New answers tagged

1

Lots of good answers here, but I thought I'd add my thoughts. Storing should be much more expensive. Maybe a single charge/die costs an entire day of being under the weather. Second -- I would not make that storage last indefinitely. Stored health is like a loaf of bread -- it goes bad after some time. I would figure out a time frame (perhaps once a week) ...


7

Ben's answer is excellent: it's weird to talk about whether this is "balanced" because it's never going to be used by player characters. (Unless one of your player characters is a yuan-ti, in which case this is too much of a buff to that character.) I think the question you're asking is about whether using these effects as written will make your ...


14

In this case, you're probably asking the wrong question. The thing you're discussing here is a tool for the DM, designed to benefit NPCs. Its primary effect is going to be in adding PC-hostile terrain effects to encounters, probably mostly combat encounters. That means that "balanced" isn't a particularly meaningful question to ask. Instead, it'...


2

You don't want this item to be balanced As pointed out by others, this item as described is fundamentally unbalanced. In the Mistborn series, the Lord Ruler uses this ability in fundamentally unbalanced ways - if I remember correctly, it lets him rule unchallenged for millennia. If you want to recreate the books, this item needs to have a similarly ...


4

I love the idea of trying to re-create this ability! There's a tension between thematic ideas and mechanical systems to navigate here, but I reckon that it's resolvable. Others have pointed out the flaws with your approach, so I'd like to suggest some constructive ideas to implement the ability in line with the effect in the book. Storing: Storing health in ...


7

This encourages boring play patterns. Suppose you're level L, and your mean hit die result is H (so if the die is a d10, H = 5.5 + Con mod). Every day, you recover L/2 hit dice. You can reasonably expect to have 15×L hit dice in the bracers per month that you've owned the bracers, with no limit. (Subtract any hit dice you spent, but how many days per month ...


3

This item is hardly balanced. Here are my fix suggestions. This homebrew item has 2 main problems: Unlimited charges As @BenBarden points out in his answer, there is no cap on the number of hit dice that can be stored, nor how often they can be stored. Storing a charge is basically free Storing a charge comes at no real cost due to A) there being no cap ...


47

This is profoundly unbalanced as written. During downtime days, as written, the item permits the user to pour unlimited numbers of hit dice into the bracers. All you have to do is ensure that you don't end the day with less than half your maximum number of hit dice, and that you finish storing at least an hour before you go to sleep, and you're losing ...


2

The suggested way to add a race to NPC is to simply add the racial features from the NPC Stat Blocks section of the Dungeon Masters' Workshop in the DMG, as per the answer to How do you add a race to a race-optional monster?. Most cases don't include proficiencies, so this isn't an issue. However, in this case, there are no additional skills and saving ...


4

Is it balanced? In my experience, skills like Investigation, Arcana, and History are rarely used by monsters. If you are in a game where they are used more often, this might have a bigger impact, but I doubt that having the skill proficiencies will affect balance significantly. As for the saving throws, the Evil Mage already has these two proficiencies ...


2

No From the monster building rules in the DMG, the offensive challenge of a monster is based on their damage output over the first 3 rounds (on the basis that 3 rounds is about how long combat lasts). Cantrips are unlikely to be the most damaging options a spell caster has. That is, in combat, you would not expect the monster to use either cantrips against ...


9

Changing this spell out should be fine. Changing what spells are available to a class will generally not impact the strength of the class, only how it feels. From the DMG (pg. 287) Modifying a class's spell list usually has little effect on a character's power but can change the flavor of a class significantly. Considering you're only swapping one spell, ...


12

At lower levels, it might cause balance issues The Monster Manual, under the general text for the Spellcasting trait (p. 10), says: You can change the spells that a monster knows or has prepared, replacing any spell on its spell list with a spell of the same level and from the same class list. If you do so, you might cause the monster to be a greater or ...


6

Allowing divine casters access to Boon of Spell Mastery should be balanced In the DMG, p. 287, there's a section called "Changing Spell Lists", which includes the following: Modifying a class's spell list usually has little effect on a character's power but can change the flavor of a class significantly. If we take this to mean that there are no ...


13

This could be a very difficult question, if things were not so lop-sided, but they are. For example, one very simple illustration: compare a sorcerer’s spells known to a wizard’s spells per day. Aside from cantrips, the numbers are extremely similar. For most spell levels, when the sorcerer first accesses that level, they know 1 spell. Likewise, a wizard ...


9

(1) Concealment. Blur, displacement, blindness, darkness. There are a lot of low level spells that will make you miss more than you would if your opponents had a +10 to their AC. No matter how high your attack modifier, if you have a 50% miss chance, you're missing most of the time. (2) Mirror image; same as (2) above. (3) Some of your attack bonus is due ...


1

Consider why having bonuses spread out is good. Classes generally fall into one of two categories, they either depend on one ability score for everything (called a SAD (single-ability-dependent) class) or depend on more than one ability score for everything (called a MAD (multi-ability-dependent) class). For MAD classes, having the bonuses spread out is ...


