https://homebrewery.naturalcrit.com/share/1i-p_Q5tt8fa3KIqRQEcYwwRSg4E6nepmSzujhdgblo5E
The Brawler is a martial class that wants to get in close and knock some lights out. It introduces the "Flow State" which provides a number of combat bonuses for a limited time.
#The Brawler - a class about getting in the zone and punching
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what’s different enough about this class that it couldn’t be accomplished via a monk, barb, or fighter subclass?
how do you see it as different?
first and foremost, i feel the Flow State is a pretty unique spin on things. i won't say it's dissimilar to barbarian rage, but it has different perks and abilities especially as you get into the different subclasses
while i'm sure you could do quite a bit that this class does with some multiclass amalgamation of barb/fighter/monk, i feel like this is a more fleshed out version without the necessity of multiclassing
The Brawler - a class about getting in the zone and punching
in what way? unarmed attacks being the focus but more brawling and less precision?
not saying you’re wrong but I’m not seeing a big enough difference to warrant it. what’s the vision you have?
I guess flow is just kind of difficult to picture and not well described in the document
it doesn’t feel different, it just feels like several existing features for martials tagged together
the class utilizes temporary hit points in a way i've not before seen in DnD, as the benefits of a flow state end once you lose them. it makes THP a resource more than an HP buffer
and i mean, the class IS largely based on a lot of preexisting classes and elements, as stated in the citations at the end of the document
unarmed attacks are the primary focus of the class, much like a monk, though it combines elements of barbarian and fighter to allow the class to be more of a frontline combatant
(the class is also took a lot of inspiration from the well known Pugilist class)
a flow state is actually a real life phenomenon described as "a mental state in which a person is completely focused on a single task or activity" and it happens to people who do combat sports professionally
you start off with flow state and think you’re going to lean into that, but it ultimately just becomes other class stuff
I’m not trying to be down on the idea because I think it’s cool
but this one doesn’t separate enough IMO. what could you add or alter to make it more unique? how could you really build on the flow state aspect?
please lay out what you believe isn't unique and could be changed. it's very difficult for me to look at this class without bias or emotion and i'm afraid of coming off as hostile. if i do come off at hostile at any point, i'm sorry
Ascetic Fighter at level one is a combination of Unarmored Defense (barb) and monk's scaling damage on unarmed strikes. while not unique, i intend on keeping this class as an unarmored punchy class so a necessary evil imo
the Flow State itself starts off as a mix of rage and monk stuff, but it doesn't stay that way. it provides a lot of buffs to the features later on and in subclasses
i'm going to disagree that later on it just becomes other class stuff. there are some features from other classes, but i feel that most of the features the class gets, excluding subclasses (we'll get to those because there's definitely room for improvement there), are unique
Sorry, but you are coming off as not hostile enough. I want you to fight him to prove your point. Here, take these gloves.
The one standing will be right.
please get passionate and tell me why you think I'm wrong
I will go through each feature in a bit
palworld has me hooked rn
haha, fair enough
deal
Ok, so it shall be decided on a Palworld battle
i'll go through every feature and provide what i think is and isn't unique, as well as providing commentary as to why i did something a certain way
To be fair, I understand the approach of "an amalgamation of multiple classes". Because sometimes you don't want to multiclass.
i personally don't like multiclassing too much. i'm not a meta minmaxer by trade, but i do like to optimize what i have
It's more a neccessary evil to accomplish whatever build and theme you want
Ascetic Fighter:
As stated, I believe it's a necessary evil for what I want from this class.
Flow State
Its use of temporary hit points is completely unlike anything I've seen, but its starting benefits are pretty well just from other classes. The first bullet point is from monk, the second and third are from a barb subclass and based off barb rage damage respectively. While not unique, I believe the first one gives some pretty important tempo for the brawler to keep up with other martial classes. The second one plays into flow state effectively being advanced tunnel vision. The third benefit is still not unique but is slightly different from barb rage damage. It's included to further help the brawler keep up with other martials in damage output.
Iron Will
Plays into flow state and allows for extending it. As it relies on the flow state, I think it's unique in design if it's not unique in concept.
Hail Mary
Similar in concept to Reckless Attack but with a significantly different execution. Closer to the "Haymaker" from the Pugilist, but still slightly different execution.
Extra Attack and Fast Movement
Neither is unique but provide good buffs and tempo for the class. A necessary evil imo
Resilient Flow
Concept isn't unique but is very rarely touched on in this way. The advantage on Dex also isn't unique but that's a pretty broad buff that many classes can find a way to do something similar (iirc, I could be wrong here).
Critical Strike
Similar to barb's Brutal Critical, but a different execution that has a significantly different impact on the numbers behind it with brawler's scaling damage. I actually ran the numbers on this one to understand it better. Additionally, changing crit range is something a number of classes can do.
Full Counter
I want to say this one is pretty unique. The Pugilist class had something similar in one of its subclasses but this is differently fleshed out.
Dogpile
Completely unique. I haven't seen this even mentioned, let alone used anywhere else
Titanium Resolve
Resistance is nothing new, but I'm not currently aware of any class that gives resistance after their feature is finished (maybe barb or fighter has something like this?).
Perfect Flow
Capstone feature, no unique concepts in any class here really. Level 20 for every class is primarily designed to give you something to improve the class's longevity and I think this does pretty well.
alright @unreal crypt I've gone through every feature of the class and its subclasses to break down what is and isn't unique in concept and execution
from there i've made some conclusions. I think my core class is mostly fine as is in terms of being different and unique. there's a number of "good stuff buffs" that other classes have, but that's something other classes do with each other all the time (Artificer's "Flash of Genius" is a single target, limited use and intelligence version of Paladin's "Aura of Protection," for example). that being said, my subclasses can use some work. i have a full breakdown of them typed in a notepad document to copy and paste when we're ready to talk about those
my original questions were more pointed to this feeling like a collection of features over a class concept
the concept is you are a brawling puncher
what beyond that? what does flow state mean, and how is it different than a monk’s Ki focus and a barbarian’s rage?
