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34

There might be some synergy issues with other melee or Warlock abilities- Hex is a nice potential chunk of Warlock DPR and takes a Bonus Action to cast/retarget, while Polearm Mastery's extra attack or Great Weapon Fighting's cleave also take that extra attack. But if your Warlock is willing to give that up, I don't see much problem. That said, I can't tell ...


30

Well, I don't think I need to tell you that it's within RAW, per the spell description of Fireball [emphasis mine]: A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire ...


26

The easiest way to handle this is to simply reflavor. Pick whichever race has the abilities that you think fit best, and whatever class (probably fighter) and just say it's a hobgoblin. Done. Doing anything else is going to be way more pain than gain. If it looks like a hobgoblin, smells like a hobgoblin, and acts like a hobgoblin, it's probably a ...


24

I have experience playing the low levels. I can briefly summarise the impact as follows: It will make encounters much harder. With many characters dying in combat, and possibly a few total party kills as well. This can be demoralising, but some players might be up for it. But something perhaps easily overlooked is that it removes a wonderful suspense ...


19

Allowing a bard to inspire himself is giving him a close variation on the level 14 ability of the Lore bard (Peerless Skill). The timing is a bit weaker, but the bard would be able to use the die on attack rolls and saving throws, so it's more versatile. One could even argue that it's strictly better. Giving a level 2 bard an ability that's only available to ...


17

We talked about random initiative in our group a few weeks ago. The DM mostly cited the "I do X because the boss can't act until you are done" kind of thing as a reason. There are, however, a number of drawbacks. Here's what we could see: It makes readied actions a big gamble This is, in my opinion, the biggest sin of importing randomized initiative into ...


17

The Tools are There The Princess Bride scene is so good because it includes good banter, stylish moves, and good storytelling. You can capture those with the RAW system. The attack/defense rolls in WoD, especially nWoD, are very abstract. A basic attack with Weaponry could involve any number of weapons, wielded with a wide range of styles and flourish. ...


17

Dungeons & Dragons 3.5 is not well equipped to describe the world prior to the Event. If you try to do so, you’ll be fighting the system every step of the way: 3.5 is extremely high magic, and expectations of high magic are baked into the system at every turn (most especially with how CR is determined, and by extension published modules). It certainly ...


16

Subduing in 1st Edition In AD&D (1st Edition), the rules for subduing a dragon were found in the Monster Manual I, under the DRAGON entry: Subduing a Dragon: An attack on a dragon to subdue, and thus capture it may be opted for if such intent is announced in advance of the combat. Silver, gold, chromatic and platinum dragons cannot be subdued. ...


16

It runs away from you at its normal speed and can return immediately Dissonant Whispers (PHB p.235) states On a failed save... and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground... So if the creature has its reaction available it uses its ...


15

I have played monks with Dex-to-damage as well as Wis-to-damage (and Wis-to-attack, for that matter). These things help, undoubtedly, but they are not really sufficient to solve the problems. The big advantage here is that they allow a certain amount of reduced Multiple Ability Dependency. This helps some of the monk’s serious “number” problems – their HP, ...


15

The biggest reason I can think of is that Dex, along with Wisdom, is already at least on the border of being "too versatile," in the context of 3.5 and Pathfinder. While it's true that Rogue, for example, is a weak class in the core rules, it isn't due to the reliance on Dexterity. In 3.5e and PF, Dexterity does these things: Determines your initiative. ...


15

I'm going to teach you how to fish, here. Firstly, you should look this reddit post up and the google doc it links to. It shows the work done by /u/JamesMusicus and /u/Aranim, and I have been using it for homebrewing balanced races myself. Even if you don't find a particular ability (like a Hobgoblin's Martial Advantage ability) there, you will likely get a ...


14

This cannot be balanced The power you suggest would be immense. It would open a wealth of exceedingly powerful options to the already-most-powerful classes. The ability to act more than you are supposed to, à la Quicken, is one of the most powerful abilities in the game – but it falls well short of being able to act when you shouldn’t be able to act ...


14

The 5e Dungeon Master's Guide contains an optional rule on p.272: Lingering injuries A creature might sustain a lingering injury under the following circumstances: When it takes a critical hit When it drops to 0 hit points but isn't killed outright When it fails a death saving throw by 5 or more. When an injury happens, the player ...