3

A Large PC race is a powerful option, but one that can be managed. Large confers a number of strong benefits. These benefits vary slightly, but let's assume we use the below rules from Advanced Race Guide with a 10-foot reach. Large creatures gain a +2 size bonus to Strength and a –2 size penalty to Dexterity. Large races take a –1 size penalty to their AC, ...


7

I’ve played in games with it allowed; it’s not that big a deal. Being Large is a considerable advantage for warriors, because reach is so potent. If it is available, anyone going in for melee combat is going to be very, very interested in that race. Many other races will simply not be able to realistically contribute as much for many types of warrior. But ...


6

It is quite strong, but won't break your games This is quite different from rolling stats, though. What these races are doing is actually consistently buffing SAD classes and making MAD classes even harder to play. I have played a rolled stat character with 18/16/14/10/10/6 as attributes. I can easily play a Paladin or Barbarian or Monk with these rolled ...


2

It probably won't make a huge difference to the balance of the game, because the game is already designed to handle randomly generated stats that can easily get you into the 18-20 range with a racial bonus. The main negative I can see is that this can pigeonhole the race into a very small number of class options, depending on which attribute you're talking ...


17

Bounded accuracy solves most problems My table rolls stats and we've done roll systems where it's not unreasonable, and in fact common, to roll an 18 to start in at least one stat. Doing this has never caused 'problems', and I mostly realized that the differences of modifiers in the positive range really aren't gamebreaking. The dice roll is a much bigger ...


1

I think a better comparison of the ability rather than shield is the dodge action (without the dex save bonus). Reworking the ability shifts dodge from an action , into a reaction, and requires it to target an adjacent ally. Compared to say monk's ability to take dodge as a bonus action by expending their ki points. This seems rather powerful. As the monk ...


0

Keep in mind that this essentially removes a good part of what it means to be a (race). You can no longer say "elves are xyz" if those things are not related anymore. That is not necessarily a balancing issue, but a roleplaying one. On balancing, from my (very limited) 5E experience, race traits are relatively weak and shouldn't unbalance the game.


7

It's Fine I did exactly that in a 4e game I ran, a while ago, to a slightly lesser extent: For in-game reasons, only humans and elves were allowed as playable races, meaning, the game world simply was not populated with gnomes, halflings, etc. However, I knew perfectly well that some of my players wanted to play certain races for mechanical reasons, in ...


15

Cosmetics is by definition not relevant for balance By definition, cosmetic appearance is not relevant for balance. Mechanics-wise this will change absolutely nothing, if you take the original races. Confusion and strangeness Giving many options to new players might confuse or overwhelm new players. However, if you make them choose a race like normal and ...


19

A kilo of oranges is balanced against a kilo of apples But one is better at making apple pie and the other is better in your Aperol spritz. You’ve identified some of the ways the bone is better than the spell. Here are some ways it isn’t: Duration No zombies, only a skeleton It takes up one of your 3 attunement slots You can’t decide tomorrow you’d rather ...


10

I believe part of the problem is is that you're making the wrong comparison. Don't get hung up on the fact that it makes a skeleton. The verbiage is actually close to Conjure Animals: The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands ...


3

This seems fine at 3rd level I think the easier feature to compare this to is actually Fist of Four Thunders, which allows you to cast Thunderwave for 2 ki points: Both effects require 2 ki points, deal some damage and push enemies back on a failed save. Water Jet uses a Strength save whereas Thunderwave requires a Constitution save. (according to this, on ...


8

I see you have taken inspiration from Dual Wielder for the final point, however I'm not a fan of the wording on this point for three reasons: You can additionally draw or stow a dagger when you would normally be able to draw or stow any one-handed weapon I find the sentence to be backward, and so a little difficult to parse. The timing isn't clear, I begin ...


5

The feat is balanced but can be improved by taking inspiration from Crossbow Expert. The feat seems balanced, in the sense that Knife Fighter wielding a dagger makes it comparable to Dual Wielder with swords. But, we can take inspiration from Crossbow Expert to make the feat more clear. The third point of Crossbow Expert says: When you use the Attack action ...


7

I see two issues with wording. You can additionally draw or stow a dagger when you would normally be able to draw or stow any one-handed weapon. So, if character would be able do draw a rapier, but instead they would decide to draw a wand, they still can draw a dagger. Because condition is being able to draw one-handed weapon, not actually drawing it. I ...


1

Your rules for consecrated ground are stronger than the DMG's rules for desecrated ground Firstly, I like the disadvantage on saving throws for undead; this mirrors the rules for desecrated ground. An alternative could have been that celestials get advantage, but I wouldn't have both together since desecrated ground only has one (advantage for undead and not ...


