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Expedition to the New World
Last edited by Salvation; Nov 7th, 2024 at 02:28 AM. |
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Posting interest. Though I'll have to go through the linked material to come with a character concept.
Name: Immeral Garin Alaeren Species: Wood Elf Class: Ranger (hunter archetype) Faction: Hunter's Guild Background: Hunter Initiate
You can use a bonus action to speak this weapon's command word, and transform your weapon into a walking cane or back to its original form.Velocidrome Claw or Velocidrome Shard As an action you can make this weapon shed bright light in a 15-foot radius and dim light in another 15 feet. You can use another action to make the weapon stop shedding light.Velocidrome Shard, if DM permitting) Description: History: Born in a small village named Kototo Village... Last edited by Greyling; Nov 4th, 2024 at 05:44 PM. |
#4
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#7
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Can't say I like the fact that all of the weapon information is buried at the bottom of the document, rather than saying 'Hey, these are what all the weapons do' when they talk about how you can only use x amounts of weapons... and I'm also concerned that the Bombs and Barrels don't seem that strong either. The DC of them are so very low.
Am I wrong for thinking that Hunters use stuff like Bombs and Traps against the big dangerous monsters as well in game? And if that's not enough, you have stuff like 'Cryo Ammo. The target must succeed on a Constitution saving throw again your ammo save DC or be afflicted with waterblight for 1 minute.' and does the document explain anywhere what the hell Waterblight is anywhere? Nope! You better know what it already does and how it would work in a D&D game, otherwise, you're screwed! Concept-wise, a game of Monster Hunter in D&D sounds fun... but a lot of the stuff just feels like spinning your wheels. We have all these weapons with all these abilities and after reading though them I'm like '... I think I prefer the Sword and Shield', even though I have no idea how to even use its 'use object' to my advantage? Everything else seems like it is a lot of effort for very little benefit. Though I guess if we are hunting, we're likely going to rest a lot between hunts, right? Last edited by Tempestfury; Oct 29th, 2024 at 08:14 AM. |
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@Tempestfury
I will come out and say that honestly, I do not know how well all of this plays out mechanically. I am not the creator of those documents. It was something that I came across and thought would be fun to try out. The creator of the material has been streaming his games for a few years and a lot of it was playtesting to tweak the rules. What I can say is that I have no problem doing my own tweaks or making adjustments as needed over the course of play. That said, I realize not everyone is going to want to be a part of a game like that. This might not even get enough interest to get rolling and I'll try and think of something different to offer next time. As for the waterblight effect, those are listed in the homebrew monster manual. I don't know why they are listed in a separate document though. |
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Okay, hearing that you are willing to make changes and tweaks to the game yourself helps me stay interested for sure. I think I'll play a Paladin using a Sword and Shield. Seems fitting, and the 'Rend' bonus of the Sword and Shield seems like it'll work well with a Paladin's Smites.
Not sure what the 'use action' can be used for still, but its something at least. |
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I'm considering a gnome artificer, not sure yet whether to be in the Wycademy or independant. The rules are really wonky though- creating an empty phial (real world requirement is sand) requires small bonehusk and whetfish (requiring spending time fishing and going into a lair for materials) but there are no rules for actually making weapon or armor beyond ammunition...
honestly this reads more like a video game (Zelda?) than a tabletop RPG. |
#12
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@silveroak
It does indeed read like a video game. I cannot disagree there, but my intent is assuredly not to run it that way. I suppose this may be a failure in my presentation but to add clarity - This is intended to run as a narrative D&D campaign. I have scripted an overall plot with a fairly intense opening scenario (hence why everyone will push from 2 to 3 quickly) and from there it will largely be driven by player choices with the plot molding around that. These homebrew rules are meant to be supplemental to that and just add some interesting ideas to play around with. I'm not expecting anyone to build out their characters right now and for at least the opening sequence of the game you don't have to worry about crafting anything. That will all come later and collecting those materials will be self manageable. Using the empty phial that you mention as an example - although I'm not sure what you mean by the real world requirement being sand - you would just need access to a glass blowing kit and then choose to spend a block of time in a downtime event fishing for the whetfish and a block of time searching for lairs and scavenging for small bonehusks. The way I currently envision it is we finish with a real time narrative plot sequence, like a hunt or NPC interaction or something that requires real time activity... and then either I or the players choose to have a downtime event. There will be a separate thread that lists the current location's resource DCs and amount of time requirement that everyone can post what they want to do with the downtime. If the location is a thick jungle area and it's decided the downtime event can be 6 hours you might see:
Of course it will probably list more but just for this example if you have a 6 hour downtime you can do both of those without penalty. You know the DCs and what you need to roll with so you can roleplay your event and immediately see the results to move on to crafting or helping others with crafting. If the downtime is only 4 you can still fit in both but there will be a penalty if you spend less time than what is required. This all plays out pretty well in my head but of course there is no way of knowing without trying. That said, at it's core this is just D&D so if anything isn't working it gets (I don't know what that emote actually means but it seems to fit). Basically I'm optimistic that this won't be as crazy or overwhelming as it seems when trying to make sense of everything in that extra material as a whole. Last edited by Salvation; Oct 29th, 2024 at 08:00 PM. |
#13
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Where does the arcane archer come from, what are their goals and motivations, what do they most want to get out of the hunt, who do they trust or don't trust more? Same questions but replace arcane archer with hunter. Which one of those have easier answers for you? That's more or less where I put importance. |
#14
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Arcane Archer (limited use specialty arrows) vs Hunter Conclave (consistent extra damage) are both great options for archetypes so if one doesn't immediately stick out to you over the other I would default to comparing the base classes, Fighter vs Ranger.
Fighter will (eventually) get more attacks (and Action Surge) and more feats or ability score increases. It's in the distance, but a Lvl11 Fighter getting to lob 6 arrows down the field can be an amazing way to start a fight. Ranger gets better skill access, spells, and some mobility bonuses. Hunter's Mark can make up a bit of the damage from having less attacks per round, and the spell selection is fantastic for non-combat utility. There's also saves. Fighter is proficient in Str/Con, Ranger in Str/Dex. As an archer you will obviously have a good dex, so do you have average saves in three scores (Str/Dex/Con for Fighter) or average in one and great at evasion (Ranger)? @Salvation: Question on a piece of equipment. Wire Knuckles seems like the option for unarmed fighters due to Empowered Strike (if your Unarmed Strike does at least 1d4 damage or more, this weapon deals that damage +2 instead). Does that also apply for natural weapons? I was looking at a claw user. Alternatively, if one has to use the 'unarmed item' option (pg79), does that gain the +1/2/3 for being upgraded to rare/very rare/legendary like other weapons do? Also, are we able to use the optional rule from Tasha's to change what ability score increases we get from Race? Last edited by AximusLokar; Oct 30th, 2024 at 12:46 AM. |
#15
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What I mean by the real world resource being sand is that a real life glass blower only needs sand and a furnace (obviously including fuel, likely coal or charcoal), to make a glass container. Other ingredients will affect the color and maybe the quality, but having to go fishing for four hours is just adding work for the same of adding work or possibly trying to find something to make glassblowing more like the other crafts. I really don't know the intention, but what I keep coming up against is that every time I try to create a character for this game those rules just break my brain and I can't continue. Simply trying to weigh out which skills my character would develop becomes an impossibility. I'm afraid that while the game sounds interesting in principal I won't be able to make a character using those rules.
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