#Project Horizon (5e rebuild)
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Well, it's pretty much +1 per die
more dice = more chance, and good odds you may never use the feature if no dice are maxed
You could do exploding and one more die, that balances out the many dice ones with the big dice ones (and always adds something at least)
Also there's always the option to explode on 1, maybe even both 1 and max. For those who value consistency
what if empowered just, let you add your CHA mod to the damage total or something?
great for aoes
Eh, dunno. That's better as a subclass ability
Also, y'know what'd be good? Exploding dice (your choice of 1 or max) after rolling
tho, on average, a d6 where you reroll 1's only has an average of 3.9 rather than 3.5
so not that great
Yes, that's why rerolls are pretty lame
given for something like fireball, that's pretty good due to so many dice
Exploding is just above 1 per die iirc, slightly stronger on small dice
~+.5 per dice gives you +4 overall damage
Well, fireball is just inherently unbalanced and that's it
ye...
I'd prob change it to about 6d6 or something similar, but that's another convo
hmm, I could make quicken like it is now, but scale the cost of the SP to match the spell slot rather than a fixed 2?
so the cost could be like, 1 + spell level SP
tho I did make sorc's Point Casters and "SP" is now just drawing from these points to do non-spell things
...are you even listening to me?
Yes, that's why I replied with the math for rerolling 1s, as that's what I assume you meant?
No, I meant exploding
I guess its a little higher as you keep the 1 in the total
Huh, is my math off? Maybe it is
Still, exploding on reaction sound fun, and if you add one additional die it's pretty strong
why not just add a dice? No explosion needed, or specific result
Oh, right, obviously it has to be around 0.5 per die, am dumb
just say "I use MM to add a dice"
Because explosion fun
but also makes it more situational/luck based
and further encourages the use of many-dice-spells
that's the issue with explosions... they are neat but oh so situational... đ
might be better on specific spells, specifically the d4 spells
Slightly better, but I think most spells stick to d6s and d8s
ye, I'd have to make/adjust some
And that's why I added the additional die, it should kiiinda balance out
I just think that Sorcerous Smite wouldn't be as exciting... Useful if you play with open HP, but still. And this way, your blaster can get even more excited about high (or low) rolls
though its a nerf, isn't it?
compared to empowered rn
where you just spend 1 SP to reroll basically as many dice as you want
vs sometimes you can add +1 dice
More like you always add one die, but you only use it on occasions where you'd add more
I think I must've lost you, what do you mean by that?
also it's die you dimwit
When you deal damage with a spell, you can spend X sorcery points to add an additional die of the same size. Moreover, for any max or 1 (your choice) rolled, you add another die of the same size. This can chain"
Not quite perfect wording, but you get the point
that might be too much blasting power
get a little lucky with a few dice and auto-crit your fireball
Well, kinda. But I'd probably put it at 1+level or something
I don't think it should break the damage limit too hard
like, +1 dice is already pretty good
Eh, dunno. Smites exist
laughs in Warlock
Extremely rare, but yes, technically the potential is even infinite. But that's gonna be extremely rare
Because fun
is it?
the DM isn't having fun when you use a 1st level spell to do 9th level damage
balance is as important as fun feel
Eh. I think it's rare enough. Wild Magic exists
and sucks
Like, I'm the first to yell about balance, but I do think we should trust the probability on this one. Most likely, there'll only be one or two huge rolls for a whole campaign, and those make for memorable moments
I've been on the dealing and receiving side of 0.05% odds before, and yes it was very memorable
but should that be something that a player can just decide to do?
if it was pure luck, then yah maybe
but this is triggered luck
what if the player has other features that let em reroll?
or its a critical hit, and thus many more dice on the table
Yeah, those are valid points (easily solved by non-crittable spells)
But the expected value increase is still less than +1 per die
+1 dice killing an enemy is also memorable
less flashy yes, but its the same result + no madness
Eh, not really? Definitely way less exciting
with current empowered, even tho its not great I've had my players use it and be very excited by it
it doesn't need a massive overhaul
its just 1 SP
I kinda think there should be two. One for consistency, and one that actually increases your potential
It's Sorcerer after all, the "unruly magic" class
wait what if
Of course it could be something less crazy, but I'd definitely try to come up with something exciting that actually raises the ceiling
I could get behind that, yeah
feels way more impactful than it really is, but can be neat
a d6 where you can reroll any result you want has an average of 4.25, a d6 upgraded to d8 has an average of 4.5
I'd still keep the +1 die clause though, as it again strongly small dice spells
The size upgrade is literally just +1 per die
Well yes
2d6 is only +0.5 if you're wondering
6d6
avg: 21
min: 6
max: 36
6d6 (can reroll)
avg: 25.5
min: 6
max: 36
6d8
avg: 27
min: 6
max: 48
6d6 (+1 per dice)
avg: 27
min: 12
max: 42
that's a decent upgrade
hmm, the +1 is more effective overall than the +1 dice size, but doesn't feel as flashy and only does well on many-dice-spells
and ye I might need to "upgrade" d12's to 2d6's, even tho thats a little less effective
dude stop using "dice" as singular 
but all my uses of dice here were plural?