I don’t think the document does enough at this point to differentiate with other things by descriptions or additional abilities
being in a state of focus isn’t translating
how is it the same as monk's ki? monk's ki is a pool from which you have a number of options on how to use. some of the abilities the flow state give may be similar or the same, but it's fundamentally different from ki
barbarian rage is a fair comparison, but i still feel it differs. rage lasts for a minute, while flow state lasts for as long as the temporary hit points last. the benefits they provide are also mostly different, having overlap in only a few areas such as damage increase and advantage on strength (in the bruiser subclasses)
do you mean additional quips such as "Beginning at level 2, you can throw a highly telegraphed punch for extra damage if it connects." (Hail Mary)
I think he refers to how different is this class narratively to the ones it is being based off.
For instance, a ranger and a druid both take from the "connection to nature" theme. One is a more shamanistic approach, much more mystical. While the other is an explorer/survivor, defined by their hunting skills.
Fighter is a weapon experts, monk is a buddhist martial artist, barbarian is a primal warrior.
ah, gotcha. the Brawler is an untrained street fighter, in that regard
Ok, and how do the features help representing that theme?
each feature the brawler receives gives them some form of endurance, longevity, or combat skill centered around hand-to-hand combat or the flow state. the flow state itself evolves from a mastery of fist-meet-face combat
perhaps adding these to most of the skills could drive the differentiation between the classes with flavor
It can help
Not everything has to be some line like "this punch is like this" or "this kick is like that", but more about the evolution of the class into becoming that king of the underground fighting.
yea, i get it. like for 15th level "Dogpile" maybe something like "Starting at 15th level, you encourage your allies to jump in. If you move an unwilling creature out of reach of an ally, that ally gets an opportunity attack against the creature."
maybe swaping the word "allies" with something else, given it shows up thrice in two sentences
Yeah, something "street-sy" for the first allies, and "they" for the last one.
gang or crew?
I would replace "unwilling creature" for "hostile creature" or "enemy"
quickly checks rules n
so i changed it to "Starting at 15th level, you encourage your crew to jump in. If you move a hostile creature out of reach of an ally, they get an opportunity attack against the creature."
then for 9th level Critical Strike, "Starting at 9th level, you've learned how to hit where it hurts. When you make an attack with an unarmed strike or brawler weapon, you score a critical hit on a roll of 19 or 20. yada yada..."
I have played Def Jam Fight for New York
i have not, but i have seen some gameplay of it lol
Crazily insane, I fucking love how flashy and dirty the specials are.
And how to abuse the crowd.
There could be some inspiration to take from
i watched Maximilian Dood play it. it's hood good shit
and yea, every now and again it's popped into my mind while making this class
It's both the bad and good hood at the same time, hahaha
Interesting, why at so late level?
i couldn't justify it in an earlier feature, and i wanted it to scale. the full feature is "When you make an attack with an unarmed strike or brawler weapon, you score a critical hit on a roll of 19 or 20. This changes to scoring a critical hit on a roll of 18-20 at 13th level and on a roll of 17-20 at 17th level.
In addition, while you’re in a flow state, when you score a critical hit with an unarmed strike or brawler weapon, you can roll one of the damage dice one additional time and add it to the extra damage of the critical hit."
i did a lot of number crunching to keep this one balanced
(A subclass with the power to spawn a commoner out of nowhere to cheer, boo, and give it improvised weapons)
lmao i'm going to add something to the Roughhouser subclass now
"In addition, you can encourage nearby creatures that aren't hostile towards you to bring you improvised weapons."
Ok, won't argue that. I can only say that hitting where it hurts (also known as fighting dirty) is the first thing you learn in street fighting.
Beautiful
it's done
yea that's for damn sure. if you aren't fighting dirty, are you really fighting?
hmm
If anything, you can still lock the extra damage die to a later level
maybe swap 2nd level's Iron Will with the 13th level Critical Strike? (keeping extra damage die at 9th)
I will confirm on that later, since I haven't read the class yet. I'm working on an essay while conversing.
"At 2nd level, you can maintain your flow state for longer. If you would lose your flow state, you can use any number of Hit Die to gain temporary hit points and continue your flow state. When your flow state ends if you have used this feature, you suffer one level of exhaustion (as described in appendix A of the Player’s Handbook).
Starting at 11th level, you no longer suffer one level of exhaustion for using this feature.:
ew, schoolwork. what subject?
The subject being my classes ended a month ago and I haven't delivered this paper
if i swapped it to 13th level, i'd of course nix the part about exhaustion
Probably for the best either way, since you are sacrificing healing, then get exhausted.
yea that's fair. the flow state was, as the cool kids say, "straight busted" when i created the first draft of the class, which is when Iron Will was created.
Btw, I recommend asking a mod to pin this
ah right, just ping them?
(this @blissful hare )
thanks g
Done
so you’re saying untrained fighter but also they can achieve a flow state like trained athletes / professionals
is it a trained pugilist or a backstreet brawler? or both?
Seba is right, I was referring to the thematic similarities between barb/monk/fighter and this one
the mechanics, while similar to some from those, can still be justified as different enough
but I still don’t see narratively how this is different from an existing martial. what makes them a whole separate class?
back street brawler, but a flow state doesn't require professionalism. it can be acquired from a lifetime of fighting
but honestly, how isn't it different? i don't see how it's so similar it can't be a separate class
There is one stepping stone here, a level 1 class is (mostly) assumed to be like your first day on the job.
