2019-05-08, 01:22 PM (ISO 8601)
Re: Rogue-likes! (not a discussion of the correct use of the term)
Interesting. So it's an instant kill on almost anything with 33% HP or less.
Originally Posted by enderlord99
Not sure what the specifics are to your roguelike, but you could do something like these:
- Taking lethal damage first has you make an attack against the target. If it kills the target, you gain HP equal to the number of excessive damage you dealt over the target's HP. Then you take damage from the target's attack as normal.
- When you slay a target, you convert their soul into a ghost. It is hostile to all creatures that are not you, and you can see creatures adjacent to it. You can attack a ghost to instantly kill it and gain its HP as your own.
- If you have less than 50% HP, you have a 50% chance to automatically dodge an attack and deal 50% more damage. Otherwise, your attacks have 50% lifesteal.
- If you hit a creature with a ranged attack, you can teleport to that creature and make an extra attack against them. This extra attack is a critical hit. This ability only has a cooldown if you kill a creature with it.
The idea of them is to incentivize reckless behavior. Roguelike players love to play it safe, and having abilities that actually allow you to play recklessly will create multiple different ways of playing. Do you play it slow and safe, or do you rush ahead and use your reckless features to their full potential?
Last edited by Man_Over_Game; 2019-05-08 at 01:29 PM.
Originally Posted by KOLE
Originally Posted by Man_Over_Game
5th Edition Homebrewery
Prestige Options, changing primary attributes to open a world of new multiclassing.
Adrenaline Surge, fitting Short Rests into combat to fix bosses/Short Rest Classes.
Pain, using Exhaustion to make tactical martial combatants.
Fate Sorcery, lucky winner of the 5e D&D Subclass Contest VII!