What character build would you like to play but can't due to setting and tone limitations?

For example Necromancers: these are pretty universally evil and their abilities are pretty disturbing so in many homebrew campaigns I imagine it would be hard to make them work.

Or maybe you have a specific combo in mind, but it requires multiple players cooperating heavily.

Or it's just way too high level. Or the PC is just evil. You get the idea.

Edit: I know that I can play a necromancer in the official setting even if it still has problems IMO. But what about any other high fantasy, be it an established setting or a homebrew one?

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u/Pardox7525 — 10 hours ago

Good universal reactions from items

I've seen people suggest reactions from archetypes or ancestries, but what about items? What are some good reactions you can get from items, be it just realy strong, universally applicable or simply spammable? Looking for items for my kineticist, and I don't want to get neither a shield nor an archetype, and so far I've found: Essence Charm, Bracers of Missile Deflection, Ancestral Geometry and Warding Tattoo.

Edit: also preferably no action cost to setup, kinetisist is already starved on actions.

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u/Pardox7525 — 7 days ago

Looking for modpack posts suggestion

I have a suggestion for this subreddit:

  1. Add a separate flair "Looking for modpack"
  2. Make bot autoreply to these posts with a link to ModDex.gg - a website with modpack ratings and reviews. It is a great resource and free advertisement for it would be great for everyone in this community.
u/Pardox7525 — 14 days ago

Best way a system handled repeated checks from multiple people

So what is the best way this mechanic was handled and in what system? Or how would you handle it? I'd like to have it more on a simulationist side but I'd like to hear any options.

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u/Pardox7525 — 18 days ago

Big core homebrew

Anybody knows any big core rules homebrew packs? So far I've seen Crafting Redone, Flatfinder and Legendary Pathfinder. Are there any onther big overhauls?

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u/Pardox7525 — 28 days ago

Fidgeter Skittermander question

It gives a Fidget reaction with a trigger "A creature moves adjacent to you". Not uses a move action, not leaves or enters a square during a movement, not ends a move action. Just moves. How does it work?

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u/Pardox7525 — 1 month ago

Confusion about stealth and special senses rules

  1. Does everyone has vague smell by default?
  2. Where to draw a line in using scent sense, as it requires the target to emit an aroma, but there are no examples?
  3. Do vague senses not work automatically like precise and imprecise senses? So you cannot smell anything unless you try to seek it?
  4. What is the range of the default hearing and smell senses or is it at DM's discretion?
  5. Are there any penalties to using imprecise or vague senses other than conditions like blinded or deafened? So RAW if I want to find someone 100% hidden behind cover or is invisible, I use sound or smell senses without penalties and the target gets +4 circumstance bonus from cover. But if I'm blinded I suddenly get a -4 status penalty?
  6. Do you automatically fail against special senses unless you take precautions?
  7. What restricts you from always taking precausions against special senses? Can't you just always step lightly invalidating tremorsense as an example? I understand that using special clothing against heatvision or washing yourself against smell still isn't as available.
  8. Does Foil Senses still forces you to use attributes for other special senses?
  9. Hide works only against being seen, and Sneak or Avoid Notice work against both being seen and heard. Does that mean that you cannot hide if an enemy has precise hearing?
  10. And does that mean that you still automatically fail stealth against even vague smell unless you take precautions?

I feel like most of these are better taken RAI than RAW, but the special senses and stealth rules are so scattered and non-specific and it really annoys me.

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u/Pardox7525 — 1 month ago
▲ 6 r/rpg

So far I've looked into DnD 5e, PF1e, PF/SF2e, GURPS, FATE, LitM, SotDL and Shadowrun 4e, and I'm kinda burned out trying to find the right system for me. So I'm looking for a system with there criteria:

  • Dice pool for key rolls of 3+ dice like 3d6 of 4dF.
  • DnD or PF2E-like unique and versatile abilities with room to creative applications, both in combat and outside, like sleep, telekinetic hand, illusions, wall of stone, divination, tool creation etc. Not strictly magic, but in my experience magic does it better.
  • Preferably fantasy or universal setting, indifferent to lore.
  • Indifferent to rules complexity, but probably not taken to an exptreme levels of GURPS or Legend in the Mist.
  • Indifferent to the way progression system works. Levels, Classes, Professions or straight Point Buy — most of them can be made in a good way.
  • No arbitrary attribute/skill scaling with level-ups like proficiency in DnD or adding level to skill in PF2E.
  • Huge power difference between low and high level characters going up to around city levels of destruction, maybe DnD or PF2E-like.
  • Preferably no automatic hp growth with levels (or at least it being small), but I'm fine with hp scaling as it's almost mandatory for high-level combat. Best if it has some kind of barriers/dodges/armor to replace hp scaling.
  • No arbitrary action types like bonus action or movement. Just 1-3+ universal action points per round. Preferably also no separate reaction but I'm fine with it.

I'm open to homebrew so if anything isn't as exact but can be modified without rewriting the whole system I'm fine with that.

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u/Pardox7525 — 2 months ago

Serpent Oil is a funny item I've found and I have a question: is there a way to quickly convert its requirements to a bulk reqired to carry around or I have to look at something like Cloth Material? Converting nearby logs and sticks before hand isn't as viable because of limited duration of 1 minute.

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u/Pardox7525 — 2 months ago