It's hard for me to put it into words, so I suggest asking someone else what it means to be level 1 in a class
i mean, i think that may come down to differences in how we play the game. more often than not, i've found that characters are storied beyond their class with their backstory
Those are your first steps, and it can imply you have had some experience before becoming that, or years being a level 1. But no matter how much previous experience you have, you are still a small shrimp.
That means you need a specific Background to justify you controlling that "flow state" at such early level
That's why I'm having a difficult time explaining this
then what do you suggest
Classes have their own context, their own little backstory of how you came to be. You never start being a master in what that class does from the get go. No matter how long ago you have been doing work related to that class.
Even official classes somewhat struggle to represent that progression. Like monk starts being a martial artist, but everything else is your ki progression
then i think the class does well enough in that regard. the flow state evolves the entire time, it doesn't stay stagnant
Sorry if I haven't read your class yet. I could only suggest that the first levels is you grasping the first stages of the "flow state". Like suddenly becoming aware of this super awesome mental state when you fight, getting some basic benefits (unrelated to your fist training) which you may or may not be able to activate at will.
As your story progresses (level up) you learn what conditions trigger it, how to tap into it voluntarily, and then bringing out its full potential.
Whenever I get to sit down and read the class I can give a more in depth analysis.
I believe you. what I’m saying is that as written I don’t think there’s enough difference. you can add more flavor and theme to it IMO
you can also tell me to kick rocks if you feel good about the class theme, I’m just one voice
have you taken a look at it today?
has it been updated?
i want to stress that i do appreciate your feedback, even if i disagree or get defensive
I’m not offended at all
yea. i added flavor to every feature (still room for improvement, but it's better)
I hope my questions inspire you to defend your class, it means you’re passionate about it
mechanics can change but you can’t force passion
"Hey, Hank Hill sucks"
you don’t have a valid opinion
what’s a brawler weapon?
why not use 2 rolls of your unarmed attack dice for flow state? easier bookkeeping
i'ma be real g, i got no fuckin' clue
i don't know what a monk weapon is really either
I thought it was improvised weapons
there's a subclass for that
Every simple melee weapon and shortsword they are proficient with that lacks the heavy or special property
Then reskin it to be weeb af
ah, then a brawler weapon is the same. brawlers have proficiency in simple weapons (i might delete that), nets. and glove weapons (if applicable)
so then weapons you are proficient with
the first feature mentions brawler weapons but doesn’t identify them
Maybe and maybe not
Monk is proficient with simple ranged weapons, but those ain't monk weapons
all of the above, but those aren't inherently defined by me. glove weapons are a homebrew topic and may have a different definition at each table
right, I’m talking about the class feature specifically
you’ve got a damage die for unarmed and also the unidentified brawler weapon category
should i put somewhere that "A brawler weapon is a melee weapon you are proficient with."
that works
You can't account for how every table runs their system. Which is why most brews meant for general use keep it as official as possible
or you could just replace brawler weapon in other places to weapon you are proficient with
So, a glove weapon should be inside the simple or martial group
no?
i can't account for how every table runs, that's correct. but glove weapon is a pretty broad term explicitly intended for interpretation. it makes sense a brawler knows how to use a weapon that is effectively an extention of their fists, even if it's martial
1d6 to all saves is equal to prof in all saves at that level
I’d make that cost a reaction
I just want to say that it would be better if you add those weapons to your brew.
especially if you’re going to give DEX advantage too
And define wether they are simple or martial
Because the category pretty much defines its power
Yes! balance talk! this is what i was wanting because i don't really know how to balance well lol
You can also create a generic type of glove for simple and another for martial.
Like wraps being simpke and turning your fists into 1d4, while a martial one makes it a d6. Stuff like that.
Oh, maybe even a special property where if you have two it basically counts as versatile.
this needs the effect where your weapons are counted as magical, especially leaning into unarmed
unless you’re going to give the class a way to craft a special weapon as a feature
I know a sub has it but it needs to be in the main class or you will start to suck
A knuckle made of your victim's teeth
+1 wraps are already a magical item
a brawler’s specialty weapon could be a great 1st level feature
not always at all tables
don’t rely on magic items to make your class playable
assume none
alright. where should it go?
that’s how the PHB is balanced
True, even if it's one from main books, a player might not get it
I’d do it level 1 instead of flow state
push flow to 2, add the exhaustion for flow extension mechanic to the base
(And give it a bazooka. Which they can use as knuckle fists)
i don't think they should get exhaustion. while thematically it may be on point, you don't want to punish a player for using their core mechanic
wait isn’t that already in the class?
oh gone now right
it was part of "Iron Will" but the argument was they're already expending their healing resource
flow state at 2 may feel odd but it could work as you start to ascend from backyard fighter to legit force of nature
your choice though
letting them craft a custom brawler weapon adds a level of flavor to separate them from a fighter
i was opposed to it when you first mentioned it, but i can see it working. it's similar to how monks unlock their ki
most people don’t spend more than a session at 1 anyway
alright, so, changelog
Flow State -> level 2
Fist counts as magical -> level 1 main class
Iron Will or Hail Mary -> level ??
something new for Rune Breaker level 3
Oh, right, Changelog. You might wanna make an additional link to that
I'm using Homebrewery to write down mine
maybe swap flow state and hail mary then kinda just tag magic fists to level 6? L6 is currently a subclass feature, but this wouldn't be the first class to give you a main class bonus at the same time
I would even put it at 5th (no lower than 3). However, why do they get magical attacks? What aspect of them is magical?
they’re not magic, they are just potent enough now that they pierce magic resistance to normal weapons
it’s a handwave for balance
I'm not asking for balance reason, that one is obvious. It's about the class' narrative
they simply punch that hard
I wouldn't be surprised you can just ignore resistance instead of having magical fists
if i'm being real, there's nothing cooler when playing a martial than shattering magic with raw power
Weird? Yes.