1

Going off the premise that disadvantage is similar to a -5 penalty1... Your comparison makes it pretty clear ...act a bit like the Shield spell... The Shield spell is a 1st-level spell available only to a subset of casters. It: is available at 1st level take a reaction grants a +5 to AC for all attacks uses a 1st-level spell slot (or optionally higher for ...


5

Pretty powerful. The problem with it, compared to other harmful conditions - it doesn't go away without a spell. Most effects that cause stun or paralyze (or most other harmful conditions) have a very limited time (like 'until next turn') or allow a save every round and often have options like 'when you've saved - you are immune'. And even three levels of ...


0

I wanted to go a bit of a different direction with my answer and say that the light hammer does have some special considerations, even if it doesn't technically have a second property to describe them. Of the comparable items you list, only the hand-axe could be thought of as a tool, and for that it would most likely be used for chopping wood or cutting ...


1

The simplest way to balance it - is to increase amount of monsters by CR of your NPC. Basiacally, if I get you right - it's your first option. It's an easy solution, but you should be careful if your NPC is significantly more powerful or weaker than PCs. For example: Party of 4 1-st level character have a planned encounter with 4 CR 1/4 enemies. If your ...


6

Google returns 37 results for site:https://aonprd.com/FeatDisplay.aspx "If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.", which should cover each of these feats. There are false positives, however, so there are not 37 of these feats. Sifting through the results, I leave as an exercise to the reader. As ...


0

Social situations for barbarians: The party has to negotiate with a tribal leader. He basically has no respect for anyone who doesn't come from a similar background. Either he insists on dealing mainly with the barbarian, or at the very least, will speak to the bard after his "Champion" beats the leader in wrestling or practice-sword combat. The ...


6

How can I account for an exhaustion effect when balancing a monster (e.g. in determining CR)? Monsters are only roughly balanced The Swarm of Rot Grubs is CR 1/2 and has a save or die ability. Harpies can enchant a creature and then kill it without provoking an additional save. Because a Monster's CR is only defined by damage and defence it does not capture ...


12

This is hard to balance Similar to the exhaustion-causing spell you linked, such a feature is hard to balance. The problem is that it stacks in a way that gets exponentially worse. To clarify what I mean: if the encounter is against one of such monsters, the exhaustion-effect is mostly harmless, as the encounter is likely to end before the creature can apply ...


7

Very Dangerous The biggest problem with exhaustion as damage is that it's an exponential scale, but it also starts out quite strong. 1 level of exhaustion is pretty bad because it hampers your ability to escape a fight if there're ability checks between you and escaping (which there often are). A second level of exhaustion makes it nearly impossible to ...


-3

"Broken", at least as I have typically heard it, generally is used for things that are overpowered so that they crowd out the strategy space and there are no downsides or balancing counters. I would edit your title to just asking whether light hammers are underpowered. My initial assumption would be that hammers are a strength weapon, and that ...


6

No, it makes spellcasters more powerful, relatively speaking It's true spells that last 1 minute are now horrible, but there are lots of other spells. Additionally, some spells acquire new abilities, principally the ability to detect how many creatures are in an area (one assumes the entire world does not run on a global initiative or else all but the ...


41

The light hammer is supposed to suck. It has the following properties: Simple one-handed weapon. 1d4 bludgeoning. Throwable (range 20/60). This is suspiciously similar to the properties of an improvised weapon: An object that bears no resemblance to a weapon deals 1d4 damage (the DM assigns a damage type appropriate to the object). If a character uses a ...


9

As requested, this is my experience actually fighting with a war hammer and a pike both on and off horseback in real life. You need a basic amount of strength to wield the weapon. However, in combat it's mostly an agility weapon. Precision on hits is far more important than brute strength, and the reason the weapons are effective is because you can focus ...


8

Not an imbalancing idea, but a... strange idea Hammers are about hammering stuff with your strength. Their damage is Bludgeoning for a reason. If you consider other weapons, Finesse is never given to Bludgeoning damage-type weapons, simply because Bludgeoning and Finesse are pretty much on the opposite end of how the character handles the weapon. There is ...


14

Ignoring price, the Player's Handbook has a lot of sub-optimal weapons; they don't need to be fixed Examples: The Dagger is better than every single 1d4 weapon (Club, Light Hammer, Sickle) The Light Hammer is better than the Club and the Sickle Every single 1d6 weapon (Handaxe, Javelin, Quarterstaff, Spear) is better than the Mace The Spear is better than ...


31

Not all weapons are equally powerful and they don't need to be The light hammer is not the only weapon that you would never use from a perspective of power. The sickle is equally bad as the light hammer. Similarly, there is really no reason to specifically use a trident. It is the same as a spear but needs martial weapons proficiency. When you start to ...


5

It would be a very unbalanced idea A lot of classes are fairly front-loaded in their abilities. Often the first three levels of a class are already very good for multiclassing, which is why you see people "taking a dip" in a few levels of a class. After that, they get very few, if any, interesting things in their subclass. Let's, for example, start ...


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