+1 per dice
no they were not
3d4 is 1d12+1, but dunno if you wanna introduce so many caltrops
Caltrops deal damage, caltrips inflict prone
time to make a cantrip called caltrip
You could do +1 size, but if it's d12s, it does something like explosion so that it also comes out to +1 per die
you are really on the explosion train huh
Kinda. But I just wanted to maintain the balance mostly, without doing stuff like "1d12 becomes 2d6 but also reroll 1s"
ya know.... that could be a way to do Wild Magic sorc actually
they can explode 1's 1/turn
even on d20's
Honestly, yeah, I could see that. Though I'd look for ways to make that more noticeable on stuff that doesn't deal damage as well
explode enemy 20's on saves (force rerolls)
If all of your conditions are graded, you could do "whenever you apply a condition, instead of applying a static amount, roll the appropriate die"
Well yes, but that's kinda rare and not terribly exciting. It just makes you slightly better, doesn't actually give the same improved effect feel that exploding dice do
hmm, not all conditions are graded, but that isn't a bad thought to keep in mind either
Condition 3 could either be 1d6 (which is an improvement) or an exploding 1d4 (which is funny)
Do conditions always drop by one level per turn?
if an enemy succeeds on its save against you, you explode
atm, yes all graded conditions fade each turn
Because if they do, then 1d6 is a massive improvement over just 3, because they effectively scale quadratically
indeed
But well, Wild Magic was always meant to be a little crazy
I mean, kinda ye
but I'd like to reign em back just a little to become more usable
rather than "congrats TPK"
I mean, we're already doing that. Anything that isn't "roll to check whether you deal 10d6 damage to all your party" is already more balanced 
If your moderate stun actually kinda disables the enemy... Well, nice, but hardly as game-breking
But yeah, you could also do stuff like "roll 1d4, on a 1, lose one condition level, on a 4, gain one"
Alternatively: "you have a stability die. If you roll above 4, get a bonus/malus on an even/odd number". Dunno what'd stabilize or destabilize you, but it sounds like a fun concept. So at d4, you're stable. At d12, 2/3 of your rolls are modified
Iâd need to hear more to understand that one
Might be a min before reply due to driving
Well, basically:
- There's a stability die that goes from d4 to d12 (or maybe even d20)
- Stuff can increase the die (similarly to triggering Wild Magic Surges before), and I suppose it resets on rest
- Whenever you do relevant stuff, you roll the die. If the roll is 4 or less, nothing happens. Otherwise, even rolls give you a bonus (exploding dice, more condition etc) and odd rolls give you a malus (vanishing dice, less condition etc)
- Other stuff could also use the die as a bonus to something
Hmm, could do
One of the things Iâm doing in PH is making every feature that is magical indicate such, so I could say âanytime you use a magical ability roll stabilityâ
Yeah, neat
Tho magical passives might mess with that
Whenever you take an action to use a magical ability?
Eh, "use an ability" sounds fine enough? But take an action works too, as long as it's clear that it includes Swift and Reactions
Ye, Iâve ensured that all fall under the âActionâ umbrella, as the primary action is now called a Main action
Yeah. Just to cover all the long spells and stuff like talking to people and such. It's primarily an out of combat thing, but it could intersect combat sometimes, and it should be specified for the sake of features like this one
Longer Actions
Sometimes an activity requires you to take more than 1 action to complete, such as a spell that takes 1 minute to cast. Such activities are still considered an Action, but while you are performing the action you are unable to use your Main Action as you are considered to be using it to complete the activity.
Does that work?
"take more than 1 round to complete"
I'd also list more examples: "Such as casting identify, talking to someone, or activating a magical artifact". Make it clear that this is the catch-all even for stuff with no listed length
Is talking to someone an action?
