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0

This assumes the balance point is Pathfinder, where a ranger can survive until level 15. In Dungeons and Dragons 3.5, characters typically stop taking levels in the ranger class early, making PC rangers anyway rare. No, these abilities aren't too powerful... A character won't overcome challenges beyond his own Challenge Rating with these abilities. The ...


8

"I'm really super specialized with a very specific weapon!" Is not in line with the scope of racial abilities in 4e. Many races have feats which grant both proficiency with and a damage bonus with an entire category of weapons -- hammers and axes for dwarves, heavy blades for githzerai. So the specific feats you're asking about? I wouldn't, but you could ...


6

I only know about Cahulaks because of Polisurgist's answer. Cahulaks from Dark Sun are essentially two grappling hooks connected by a rope. From the Dark Sun Campaign Guide: Cahulaks: This double weapon features two four-bladed, hafted heads separated by a length of rope. The secondary end is light enough to be used as an off-hand weapon. When one end ...


1

Cahulaks from Dark Sun are very similar to grappling hooks; you could start there and make some stat changes and have a good start to a grappling hook-themed combat style.


1

I'd say yes it's overpowered. First off, assuming I read your writeup correctly and you're not making other adjustments, you're substituting standard Ranger abilities from 12th(PF)/13th(3.5), 17th and 20th levels with abilities from level 5, 10 and 15. This means they get this power earlier. Even if the abilities were equivalent, this would be unbalancing ...


2

"Overpowered" is an interesting metric, especially in a 3.5e game. There are two answers I see here, and I will give them both: Are these swapped abilities better than their originals? Yes, they are. Invisibility is much better than hiding in plain sight, or favored enemy, or camoflage. Especially if it doesn't break after attacking (although this might ...


6

I don't think this will be a problem, balance-wise, but that doesn't mean it's necessarily good for your players, either. Most paragon paths with prerequisites tend to have features or powers which modify or require features that are related to those prerequisites. Cleric paragon paths modify healing word; Ranger paragon paths modify hunter's quarry; ...


13

The advancement system you use is irrelevant, and in fact you can do away with any formal advancement system at all and just level up when you feel the time is right. There are a few other important things though that should be regarded when you are doing this. 4e's baseline math assumption is that you're going to spend about 10 encounters on a given level. ...


5

Yes. That should work. Given that you're tracking the number and weight of individual coin types, then yes this sounds like it will make gold coins more desirable for your players. If I were playing in your game, the main reason for this for me would be the difference in weight. If all you ever find are copper coins, then at some point you simply won't be ...


7

You could easily change the sp-value of a gold piece without changing the prices for gold jewelry or the like. When thinking about a gold piece like we know them from images/movies/books we generally imagine a big coin maybe an 3 centimeters/1 inch in diameter and some millimeters thick... Historic gold pieces however, were often very small and quite thin - ...


-1

From what I can tell there are no Lizardfolk or Lizardmen playable races in 4th edition. There's a gap between the big and muscled Dragonborn and the stealthy swamp-dwelling Bullywug, who are frog people. If you want Lizardfolk you should either reskin an existing race, find a homebrew or come up with somehting yourself.


14

Reskin Razorclaw Shifter to be Lizardfolk First and foremost reskins/refluffs of existing classes/races/etc. work really well in 4e because everything works off of mechanical keywords. Thus you are free to rename and redescribe a mechanical something as a very different story something without affecting the game in any real way. Razorclaw Shifters stand ...


2

I found these. As far as I know, there's no official Lizardfolk stuff for 4e though. http://www.dandwiki.com/wiki/Lizardfolk_%284e_Race%29 https://moebius.wordpress.com/2008/06/05/lizardfolk-dd-40/


7

In fantasy games related to D&D the currency usually follows the 10 cp = 1sp, 10sp = 1gp pattern. I don't know about D&D, but Rolemaster explicitly stated that these are basically convenient conversion values -- and the 1:10 conversion is usually oversimplifying things as well... Personally, I came up with (gold) doubloons worth 100gp. The ...


6

One side-effect of increasing value of single gps may be unintended. The physical size of a pile of gold treasure would be smaller for the same value. There is less visual impact to "riches beyond your wildest dreams", because there is less to see. Or it is all in cheaper metals, lessening the impact. Whether or not this affects your game depends on how ...


8

From a game mechanics point of view it should make no difference. From a role playing point of view it may or may not make a difference. If you seriously want to immerse yourselves in the weird and wonderful ways of real coinage (as opposed to what we use which is coins as monetary tokens) you may be better off by building your own system (or stealing ...


12

I can't say whether this, on its own, will change your players reactions (at the end of the day, gold is just another number on their character sheets). Certainly, I know it wouldn't interest most of mine - They'd just think "Oh, hey, our riches are 90% easier to carry, now," because assuming easy access to money-changers, the only thing you're really ...


10

Edits to the question since this answer was first posted have made it clear the the asker is using a simulationist approach to managing coins. By this I mean that the number of each specific type of coin is tracked, rather than the aggregate value, that the weight of the coins is taken into account, and being able to exchange currency is dependent upon your ...


4

Clear Narration Rules What are your rules for narrating? What are your rules for initiative? RPGs are structured conversations - when people know the rules of how the conversation is supposed to flow - who can say what kinds of things, at what times, it flows smoothly. When they don't, you get problems like you're describing. Are players expected to ...


3

If it is the table rules, and everybody know it at the beginning, and all players know and agree to the consequences, then in a sense it's all good. However, is it a good rule? What's the purpose of ruling against "instant actions"? What is your concern that you decide to penalize players about it? As it is a meta-game mechanic, what good does it to for ...


70

No, it's not fair to punish a player in this way. But it's not okay for this player to take an unfair share of control over the game, either. You are the DM — you are in control. You are in the Big Chair, and the group put you there to be responsible for pacing and mediation. You have that job because players striving for the benefit of their PC is fun but ...


10

I don't think it is a good idea to punish your players for anything meta gaming related. I think you should ask yourself why the player is trying to perform these instant actions: Does he feel this is the only way he can escape the impeding danger, i.e. a wall about to collapse on/near his character? (Possibly some experience in the past made him very wary ...


2

Since you are asking specifically about D&D 5e, I will not add any comment past this about other systems, as that would detract from a solid answer. Instead I will focus on the system requested. Now that that's out of the way, let's state the obvious... This is a homebrew character. You cannot do this with the rules as written or as intended. This ...



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