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Thread: Skyrim for 5e!
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2016-01-07, 09:49 PM (ISO 8601)
- Join Date
- Feb 2015
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- In a dungeon somewhere
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Skyrim for 5e!
So, I'm working on developing a complete compendium of Skyrim weapons and races for 5e! At some point down the road, I will also have rules for Enchanting
Skyrim Weapons Table
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2016-01-07, 10:50 PM (ISO 8601)
- Join Date
- Dec 2015
Re: Skyrim for 5e!
Neato!!!!!
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2016-06-27, 03:25 AM (ISO 8601)
- Join Date
- Feb 2016
Re: Skyrim for 5e!
Are you going to be converting anything else from Skyrim to d&d 5e? I found a list of the daedric artifacts translated into d&d artifacts earlier. :)
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2016-06-27, 03:36 AM (ISO 8601)
- Join Date
- Feb 2015
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- In a dungeon somewhere
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Re: Skyrim for 5e!
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2016-06-27, 07:20 AM (ISO 8601)
- Join Date
- Mar 2016
- Location
- UK
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Re: Skyrim for 5e!
Why does Dwarven and Elvish cost more than Orcish?
Spoiler: Homebrew Common CourtesyWhen asking for homebrew critique please respect everyone else's time by;
- Stating which edition.
- Telling us what you are trying to achieve.
- Updating your OP.
- Referencing non core content.
- Making the formatting reader friendly.
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Thank you.
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2016-06-27, 10:21 AM (ISO 8601)
- Join Date
- Mar 2007
Re: Skyrim for 5e!
With that much overlap in damage you only leave weight for reasons of using a more expensive weapon. While Skyrim may be an encumbrance optimization game, I doubt that's really what you want to port to pen&paper.
Are you going to allow +1 (and more) enchanting of weapons? If not, you might be ok with expanding the damage of the various types of weapons.
Are you going to include smithing, and will players be able to to do it? I wouldn't recommend it, as only Eorlund Gray-Mane seems able to have any observable smithing ability at all (and possibly only due to the skyforge), all others appear unable to to put an edge on their weapons (I think you can improve "a greatsword for a great man" at smithing level 15). End-game smithing capabilities are scary.
I'm not familiar enough with 5e to suggest how runaway powers would effect such things, but I'd have to believe that dragon bone does more than +3 damage. Perhaps only dragonbone/dragonscale can be forged to "legendary" status and that other grades top out at other levels (although I doubt that 5e really has the fine grain approach for such things. You can't really give a +1 going from fine to superior. Maybe if you add a bonus to an initiative check it would be less than game breaking but still encourage a player to take it.
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2016-06-27, 05:45 PM (ISO 8601)
- Join Date
- Jun 2016
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2016-06-28, 01:55 AM (ISO 8601)
- Join Date
- Mar 2016
- Location
- UK
- Gender
Re: Skyrim for 5e!
Spoiler: Homebrew Common CourtesyWhen asking for homebrew critique please respect everyone else's time by;
- Stating which edition.
- Telling us what you are trying to achieve.
- Updating your OP.
- Referencing non core content.
- Making the formatting reader friendly.
- Giving a direct link to your content.
Thank you.
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2016-06-28, 02:44 AM (ISO 8601)
- Join Date
- Mar 2011
- Gender
Re: Skyrim for 5e!
Yes, absolutely. The higher tier the material was, the more damage the weapons did and the more armor the....well, armors provided. It was a pretty standard upgrade system, which I'm not sure translates into 5e all that well. Unless you wanna use really high bonuses, that is, since there was a lot of tiers.
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2016-06-28, 10:56 AM (ISO 8601)
- Join Date
- Mar 2007
Re: Skyrim for 5e!
Notes on skyrim: I'm not that sure about daedric/dragonbone. Daedric may have been more damaging/more protective and heavier, but also requires much more rare materials (daedra hearts).
There is also the issue that by the time dragonbone parts are available, you can typically craft armor that hits the armor cap several tiers down.
You could look for some minor places to put bonuses. I don't recall criticals being part of 5e (they are in Skyrim), but they are a means to add minor bonuses (throw an extra +1 or so only on the criticals). Initiative rolls are another place to stuff them (although I wouldn't recommend changing to to "roll every turn" unless you really wanted to emphasize the light armor).
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2016-06-28, 12:44 PM (ISO 8601)
- Join Date
- Mar 2011
- Gender
Re: Skyrim for 5e!
Well, conceptually they were better at least. Not that it worked out in actual gameplay, as you said.
That said, criticals are definitively a thing in 5e, and it's an interesting idea to add bonuses there, though +1 only on criticals may be a tad too weak of a bonus to be really felt. Maybe a mixture of damage bonuses would work? Or you could also just let them count as magical or adamantine for overcoming resistance. Dunno, really. I'm just spitballing at this point.
That said, given the 'rare' materials both Daedric and Dragonbone gear require, maybe those should just be statted up as magical items? Give them stuff like extra damage die, crit immunity, all that cool stuff.