Iâd consider that a âfree actionâ, unless you are making ability checks
Yeah, I kinda meant that (though can't you still do Persuasion through broken sentences mid-combat?). But you can replace it with something better, I just wanted something explicitly non-magical and free-form
Certain activities are incredibly simple or a component of another action, and thus do not consume any action by themselves. Actions such as drawing a weapon to make an attack with it, dropping (not throwing) a held item, or speaking -provided you are not making an ability check- do not take an action.
So you're totally removing Object Interactions?
And I'm not sure about the "no ability check" rule. It makes some sense, but I feel sometimes just a single word in combat could totally be a check ("Help!", "Yield!", "They attacked us for no reason!")
Is that a check? Or a choice?
It's a weird sort of non-action check, but I feel like those totally should happen sometimes. Unless you wanna use passive scores for that?
I mean, if you want any attempt to intimidate the enemy into giving up to be a (Swift) Action, go ahead. But dunno
I have a utilize action but discord is being weird in my phone
Utilize
Uses: Strike/Swift
You use an object, pull a switch, pick up an item from the ground, or say a command word.
Simple Utilize actions do not require you expend an action; unsheathing a single weapon, pulling an arrow from a quiver, or pressing a button each do NOT require an action.
Huh... This is gonna be horribly annoying to make clear and precise
Indeed
Might have to make it a âhereâs many examples but your DM has final sayâ
I feel like you're gonna need to go a little meta and just say that "worthless" manipulations of your character are free, but anything that affects the environment or other characters isn't
That being said, maybe drawing weapons should take at least a Swift action? Y'know, make all the little things matter a bit. Then you get to waive or utilize the costs as an ability for a subclass or feat
Also specifying "single weapon" is annoying for dual wielders, unless you fix this somewhere else
Weren't you gonna give everyone some Swift actions?
Not everyone no, but opening a few more options
Or if you mean actions that anyone can take, ye thereâs a couple (like utilize)
ATM I think only utilize is a universal SwiftâŚ
I feel like Rage shouldn't have a cost, or, alternatively, it should totally allow pulling out weapons as part of it. Or even require
I have toyed with the idea of rage auto-activating
The gameplay of barb being trying to maintain it, no longer requiring they balance limited charges
Tho Iâve also considered them having to do something to trigger it, like once they hit someone they can activate it
Oh, no Rage limit sounds neat. But then I could see it having a cost
I think HoMM 7 did something similar, I like it
It could be neat to have like a ârage meterâ they wanna build to get stronger and stronger as they get more and more enraged, but with combat being so fast that doesnât feel great
Whatâs that?
Yeah. If anything, have it start at some level and drop partially under some conditions
Build-up sounds more like a Ranger thing anyway
Make rage a tiered condition đ¤
Ranger-equivalents get this. It could be a neat alternative to Hunter's Mark, just a stacking buff if you keep focusing on an enemy
https://mightandmagic.fandom.com/wiki/Nature's_Revenge
Hm, tho Iâve already rewritten mark for ranger, but Iâll consider it
Note the subabilities in the table, some of these could be adapted to D&D really well. Either in the base ability or somewhere else
Thoughts on barb rage being tiered tho? You seemed against it
Could be a little complexity to spice up their playstyle
I did? I was only against it ramping-up, I wouldn't really mind a ramping-down one. I guess it really depends on what you do with it though
Tho it could start in the middle, and both go up and down
Hit a guy? +1. Didnât? -1. Turn ends? -1
Maybe?
Maybe with limits based on your Prof bonus
Though I'd be worried about stuff like ranged-heavy encounters just bullying the Rage out of the Barb completely. Wouldn't want to encourage particularly cheesy tactics from either side
That being said, I think a ramp-down one could greatly encourage typical Barb "tactics" such as rushing into the thick of it as soon as possible, so I like that
Hmm, tho youâd need to like⌠spend the rage somehow for ramp up to matter
Like spend 3 rage to do a big cleave or something
Oop, gotta drive again
Do you? I think it could simply be "+1 damage and DR per point, lose one at the end of a turn, lose more if you didn't do anything from the list"
Yes I know DR may not be the best idea, but it's just an example of something scalable. Could be Temp HP at start of turn or something
Could be neat to expend charges to do something so you have an up and down
Maybe nothing cuts your rage other than current 5e stuff (didnât attack or get attacked this turn)
But many things give bonuses you can then burn for powers
So itâs less of a âdonât do this or have this happen or you sufferâ and more of a âif you do this barb-y thing you get powersâ
When I get back to a PC Iâll draft up a quick imagining
Eh, dunno, I think that's getting too complex for being the flavorwise simplest class. You could make a subclass, but I'd keep Rage simple and linear
Yah, that's the issue imo
barb being simple is very on brand
Maybe I can make some smaller changes to get them into the Combo system I'm pushing onto the other martials
something with Reckless perhaps
could add the fancy stuff to the new Battlerager, make it actually usable
Eh, more like some other subclass
I was thinking more like some kind of energy you accumulate, magical or adjacent
So, as I was getting some ideas in #quick_questions message, I realized something with my plan to completely remove Hit Dice
I wanted short rests to instead just restore a flat amount of HP, but I'm not sure how to calculate that
should it just be like, half your hit points? The idea is to do this like BG3 where you only can regain HP from short rests twice a day (though you can take more, you can only regain HP twice)
what's the downside to using hit dice for that purpose?