Badass? Yes
this could give me an in-class reason for giving proficiency in (leatherworker's) or tinker's tools
hmm, could work
you could also give extra boosts as they move on in levels to that weapon
I did a barb subclass with a custom weapon that sort of evolved and had customization options
ended up pretty neat
it could further open up a subclass that specialized in upgrading brawler weapons, even if the main class can craft them
just another way to differentiate so I think it could be good
you just have to be careful to not become a special weapon class
i assume level 1 to start crafting brawler weapons?
that’s what I would recommend
pick 1 weapon to make, have them describe it, pick the damage type, and set a cost and time to make a new one
elaborate please. this is a pretty foreign concept for me to describe
You start with a crafted weapon already, for free. If you want to make another it will cost you money and time
let me see if I can find a published example
But a crafted weapon (if not from the PHB weapon table) you need to define its damage die and type
that part i get
hmm... i don't know. crafting weapons feels out of line with my original vision; it feels off
Kinda, I believe a street fighter would by default be adept at using improvised weapons. They don't craft, they use what they can get their hands on.
you would say something like ‘choose a melee weapon that you are intensely familiar in fighting with and describe it. it may be a pair of bladed gauntlets, brass knuckles, or similar. you start with this weapon in addition to your other starting equipment. you are proficient with this weapon and can use it as a brawler weapon for class features that require one. select an appropriate damage type this weapon deals (BPS). if this weapon is lost or destroyed, you can replace it over the course of a long rest and the cost of X gold in materials’
gives an easy out to the table regarding fist weapons
i can work with that
we could probably throw that under "Ascetic Fighter" or would you think it should have its own feature?
Hey, that's pretty good
Very practical
probably like "5 sp of materials"
Depends on damage size I say
Own feature probably, it's very ribbon esque
the damage scales with level since it's a brawler weapon
look at a cheaper martial weapon and base it off that
5g probably
you shouldn’t lose or have this destroyed super often
Where are they supposed to get a wifi like that?
bill gates
that's fair. glove style weapons weren't exactly common in the medieval era and would have to be special ordered
it could also be nunchaku or tonfas
Dungeons and Dragons: Bill's Gates
leaves it open for something a brawler would use
Yeah, shame you won't play much with that mechanic.
There is one important detail to note here. Gloves can't be disarmed
Well-worn Weaponry
Choose a melee weapon that you are intensely familiar with and describe it. This may be a pair of bladed gauntlets, brass knuckles, or something similar. You start with this weapon in addition to your other starting equipment. You are proficient with this weapon and can use it as a brawler weapon for features that require one. Select an appropriate damage type for this weapon from bludgeoning, piercing, or slashing. If this weapon is lost or destroyed, you can replace it over the course of a long rest at the cost of 5 gp in materials.
I’d probably run that by a wording person but looks decent to me
maybe add in "This weapon is attached to your wrists and cannot be disarmed."
"You can use an action to unequip it."
yeaaaa, that's faiirrrr
The wording is fine.
You can change the order of the elements, but it is understandable
Question first, will this be restricted to glove weapons?
i'll probably drop it in #wotc_wording still
i think for sake of simplicity, it should be
Then action to equip or unequip
Same as a shield
In this case, you are donning and doffing the weapon
yea, i forgot the equip part but i did mention that here
Yeah, I know
i'll still have to further define it
Also, it needs to state if you can wield anything else in a hand with a donned glove
i need to throw in that it doesn't restric- yea that lmao
but now the question is begged, why use a brawler weapon at all? unarmed strikes do the same damage
flavor
i agree
do you want the class to only punch, or to have weapons like this? only punch is more monk centric
Brawler Weapon
Choose a melee weapon that you are intensely familiar with and describe it. This may be a pair of bladed gauntlets, brass knuckles, or something similar. You start with this weapon in addition to your other starting equipment. You are proficient with this weapon and can use it as a brawler weapon for features that require one. Select an appropriate damage type for this weapon from bludgeoning, piercing, or slashing. If this weapon is lost or destroyed, you can replace it over the course of a long rest at the cost of 5 gp in materials.
This weapon is attached to your wrists and cannot be disarmed. You can use an action to equip or unequip it. You still count as having a free hand if you have a donned glove.
punching is original vision, and i think i want to stick to that
monks are martial arts, they use kicks, elbows, and knees in a well refined manner
brawlers still use all those but without the grace
monks have a level of mysticism to them that enables them to do damage with their fists, and also focus on rapid attacks. to me this is a compromise in how the flavor of a brawler gets put across
they’ve got some nasty fist weapons and know how to beat the shit out of you
"Grace and mysticism is for cowards. I'm gonna kick yer teeth in."
fighters have training and experience and still use weapons
brawlers wrap their hands in glass
you know?
adds some grit and oomph
My suggestion:
Brawler Weapon
You start with a melee weapon in addition to your starting equipment, known as your brawler weapon, and you are proficient with it.
Your brawler weapon is a glove like weapon that can have any design you want: a pair of padded gloves, bladed gauntlets, brass knuckles, or anything in that style. The weapon deals bludgeoning, piercing, or slashing damage, as appropriate to the design you chose.
It takes an action to don or doff this weapon in one or both hands, and you can't be disarmed of it. You can wield other objects and weapons with it, as well as donning or doffing a shield. (However, your attacks with a weapon other than your brawler weapons have disadvantage).
You can craft a new brawler weapon over the course of a long rest at the cost of 5 gp in materials.
The parenthesis is something in case you want to add it
Maybe you can differentiate from monk by either not giving it improved unarmed attack damage or one that doesn't scale.
And center it around your brawler weapon
If it's the same damage, it will depend on how the player wants to roleplay
Brawler Weapon
You start with a melee weapon in addition to your starting equipment. You are proficient with this weapon and it counts as a brawler weapon for features that require one.
