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View Full Version : D&D 5e/Next WIP rules applied to a homebrew campaign. Feedback welcome



Tarrab
2015-07-01, 10:05 AM
Hey guys,

This is my second post regarding the homebrew campaign im designing. A few rules and mods to rules Iīve been using (some you will recognize from the books or other peopleīs work). Check it out and tell me if you think any of it is insane.

"Bucklers[edit]
-Any character who is proficient in Light Armor gains proficiency with bucklers. These are special sleeve shields that grant some protection to the wearer. If you use a buckler you gain a +1 to your AC. Bucklers count as shields for all purposes. Bucklers can grant you their defense bonus while using Shortbows and Longbows, but not with any other type of two handed weapon since they are specially affixed for archers. They also donīt grant you their defense bonus while holding two weapons. You can hold an item that isnīt a weapon or magical casting implement in your buckler hand and still receive the AC bonus. Your buckler can be attached to your armor, but still will not provide you its defense bonus if you dont meet the previous requirements. A bucker and a shieldīs bonus to AC do not stack. A buckler doesnīt give you disadvantage on Stealth checks.


Shields[edit]
-As armor does, if you have a strapped shield on your arm, you have disadvantage on Stealth checks. You can strap or unstrap a shield as an action, though.


Dying[edit]
-If you survive your death saving throws or somebody stabilizes you, your exhaustion increases by one step. This even applies if you are healed with magic or technology unless specifically noted by the spell.


Shoving powers[edit]
Any class ability, spell or invocation that automatically would shove a target a number of feet (like the Repelling Blast Invocation or the Tempest Cleric class ability), counts as a shove check against the targetīs athletics or acrobatics to be shoved. If your check is higher than your opponentīs check, he is shoved the set distance in the ability you used.


Training[edit]
You may train a new skill proficiency, tool proficiency, or language during downtime. This requires the expenditure of 250gp, and requires a number of 8-hour days training equal to 250 divided by your intelligence modifier. You cannot learn saving throw proficiencies in this fashion.


Crafting[edit]
Crafting mundane items progresses at a speed of 5 x your proficiency bonus gp per day; you may not craft an item unless you are proficient in the tool required to create it. The cost of the materials remains the same (half the total cost). This does not affect the crafting of magical items.


Crafting a Magic Item[edit]
To Craft a magic item, there is a certain amount of elements needed. The character must first get either a copy of the item he wants to craft and the means to analize it magically (with a spell of at least the power of Legend Lore) or information, either from schematics or instruction from a powerful being, on how to build that particular item. This is usually hard to get. Second, to actually craft it, the character must reach a location in which the item can be logically attuned (a volcano for a flametongue or a graveyard for a blade of death, etc...) to the mystical energies related to it. The crafter must then start the long process of crafting, which usually takes 50% more time than what is needed to craft a normal item. Lastly, the crafter imbeds some of his power and soul into the object, therefore he will only be able to create a single version of any particular magic item in existence, and no more. Once the item is created, also, the character will not be able to use one of his Attunement slots for one entire day because of strain (he will lose attunement to one randomized magic item if the three are used).


Cooperative Crafting[edit]
Any one whom is proficient with the tools required to craft an item may assist in any crafting attempt. They add half of their proficiency bonus to yours for working out how many days it takes to craft an item. For example, two blacksmiths are working together to create a set of full plate armour. Normally this would take a level 10 Blacksmith 75 Days to craft by their self. If a second smith helps this would instead make the armour take only 50 Days to craft.


Perception Checks in combat[edit]
If an enemy is within 5ft of you, you have disadvantage on perception checks.


Critical Damage[edit]
Critical Damage adds in the damage bonus from attributes twice instead of once.


Intelligence & starting languages[edit]
You all begin play with your normal languages based on your Race. In addition, you get additional languages equal to your Intelligence modifier; this does not reduce the number of languages known if that modifier is negative, however.

In addition, if your Intelligence is 8 or lower, you are not able to read your racial languages, but you may speak them. If your Intelligence is 6 or lower, you can only speak a single language--badly. Depending on the complexity of the idea, others may be required to make Intelligence checks to understand your words.


Inspiration[edit]
A character gains an Inspiration point every time the GM decides he wins one (by playing according to his Background). He also gains an Inspiration point every Long Rest he does. The Inspiration Point maximum a character can have is equal to his Proficiency modifier. A character cannot spend more than one Inspiration per turn. Inspiration can be used on any attack roll, skill use and ability check. All Inspiration points are reset to maximum whern a character levels up.


Healing[edit]
Characters no longer regenerate their whole HP and statuses at a Long Rest. To do so, a character must be well fed, in a safe place like a town and with access to at least a cleric, a herbalist or some other type of similar healer, who will most likely charge a steep price. Characters can still heal normally by spells, potions, class abilities, healing kits and hit dice. While resting outside of town, when a character takes a long rest, they regain a number of HP equal to their highest Hit Die + their level.


Disarming[edit]
You can attempt to disarm an opponent from a weapon or hand-held item by making an attack with Disadvantage. The opponent rolls his Athletics or Acrobatics, whichever is higher, against your attack roll. The opponent gets advantage if he is larger than you or is holding the item with both hands. Disarming weapons forego this Advantage. If the opponent is disarmed, the item falls 5 feet in a random direction, according to a 1d8 die. If you attacked unarmed, you can choose to wield the item."

Tarrab
2015-07-06, 10:40 AM
Hmmm... guess no opinions will be made. I am THAT GOOD! Jajajaja

Demonic Spoon
2015-07-06, 10:59 AM
You haven't actually given a reason for most of these rules, which sort of makes it difficult to critique them.


Bucklers:
There is no downside for an archer to wear a buckler. What's the reasoning behind giving all archers +1 AC?


Shields:
What's the reasoning behind giving all shield-users disadvantage on stealth checks?

Shoving powers:
These abilities already have built-in miss chances. Why are you making them weaker?

Perception checks in combat:
This seems like a really fiddly rule that will only very rarely matter, but only serves to increase complexity. What's the point of this?

Tarrab
2015-07-13, 10:53 AM
You haven't actually given a reason for most of these rules, which sort of makes it difficult to critique them.


Bucklers:
There is no downside for an archer to wear a buckler. What's the reasoning behind giving all archers +1 AC?


Shields:
What's the reasoning behind giving all shield-users disadvantage on stealth checks?

Shoving powers:
These abilities already have built-in miss chances. Why are you making them weaker?

Perception checks in combat:
This seems like a really fiddly rule that will only very rarely matter, but only serves to increase complexity. What's the point of this?

The whole idea is to make bucklers the alternative to non-heavy armor users who need that little extra boost on ac, since some of my players avoid them or simply make mountain dwarf wizards... Shields giving disadvantage on stealth is a mix of logic and also, making bucklers the sneaky-guyīs shield!

The only miss in chance of shove powers is missing the attack. A regular shove must also do both, so adding a free shove to spells is kinda OP in our tableīs opinion (I killed a player by having a warlock eldritch blast him into a chasm).

The perception rule is mostly to help the players, so the rogue can easily sneak on enemies when someone is in melee with him.