u/CCPPERR

▲ 35 r/onednd

Unused Armor Types

What is the point of the unused Armor types, i.e.Padded Armor, Hide Armor, and Ring Mail. I'd normally include chain shirt in there but it is at least on the recommended starting equipment for clerics.

Bards, druids, rogues and warlocks start with leather. Paladins start with chain mail. Rangers start with studded. Fighters start with either chain mail or studded leather. Everyone else has none. Granted most games do the money thing so light armor wearers can just automatically upgrade to studded because the cost is not horrible at 45 gp. And clerics staying in medium armor would probably just get scale mail since it cost the same as chain shirt but is noisy for stealth.

So no light armor class would ever wear padded. No medium armor class would wear hide and probably not a chain shirt. And no heavy armor class would wear ring mail. I can see a medium armor class taking breastplate if they want to not be impacted on stealth and have decent money Half plate with some money and want higher AC. I can see splint armor for the heavy armor class before they get enough money for plate.

So padded is useless, hide is useless, chain shirt is slightly better at stealth but is less AC than scale, and ring mail doesn't require any strength.oyher than that I don't see the point. Unless you find some enchanted version of the armor or some elven chain and don't have armor training, what is the point?

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u/CCPPERR — 20 hours ago
▲ 19 r/onednd

Long/Short Rest on NPCs

I saw this comment thread on a different subreddit with a truly baffling take. It started because one commenter was saying that if you gave an NPC exhaustion it was permanent because there's no mechanism to remove exhaustion from an NPC as opposed to a player character.

Other commenters clearly pointed out that the rules say that NPCs are monsters, monsters are creatures, and that all creatures can take long and short rests. The monster manual clearly states that all monsters have hit dice in their stat block and that you can spend hit dice on short rest to heal. And the rules for exhaustion and long rest clearly state that long rest remove exhaustion.

So I was really unsure of what the argument would be. Digging further into the comments, the one who said there is no way to remove exhaustion basically said that no DM is going to track rests for NPCs. If the players in the NPC disengage and come back another day, he's just just re-materialized the NPC and it couldn't take a long rest because DMs don't track that. It seems kind of absurd to me that you would give the NPC all the benefits of a long rest, i.e restoring its daily spell casting and hit points, but then claim it didn't get a long rest because you don't track that.

Now by no means am I expecting a DM to role play the NPC, finding a bed laying down for 8 hours and doing the long rest actions. But I feel it's kind of disingenuous to say they can't take long rest and are just reinvented. Especially when the rules clearly state they can.

Does anyone else have any perspective on this? Does anyone have any experience with not long resting or short resting your NPCs but rather rematerializing them whole?

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u/CCPPERR — 1 day ago

Favored Enemy replacement

I'm trying to come up with a replacement for favored enemy. Like many on here, I don't like Hunter's Mark as a feature. It's a fine spell tier one and even tier 2 but falls off and soaks up the valuable resource that is concentration. Also, wizards of the Coast violated their own design criteria by not protecting Hunter's Mark the way they protected Divine Smite. While you can't access Hunter's Mark or its clone Hex via magic initiate or magical secrets. Anyone can get it with Fey Touched as it is a divination spell. Also they straight up gave it to Vengeance Paladins, which would be the equivalent of giving a Monk subclass rage or Wizard subclass bardic inspiration.

Instead of just adding some extra damage per hit, I thought an interesting mechanic would be an increase in the chances to hit. I would give it at level two and this would match when paladins get Divine smite. It would grow with level. And later features would synchronize with it. I started a 1d4 and increase up to 1d8 at level 20.

  1. These would only apply to attack action attacks

  2. You could Mark them as part of the first attack

  3. You could transfer it as a reaction once the target dies

  4. It would start out requiring concentration that you could share with a level 1 Ranger spell but would no longer require it at level 9

  5. Potentially it would add to certain skill checks while focusing on it similar to rage but just add the die roll and not use a different stat

  6. If you beat the AC of the target by a certain level, probably six, you could then add the die roll to the damage.

  7. At early levels while concentrating on it and a level 1 Ranger spell, you would make concentration checks at disadvantage.

  8. The number of uses would match the table in the current Ranger but you would not be able to use spells to also use a stability. In this way it would be similar to rage with a certain number of uses per day

Request any comments or criticisms of my mechanic. Is raising the attack role by this amount too much? After doing some math, assuming a normal 65% hit chance, this would really reduce that amount so that you are rarely missing. It obviously would change a lot depending on the AC of the class. This is why I included that beat the AC level to add damage mechanic.