Your brawler weapon is a glove-like weapon that may be a pair of bladed gauntlets, brass knuckles, or something similar. Choose an appropriate damage type that your weapon does based on your design from bludgeoning, piercing, or slashing.
It takes an action to don or doff this weapon in one or both hands and it can't be disarmed. You can wield other objects and weapons with a hand you have a donned glove, but you have disadvantage on attacks with other weapons.
You can craft a new brawler weapon over the course of a long rest at the cost of 5 gp in materials.
i mostly just changed around some of the wording
I made a change to the last paragraph. Because you can always craft a new weapon, not only when lost.
i think i'm fine with this
minmaxers be damned
if they want to take the roleplaying out of roleplaying games, then who am i to stop them
For me it's less about minmaxing and more about how unespecial your choice feels (here talking about the game's weapon design in general)
A sword guy being no different from an axe guy does take away some inspiration for your roleplay
maybe scale damage dice down by one and have a glove weapon deal an extra 1d4?
No, no, you don't need to do that. I'm just rambling
(and then i'll rework the crit range feature)
fair
i think for the way i want brawler played, it's fine as is. i made this class with a character in mind and it fits
it doesn't punish players for bare-knuckle boxing, but it allows for reflavoring into pimplord brass knucks
or gladitorial cestus combat
not familiar with the manga lol
Roman boxing
pog
i think i'll add the current Iron Will to Resilient Flow and drop the advantage on Dex
mm no
the longevity Iron Will provides is too valuble for especially that early level brawler
maybe put Hail Mary on 6th level and tag on the magical fists?
or outright remove a feature to free up space?
i think keeping three features on level 2 is fine? you effectively get a flavor feature for level one
and paladin also has 2 features level 1 then 3 level 2
yea. if Brawler Weapon gave some kind of damage boost or benefit beyond choosing which type of damage you deal, then maybe i'd have to drop a feature
as is tho i think it's fine
I read a bit yesterday
- There are some formatting issues in the first page
- In the class table it still accounts for the benefits of Flow State at 1st level (even if you dob't get it)
- Iron Will could just be contained inside Flow State
- So far only the weapons you craft are both gloves and your brawler's weapons. If that's intended, then you don't need to give it proficiencies with gloves in the weapon proficiencies AND currently Flow State doesn't work with other weapons
Also, Hail Mary is bad, you are actually losing damage.
And when you are in Flow it's not that worth it either
GWM uses a -5/+10 and barely increases avg dmg by 1
(Taking to hit chance into account)
One easy fix is adding another brawler die to the damage
- I think that was somehow an old link? I switched from mozilla to chrome and I had to fix some stuff
- New link should have fixed that
- yea i guess it can since they're at the same level now
- fixed that
(i replaced the pinned link with the new one)
Taking a -5 for an extra die? and then -3 in flow or?
also, gonna change critical strike a little bit. when balancing it, i forgot to take into account the number of attacks brawler gets compared to barb (3 vs 2 unless Berserker barb)
probably going to just remove the extra damage die it gives
i'll have to run the numbers later tonight
I'll have to check, I was using the link in the pinned message
yea i loaded it up today and noticed it was off
Sorry, I meant a -5 for an extra die and extra Strength mod
I feel barbs get Critical Strike to justify Reckless Attack
And not because of the number of attacks or the extra damage itself
Such a late feature too
gotcha. keep the -3 in flow state or drop it?
so do you think Critical Strike is fine as is?
I don't mind it, as long as they don't have other ways to gain consistent advantage or to hit bonuses
I say it's boring as a class feature.
i don't think they do
i mean, fair. it's not exactly inspired but it makes sense thematically
I just mean it in general
Whether it's from barbarian or something else
Critical Strike is uninspired and a place holder for better abilities or very thematic ones
The chances of a crit is 0.05 percent of extra damage, neither a substantial nor reliable upgrade
It's an ok upgrade, but it shouldn't be a class feature
Imagine a feat that directly upgrades the die you roll on crit by your PB
so i just ran the numbers and i think i need to nerf it somewhere
i compared average damage per turn of barbarian, fighter, and brawler at levels 1, 5, 9, 11, 13, 17, and 20 under these conditions:
- AC 16
- 1d12 weapon or brawler weapon
- No feats
- No subclass features
- Class features considered (no action surge, reckless attack, or hail mary)
Barbarian assumed raging, fighter has great weapon fighter, brawler assumed flow state
Barbarian/Fighter/Brawler (dmg/turn)
Level 1: 8.425 vs 7.687 vs 5.275
Level 5: 18.2 vs 16.61 vs 21.15
Level 9: 21.6 vs 17.84 vs 26.85
Level 11: 21.6 vs 26.76 vs 29.55
Level 13: 23.7 vs 28.61 vs 33.08
Level 17: 27.4 vs 30.46 vs 42.6
Level 20: 34.1 vs 40.61 vs 42.6
Brawler goes to
Level 1: 5.275
Level 5: 21.15
Level 9: 25.5
Level 11: 27.9
Level 13: 30.6
Level 17: 38.7
Level 20: 38.7
without the extra crit die. still pretty far ahead of the curve
(in levels 5-17)
Does this take Hail Mary into account?
no
nor reckless attack
(i updated the original message)
if i drop the 1/2 prof bonus damage from flow state, it looks like it might level the curve
(keeping crit die)
Just to be clear, are brawler weapons only your gloves?
yea
Also, just so you know, anti magic field cancels your Unstoppable
Level 1: 5.275
Level 5: 19.2
Level 9: 22.65
Level 11: 25.35
Level 13: 28.57
Level 17: 35.4
Level 20: 35.4
brawler is last at level 1
leads for levels 5-9
middles for levels 11-13
takes lead again for level 17
then middles at level 20
(middles behind fighter)
hail mary skyrockets damage at later levels even with a -5
Level 1: -
Level 5: 24.15
Level 9: 29.7
Level 11: 35.78
Level 13: 38.93
Level 17: 49.65
Level 20: 49.65
reckless attack doesn't come close to that damage spike
I didn't notice it before, but the combo between BA attack and extra damage might be the issue
BA attack?
bonus action
ah, yea. i was factoring that in
i'm thinking we drop the extra damage flow state gives for something else utility
It doesn't pop up that much, but it's something to consider
As it shuts down your whole "my fists are so strong they pierce your defense"
maybe replace the extra damage with that and have a new level 6 skill?
