is much better than maybe having the option of using one of the ones that’s usually useless. So the Pathfinder version gives a more potent, useful effect than yours, and that ...


2

Bottom line is "not significantly more broken than D&D 3.5/Pathfinder currently are". Spellcasters are the most powerful characters in the game, and you've made them more powerful - but not really very much more powerful. Your D&D wizard can now always have Daze ready to cast, when previously they had to think about whether to prepare Daze or Disrupt ...



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