14

Allowing a wizard to have all the wizard cantrips at his disposal and being able to swap them around on a long rest like his other spells will give him a huge advantage. Many of the wizard cantrips offer different damage types, being able to swap to one that targets a creatures vulnerability whenever he comes across something different is huge. Wizards are ...


14

This meta-game accuracy is a purposeful feature of using the optional grid rules — that kind of tactical detail is the whole point of using a grid. An obvious alternative that eliminates miniatures-based player precision is to not use the optional grid rules. There's some discussion of imprecise AoE handling on DMG page 249 (in short “make a call, consult ...


13

A rogue special ability is fair Rogue special abilities are about equivalent to a feat (and, in fact, the feat option is one of the best of the options presented), and Improved Uncanny Dodge is something you generally can’t get as a feat.1 Improved Uncanny Dodge definitely would not be a strong feat, but far weaker feats exist, and many of the rogue special ...


13

We use an attribute switching house-rule in my current campaign. Players may switch the attributes of any +2/+1 race freely, that is, they can use the +2 and the +1 and assign it to any attribute of their choosing (but not to the same, of course). I did not allow to reassign the +2/+2 ability races, but I did allow a player who asked to switch the ...


13

Here are the rules: Starvation and Thirst Characters might find themselves without food or water and with no means to obtain them. In normal climates, Medium characters need at least a gallon of fluids and about a pound of decent food per day to avoid starvation. (Small characters need half as much.) In very hot climates, characters need two or three ...


13

At 1st level, a single critical hit from all but the weakest monster can reduce a PC to 0 HP. For example, kobolds (CR 1/8) do 1d4+2; that's a maximum of 10 on a critical, fighter types should survive - most others are at 0. Hobgoblins (CR 1/2) do 1d8+1 plus 2d6 if an ally is within 5 feet of the target, an average of 25 and a maximum of 41 on a critical; ...


12

Here is a list: At level 3, your Sorcerer can cast chromatic orb, then chromatic orb. He has dealt 6d8 damage, or 27 on average, to one target. That is the equivalent of one fireball for that target. This is also around the HP of most CR1 monsters. At level 3, the same Sorcerer can cast scorching ray, then scorching ray. He has dealt 12d6 damage, averaging ...


11

I suggest broadening the Event just a little: some people do indeed learn to cast spells, but others learn to draw subtler power from within themselves. These other powers are perhaps too subtle to be called "magic" -no one thinks of them as such, anyway- but because of them, even non-casters are still somehow more grand than what came before. In the ...


11

Officially, the druid can't use wild shape to assume such a form... The druid supernatural ability wild shape allows the druid to use an effect duplicating the spell elemental body I at druid level 6, II at level 8, III at level 10, and IV at level 12. The spell elemental body has no provision for elementals other than air, earth, fire, and water. Of the ...


11

Absolutely none Relatively few good options are alignment-locked; the best that comes to mind, a paladin/warlock (warlocks are a Cha-using class, paladins get divine grace, eh, kinda OK), already could have been done with a variant paladin. And even barring that, you could do hexblade/warlock; arcane resistance is significantly weaker than divine grace, but ...


11

I'll try to answer your concerns one at a time, then give you my experience with a similar issue. Yep... Eldritch Blast is extremely potent and has almost no downsides. It's primary purpose is to give the Warlock a best-of-breed damage cantrip, and it does that very well. Your assessment is spot on. I think the only thing you might be glossing over is ...


11

So, after this question pointed me at that hack, I convinced the group I GM for to try out a campaign with Descriptive Damage. I'll describe our experiences so far, though they should be taken with three caveats: (1) all of us are still comparatively new to Dungeon World, so things might play out differently with a more experienced group (or at least a more ...


11

My background: I've run some adventures using insanity themes. I once had a character who used insanity-magic and was about to go insane, when his player decided the campaign was too dark for him and stopped showing up at my table. I once had a character who used insanity-magic and went insane on purpose because he wanted to kill the party and destroy the ...


10

Wizards of the Coast's Unearthed Arcana: Variant Rules (PDF) details this under "Players Make All Rolls": When a character forces an opponent to make a saving throw, that player instead makes a saving throw check. The bonus to the d20 roll for a saving throw check equals the effect’s save DC −8. The DC for this check equals 11 + the target’s ...


10

In my campaigns, I rule that every round you take an action or move, you use an extra round of breath. If you do both, it costs you 2 extra rounds. My players have enjoyed the added tension this brings to what would otherwise be a fairly safe situation. As far as impediments, fighting underwater already adds plenty of those, so I don't see a need to heap ...



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