Shoving is utility enough I say
fair
It's not badly placed, nor does it have a balance problem, it's about how it fulfills the narrative you're going for.
Because shoving considers pushing and knocking prone.
the extra damage or resistance piercing?
That might as well be your pseudo consistent way of getting advantage
Makes the prone and grapple more accessible
Res piercing
and procs opportunity attacks at level 15 if you push with it
(i like that feature lol)
current thoughts are dropping extra flow state damage and maybe Hail Mary, both in favor of something else that doesn't increase raw damage
current level 20 hail mary is equal to level 20 fighter with Great Weapon Master
(-5 hail mary)
(actually slightly behind GWM and GWF: 49.65 for HM vs 50.28)
***Brawler weapon also includes improvised weapons if your Roughhouser subclass
Maybe replace the extra damage with "Your proficiency bonus is doubled for Strength (Athletics) and Dexterity (Acrobatics) checks. If you are not proficient in one of the skills, you instead add your proficiency bonus to it."
I have read it and the first 2 subclasses
The more the class progresses, the more uninspired it becomes
Mechanically speaking, it doesn't do anything to separate itself from either monk or barbarian
The Rough House subclass has some interesting ideas, which I believe should be part of the main class instead.
i followed the formula of fighter and barbarian for the later levels. they don't add new mechanics, but instead expand on previous ones in relatively simple ways
as for roughhouser, i assume you mean the Sweep the Leg and People's Elbow features?
The features are good balance wise, I think. The problem the class faces is that, it doesn't have essence, an identity. I like that it's a non-magical fist fighter, but in my case that's not a strong enough hook to make me want to play it.
Like, currently, what it does, you could probably accomplish it with some fighter using an official build.
It needs something, it lacks pizzazz
It doesn't need to be fantastical powers, but something flashy
(More importantly, it should focus on fighting dirty, since that's the essence of street fighting)
You have good ideas, but the execution is lacking. For instance, a state you enter with temporary hit points and you can extend by spending Hit Die is very interesting, but the benefits don't give it justice.
Dogpile is also interesting, not many people venture in that area. But now that I think about it, it would make more sense if you push someone towards an ally, which triggers the opportunity attack. Like when you push someone to your friend, then he pushes to another friend and so on.
alright, let's give it some pizzaz. i'm pretty fresh out of ideas on how to alter flow state; it's been in the workshop countless times. i'm struggling pretty well to drive it home
pocket sand
AOE blind effect
I gotta love me some AOEs on a martial
On a tanget you shouldn't run with hit dice or points as a resource
i actually think we could probably make Dogpile trigger opportunity attacks when pushing someone into or out of range of an ally
i agree with not using hit points, but i think using Hit Die is fine if used sparingly. in this class, you expend Hit Die to give you Temporary Hit Points and lengthen the time you're in a flow state. while the hit die no longer give you actual hit points, they still contribute to the amount of time you're standing
Pocket Sand
You can use take a bonus action to throw debris at other creatures. The area you affect consists of up to three contiguous 5-foot cubes within 5 feet of you which you can arrange. Each creature in the area must succeed on a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or be blinded until the end of its next turn. Once you use this feature, you must finish a short or long rest before you use it again.
Dropkick
If you move at least 10 feet straight toward a target then attack it with an unarmed strike or brawler weapon on the same turn, you can drop prone as part of the attack. If you do, you can roll one of the damage die an addition time an add it to the damage. If the target is a creature, it must succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be pushed 5 feet away and knocked prone.
I like these
But why Dropkick doesn't have limited uses like PS?
Also, what levels are these going to be?
these are both great additions to separate from punchy guy
kidney shot
twisting arms
stomping toes
dick kick
Judo throws
original thought process was you don't have to reload a dropkick, but in hindsight, constantly dropping yourself to the ground would take its toll. maybe a number of uses equal to Con mod?
¯_(ツ)_/¯
I don't recognize this roman number
I know it's hard to spam it, since you have to spend half your speed to get up and provoke OA to use it again. But if you have the Mobile and Athlete feats, then this would be an incredible build
especially if you're skirmisher subclass, who gets an extra 10ft of movement
yea, probably best to limit uses
I mean, it's an awesome build that would usually take you 8 levels to achieve
Incredibly rewarding. It's a shame, but we have to limit it.
or just make it an action
instead of part of an attack
it’s a bit more damage but more conditional than a grapple + shove
Eeeehhhh, maybe
If you move at least 10 feet straight toward a target, you can take an action to drop prone. If you do, ...