Roll dice with the face decided by what class you have (so weak classes stay weak), you have more dice as you level (so it scales), you get back half your dice when you long rest (not all of it, so you don't burn it all in one adventuring day)
huh, 5e's system works well here
Tweaks about the exact math could be made - it could be a lot crunchier, for example, or less swingy - but I like the basic system 5e already has implemented.
the rolling? random nature of the healing?
That hit dice are only used for that
that's my major concern
and are a whole mechanic that needs to be kept track of just for that
true
That could be fixed
But DND doesn't like using them to power features, so there isn't much to use them for
yeah to me the solution isn't to ditch them, it's to utilize them in other ways
I'd say otherwise, HP is a very valuable resource, people don't wanna "spend HP" to gain features
that's how you die
I'd much rather be able to say "short rests restore X hp, long rests restore full hp"
as that's literally all you need if you remove hit dice from the equation
but then you also want to track the number of rests you've had between days right?
Replace the hit dice box on the player sheet with two pips
cross one out when you take a short rest
simple solution, I just like to roll rocks
Ye, but how many can you roll?
without looking, can you remember the rules for it? How you get them back?
up to half of your max per rest right? and you get half back on a long rest?
and how do you expend them exactly?
as in restore health with them?
because I'll also say you already got one thing wrong (this isn't saying you are dumb, this is saying the rules are really weird)
roll them on a short rest, add CON to the rolls, restore that much HP
mostly used them in Solasta
so, RAW, you can roll as many as you want on a short rest. You do regain half on long rest
also, you roll them one at a time
roll one, add con, add to HP, decide if you wanna roll more
repeat until you are happy
they're definitely funky, and if you only want to worry about restoring HP then cutting them is the move for sure
I just wish there were more features that could utilize them in other ways, assuming you had a few more to use
They could, but then the issue is while maybe a specific wizard blood mage sub has it, and barb class has use... what about everyone else?
they just have a thing on their sheet that has no use?
either every class has some alt-use for em, or there's really no reason to keep em
better for the blood mage to have some internal resource that they use
I could see them used as an action surge type effect, since they can represent your overall vitality between rests
push your limit briefly at the cost of future restoration
but that's a whole nother can of worms to address
ye, and opens up more pacing issues...
if you don't pace correctly you now have everyone spamming surges lol
fixed
Also, as a totally different topic, I also wanna fix the "two people blind swinging in the darkness have neutral attacks" issue
I might already have it solved, but weirdly?
so RAW 5e, you have adv due to being unseen, then disadv due to not seeing your foe, so its neutral
in my version atm, you'd have advantage due to being unseen, but they'd have a +5 bonus to AC due to having "Hard Cover"
could also add this
Seeing your Foe
If you are unable to see your foe but there is no physical barrier between you and the target, you are still able to attempt an Attack. The foe is considered to be in Hard Cover (+5 AC), and you do not gain advantage on this attack due to being an unseen attacker.
I'll call it "Fighting Blind"
I'm putting it in the Sight rules. Tho I also need to make rules for unseen attackers and such...
Dunno, I don't really mind Hit Dice. Having pips for healing surges or whatever wouldn't really save much space compared to a number. And like, nobody complains that HP has only a single use. If you fixed the pacing a little, tracking Hit Dice would become as natural and engaging as tracking HP. Doesn't matter if there's only one use if that use is what's keeping you alive.