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u/CCPPERR — 5 days ago

Capstone

I've been trying to remake the Ranger. I have a lot of good ideas but am still working on the capstone. For context, I want to change the advantage on the marked target to an expanded Crit range at 17. Probably 19-20 on unmarked targets and 17-20 on marked.

I also want the abilities to do something even if the target isn't marked.

Level 20: Foe Slayer

You are a grizzled stalker of your target. Your Constitution and Wisdom scores increase 2 and there maximum is now 23. When you score a critical hit on a target marked as your quarry, you can force it to make a Constitution saving throw against your spell save DC. On a failure it gains 1 level of Exhaustion. If the target is bloodied, it makes the saving throw at disadvantage.

Rationale: CON and WIS are both decent stars and it doesn't detract if someone wants to play a STRanger. These two stars do a lot less than the star boost for Monk and Barbarian. Monk raises AC by 4, focus save DC but 2, and attacks/damage by 2 along with better saving throws. Barbarian gives +2 AC, 40 more hp, and +2 to attacks and damage along with saves. I've capped it to +1 to spell save DC. 20 hp and slightly better saves by only increasing 2 each. This is my works all the time part.

Even if I give an expanded Crit range, the chance of crtiting on a round with a DW build is 47% Add in the CON save which is usually high, and then some legendary resistances, ice modeled out some fights using a monte carlo simulation and two levels of exhaustion is the median for a 10 round fight.

Is it still too strong?

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u/CCPPERR — 13 days ago

Ranger capstone

I've been trying to remake the Ranger. I have a lot of good ideas but am still working on the capstone. For context, I want to change the advantage on the marked target to an expanded Crit range at 17. Probably 19-20 on unmarked targets and 17-20 on marked.

I also want the abilities to do something even if the target isn't marked.

Level 20: Foe Slayer

You are a grizzled stalker of your target. Your Constitution and Wisdom scores increase 2 and there maximum is now 23. When you score a critical hit on a target marked as your quarry, you can force it to make a Constitution saving throw against your spell save DC. On a failure it gains 1 level of Exhaustion. If the target is bloodied, it makes the saving throw at disadvantage.

Rationale: CON and WIS are both decent stats and it doesn't detract if someone wants to play a STRanger. These two stats do a lot less than the stat boost for Monk and Barbarian. Monk raises AC by 4, focus save DC but 2, and attacks/damage by 2 along with better saving throws. Barbarian gives +2 AC, 40 more hp, and +2 to attacks and damage along with saves. I've capped it to +1 to spell save DC. 20 hp and slightly better saves by only increasing 2 each. This is my works all the time part.

Even if I give an expanded Crit range, the chance of crtiting on a round with a DW build is 47% Add in the CON save which is usually high, and then some legendary resistances, I've modeled out some fights using a monte carlo simulation and two levels of exhaustion is the median for a 10 round fight.

Is it still too strong?

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u/CCPPERR — 13 days ago

Looking for comments or help on a subclass feature I'm working. I know one of the common criticisms of Peace Cleric is that Emboldening Bond was powerful, almost too powerful. Some of that was that it was a level 1 ability, it went off of PB so Multiclass dip was amazing, and that it stacked with other things like Bless.

Would something that only works on the charter and isn't shared work? This more for a ranger or fighter. But a 1d4 to hit as the thing that increased damage instead of a damage die increase. Something with a limited time and/or uses per LR. Maybe it increases to 1d6 in tier 2. Trying to see if this breaks the bounded accuracy.

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u/CCPPERR — 16 days ago

Looking for comments or help on a subclass feature I'm working. I know one of the common criticisms of Peace Cleric is that Emboldening Bond was powerful, almost too powerful. Some of that was that it was a level 1 ability, it went off of PB so Multiclass dip was amazing, and that it stacked with other things like Bless.

Would something that only works on the charter and isn't shared work? This more for a ranger or fighter. But a 1d4 to hit as the thing that increased damage instead of a damage die increase. Something with a limited time and/or uses per LR. Maybe it increases to 1d6 in tier 2. Trying to see if this breaks the bounded accuracy.

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u/CCPPERR — 16 days ago

Never played with one. But almost every article I read about the peace cleric said it was broken due to this feature stacking. Bless would give a 2d4 to attack rolls for instance (at least once per round). Is there a way to water it down? I thought about making it a d3 but most d3 rolls are few and not every turn. A flat bonus seems boring.

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u/CCPPERR — 19 days ago
▲ 3 r/3d6+1 crossposts

I'm working on a couple of items and want to control the scaling. Starting at 1d4 might be a bit much. I know there are a couple 1d3 things out there in official content but they are infrequent. It's easy to just roll a 1d4 or 1d6 and divide. But how annoying would it be for something used often?

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u/CCPPERR — 19 days ago