It is a Constitution save tho
strength
Sorry, got my cables mixed
the attack also has to hit
If you go for the action, maybe not make it an attack
also it's really easy to miss a dropkick if your opponent is competent
I’d agree, attack roll plus STR check is too much
Easy fix, make it a Dex save instead
unless you always move them and only prone on a roll fail
i think we're over thinking this. i feel that how i've originally worded it fits the functionality of an actual dropkick
it’s too strong to go unlimited as is
It was an interesting alternative
IMO
so X per short rest is probably the way to go if you want it to be part of an attack
If you're gonna follow this, then you can implement a Maneuvers system
You get to use whatever a number of times equal to... With a DC equal to... At levels this and that you get...
i like the idea in theory, but i don't think stepping on the toes of Battle Master is going to help our identity crisis
Mmmmhhhh, kinda
The "maneuver" structure is easy to implement, the rest depends on how you copy from it
Rogues that use Sneak Attack for debuffs instead of damage, monks with ki features, all that jazz
i think primarily we should focus on replacing Critical Strike, Titanium Resolve, and Hail Mary first. i'm pretty happy with many of the rest of the features
The core is the same, but they are implemented really different
that's fair. execution is 9/10ths of french law
what if you replaced critical strike with exploding 1s on damage dice?
how would that math out?
reroll 1's?
and add the result
Lmao
oh so like exploding 6's in 40k
exactly, sustained hits
hmm
I don’t know the numbers
but it’s a different way to add damage
more consistently but ideally less powerful
1's become 2-9/11/13 damage
crit is a bummer because it doesn’t activate that often
this is a way to make it pop more often
critical strike expands crit range
(you saw nothing)
You should consider it if you need to fill space
i'll keep it in mind, i'll have to run the numbers on it tho
i'm sorry if i've been dismissive. it's been a bit disheartening having my class broken down like this, but i understand the reasons and necessity
It's understandable, we all go through that. It's part of the process
translating something cool in your head to balanced on paper is really hard
even harder to have it stay fun and cool by the end
still looking at 5-15% of the time
I guess it depends on your philosophy behind the feature
do you want it to win more or lose less?
amplify happiness or mitigate sadness?
the criticism of critical strike is it's a boring feature. i'm looking to replace it as such but damage output needs to remain about the same. as was, it was running on par with fighter output
i'll have to figure out how to even run the numbers on exploding 1's, but that could work
now we're stepping into israeli law
alright, let me work some numbers and i'll get back
@cyan trout @unreal crypt i have numbers for exploding 1's
Barbarian/Fighter/Brawler (dmg/turn)
Level 9: 21.6 vs 17.84 vs 21.89
Level 11: 21.6 vs 26.76 vs 24.11
Level 13: 23.7 vs 28.61 vs 25.77
Level 17: 27.4 vs 30.46 vs 29.96
Level 20: 34.1 vs 40.61 vs 29.96
assumptions:
- AC 16
- 1d12 weapon or brawler weapon
- No feats
- No subclass features
- Class features considered (no action surge, reckless attack, or hail mary)
- Barb raging / Fighter GWF / Brawler Flow State
- STR 20
Can you explain me what a exploding dice is?
if you roll a 1, you roll an additional damage die an add it to the damage
Infinitely?
hmm, lower than I thought
i mean, it replaces the damage range from (at level 9) 1-8 to 2-9
if we explode on max damage, it'd raise it i'm sure
it doesn't... hmm
Still, pretty on par with other classes
with the exception of level 20
Because capstone
currently just lets flow state be for as long as you're standing
i mean, i disagree?
i'm not going to say it's strong, but it does still have its merits
It has great use, I don't disagree
I don't think it's impactful duration wise. You now don't have to rely of your Hit Die
But at that level, I have the idea you don't need them anymore
Because of so much healing access, damage reduction abilities, and whatever else.
that's fair. currently might also have too many flow state charges
No, that one is right
Consider you have on average 6 to 8 encounters per day
fair
what if you added 2 dice at a later level on a 1? or exploded on 2s as well?
if you like exploding that could work
you'd have to explode twice and explode on 2's to match Barb at level 20
Appropriate capstone then
In on itself
Mmmmhhhh, alternatively, you could make your brawler die a 2d6?
I don't recall the progression
Let me check
well then, do you want to match them in damage? or make up for it in other ways?
probably matching barb at least. martials fall off at later levels as is
2d10 makes it 42.86/turn which is greater than fighter
that's only exploding once on 1's
If you don't have an issue with it you should go for it
I really don't mind whether one martial deals more or less damage. It's about the other factors surrounding it
Of course if it can be kept within a range that's much better.
i think with the amount of utility it has, we should probably keep raw damage between barb and fighter
Also, did you consider Dropkick damage for the math?
nope
i assumed you took two regular attacks and a bonus action attack
which actually...
bonus action is pretty hotly contested in this class. using it for damage isn't always the option
Dropkick would be a great set up, and I can see you use it at least once per turn.
For science reasons it's fair to assume the avg maximum output
Dropkick for instance, once per turn, not only grants a slight damage boost, it grants advantage on your next 2 attacks.
Eeeehhhh... About a 50% chance of failing the save, but still.
that math becomes nigh impossible to calculate. i've ignored dropkick for the same reason i've ignored reckless attack and action surge
(reckless attack is the easiest to calculate but still)
if we do 2d6, exploding once on 1's and 2's, average damage goes to 35.80, beating out barb
makes a funky graph too
Well, advantage isn't that hard to calculate. Although I have heard of 3 different ways:
- Equals a +5
- Actually equals a +3
- Some simple math formula I can't remember
it's a +3.325
You could ignore the failing rate of the save and assume it always fail. Because I'm not sure if multiplying the hit chance by 0,5 is how it's done
So, rounded down because die don't have fractions
for any one result, yes
but when calculating averages, i can use the 3.325 for more accurate results
I said that when all the averages we use to calculate take a 0.5 before rounding down
let me have a think about this
i can't get a perfect answer for you, but i'm estimating dropkick increases damage output to about 39/turn when it fails
(exploding 1's and 2's on 2d6)
then ~45/turn when it succeeds
these are some pretty rough estimates
with limited uses on Dropkick, i think that's fine considering barb's infinite reckless attack and fighter's action surge
I thought you would run it down without the improved exploding dice
i'd forgotten to update my equation until i was halfway through figuring the numbers so i went with it
i think going with the 2d6 is better if we're exploding. it makes the chance much higher
So, what's the new version going to be? Dropkick + Better exploding kittens + 2d6 as capstone?
dropkick can probably be like level 13 or something
but better
and 2d6 are capstone yea
maybe keeping flow state lasting til KO'd as well?
Nuclear dropkick
Eeehhhh... You mean as it currently is?
Or literally when KO only
yea that's fair
Pocket Sand replaces Hail Mary (level 2)
Explosive Power replaces Critical Strike (level 9)
Drop Kick replaces Critical Strike (level 13)
Better Explosive Power replaces Perfect Flow (level 20)
just need something for 17th level now
Here
Ok, the Grab his Dick and Twist it feature
ah yes, the ol' twisty dick
dick kick / cunt punt would be great feature names if you didn't already have a drop kick
kidney shot could be a good one
you make a hit at disadvantage and if you hit, all attacks have advantage against that target or something
As a side note. I believe the way to calculate the damage with Dropkick should be:
(avg dmg) x (normal hit chance) + (avg dmg) x (adv% x failed save chance)
For any attack after the first
(Because the first one triggers it)
Groin Attack
Oh, wait
Low Blow
creature becomes stunned
Mmmmmhhhhh
I suggest not
A class with stunning is so troublesome
I speak from monk's experience
fair, but a swift kick to the gonads leaves me stunned for sure
Skill issue
It's not that bad
Just make it have a high resource cost.
It's not bad, it's troublesome
ig
Because then it's the default option that pretty much eats every other one
Why drop kick or sand when nut?
Not really?
If you have another source of damage that's competitive enough people will use it.
Resource cost
Why damage when remove enemy for an entire round?
Maybe, idk
well, at level 17 there's no scaling so ig that'd just be 3
Because damage now is better than damage later
If you can deal good damage for low resources, why would you wait to deal lower damage later and stun, with a chance of failiure now?
hmm
probably
Because it will also increase the damage of everyone
Immediatly
And reduce to 0 the dmg of that enemy
hmm
Maybe just disadv/adv with halved movement would be good
And you know what that is? Prone!
You might just replace it with a push effect.
can't take reaction/disadvantage on attacks?
could work
Yeah
Oh and one more effect
Battlemaster's disarming strike
You spend half movement speed for a low blow. If you get up from prone, you don't need to spend that movement speed
So you Dropkick and nut punch
Johnny Cage would be proud
yeah, sounds good
now, dex save or con save?
Take this wording with a grain of salt, since you currently have 2 ways to get up with 5 feet
Athlete feat and one of Roughhouser's features
Uhm, Con save on hit
Con is what i'm thinking too - there are some mf who can tank a thunder to the grundle and i'm scared of those folks
Strength right?
Con save for conditions probably yeah
i don't think any effect imposes two separate saving throws as far as i know
not what I meant
I was thinking of forced movement effects
But realized I was thinking of the wrong effect and switched to supporting Con
ahh, gotcha
Shrek for example
i'm gonna go get food and we'll continue our brain blasts when i'm back
yes, though fear exchanged for... actually we'll stop that sentence there
A gun that kills clouds
Low Blow
When you make an attack against a creature with an unarmed strike or brawler weapon on your turn, you can expend half of your movement. If you do and the attack hits, it must succeed a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier). On a failed save, until the end of its next turn, it can't take reactions, has disadvantage on attack rolls, and drops any items it is holding. The object or objects land at its feet. You can use this feature a number of times equal to your Dexterity modifier. You regain any expended uses when you finish a long rest.
If you stand up from prone and use this feature on the same turn without moving or attacking in between, you do not have to expend half of your movement to use it.
this actually synergizes really well with Dropkick. run in 10ft, dropkick, crawl 5ft (costs 10), then stand up into nut shot for last 20ft of movement
or roughhouser's People's Elbow
it was either that or (half) prof bonus
i don't want to use strength because landing a kick to the testes isn't just about how hard you kick, it's also about how well you place the foot
Full prof or 1/SR or LR could work
Ability mod I find wierd and scales poorly.
what level is this? 17?
17
kinda weird, but maybe only works once per creature?
also, has no effect on undead or constructs
immune for 24 hours and no limit is a reasonable option
By wording I understand half your current speed and not total
ah yea, should throw in the word total
ok it's not
Immune for 24 hours is generally not a valid solution especially considering monsters only live for 18-24 seconds in DND.
Once per creature doesn't really make sense to me. You aren't going to become more tolerant to an attack to the groin immediatly. If anything, it gets worse.
no, but you're wiser to the tricks
(It's for the rest of the party)
success or fail is what i was thinking. even if you don't manage to hit or they make the save, they're immune since they know you're gonna try it now
Sounds like skill issue from the character. Unironically speaking, haha
I never thought there would be a day where I could use "Skill issue" unironically
Sounds like when you announce what you gonna throw in rock, paper, scissor
yea it's mind games
Sun Tzu said that
when i eventually play test this, i'm 100% gonna announce to an enemy i'm gonna introduce them to Dick Kickem
He came here to chew tobacco and kick nuts
and he's all out of nuts
And he's all out of kicks
goddammit
"A battle is not truly won until you teabag the enemy" - Sun Tzu, probably
alright how're we limiting this shit
I suggest 1/SR or Lr
he's all out of tobacco, what's he gonna chew now?
ass
yea that's probably best
real?
once per SR is fine
yea that's what i made it
"If you use this feature on a construct, it takes no damage and you take 1d6 bludgeoning damage" lmao
(not actually gonna add that)
"Rocket to the feet" - Shakespearicles
If you do it to an undead, you're gonna get ew damage
you take 1d6 psychic damage
And this new cool undiscovered disease