And then all the blood mages and limit-breaking warriors can use them in a natural way, I agree those should exist a bit more. Also I guess if you want Hit Dice to be a bit more interesting, you could have them work when dropped to 0, but less effectively (possibly no Con bonus?) - you can expend them to push your limits and not fall down just yet, but at the cost of future recovery. I'd also make them equal to level just for simplicity (and, assuming the pacing is fixed, having some more HP to expend over the day won't be a bad thing)
The pips can also be placed in the HP area instead
instead of being their own box still
you don't need that full wide area to mark your max hp after all
Eh, technically. I don't think that matters much
no, it doesn't, that's a very minor benefit of removing hit dice compared to others
I feel like it shouldn't count as Hard Cover, as it's literally the softest cover that could be. Just make the bonus stand on its own or something
"Hard" in this case doesn't mean literal durability, but instead how significant of cover it provides
I do hope to rename it eventually to something other than the military term
Eh, I guess. Still, kinda weird if it can be avoided by the other type of feature that should avoid it. I really think visual and physical cover could be separated pretty easily
I assume you're gonna fix yoyo healing, right? In such a case, letting Hit Dice prevent you from falling unconscious could make them way more important by itself
I plan to have a condition that is applied to a creature that goes down, increasing in severity as they repeatly go down
Sometimes, cover only blocks view (like fog) or only attacks (like glass). Physical cover provides X bonuses, visual cover provides Y bonuses, and to calculate Z bonuses, take the higher of their levels
I mean, but they do the same thing
like, there's 1 or 2 things in the game that only requires sight and nothing else
Uh, most spells?
no, most spells require a direct line to the target, glass interrupts it
I'd argue at least all of Enchantment should work
afaik, only two spells: Misty Step and Sacred Flame can work through glass
misty because it targets you, not the space you teleport, and flame because it explicitly ignores cover
Hiding is a pretty big thing too
ye, the goal will be to say that Hiding can give you a type of cover, as well as potentially make enemies unaware of where you are
It's the other way around - you need cover to hide
true, so if anything it might... increase the quality of your cover?
as "cover" here is used to define "harder to see/hit"
This is certainly getting messy. I think at least with your current system you could have cover be numerical, and Hidden just give advantage on top of that. May be way too strong though, depending on how it's calculated
How about "Hidden lets you preserve the quality of your cover for a few moments". So for example you get to attack with the bonus, which normally wouldn't count (as you're already out of cover when attacking)
I think this may be helped if I rename cover
because cover feels like sandbags and arrow slits, and not fog and invisibility
but like, why?
they do the same thing, just have a confusing time calling them one thing
They don't, fully
person you can't see very well (because there's a wall)
person you can't see very well (because they are invisible)
mechanically almost the same
One literally blocks physical weapons from passing through, that's a pretty big difference. Total physical cover means you can't be hit, total visual cover only means disadvantage to hit. Total visual cover means you can't be enchanted, total physical cover can allow that.
ye, so visual cover can never become total
Sure, but if you're fighting ghosts, visual is the only type that matters
I mean like ethereal ghosts that don't care about walls
I'm not saying they should be two separate mechanics, but I'd at least allow a distinction by separating bullet points in the effects
well, does their attacks care?
if they can't see the player due to a wall, even one they can phase through, they can't hit em
I'd say no. A ghost archer firing ethereal arrows doesn't care about glass
but just because they can phase through walls doesn't mean they see through walls
so, Hard Cover but not Total
But there's glass and mirrors and other senses and whatnot
Force fields may be a pretty big one
Plus then you can just make Blinded be total visual cover for everything, I guess
soft = visual or physical barrier partially obscuring
hard = visual or physical barrier greatly obscuring
total = physical barrier totally obscuring
Eh, dunno. I mean that's pretty much how it works now, but eh
I mean, I agree the terms make it hard to really put the two together
I think it can work, just the terms "cover" and "hard/soft" don't really help
Well, the current system is kinda better in this regard
half/three-quarters/total cover, then light/heavily obscured sorta thing?
Yeah
I guess light/heavy/total cover isn't horrible if you want to unify them
Still, unification means you can hide behind glass, and I don't really like that
but you already can
In vanilla 5e? I don't think so
spells can't pierce glass, at least most can't
and attacks consider that attacking the object
sure attacks can probably break the glass, but you can't target the creature
Yeah, but you can't use the Hide action, no advantage for your attacks
Even forest elves can't
Right, so if I had a separate rule for "Unseen Attacker", that should cover that right?
that rule specifying "you must have visual obscurity from the target"
ironically, glass has a decent AC
I suppose, but then you end up needing to define a variant of obscurement anyway. I think you're better off doing it my way, i.e. here are the main benefits (take higher), here are the visual-only benefits, here are the physical-only benefits
Glass is totally a high AC, low HP thing
so, one of the reasons I combined them was to avoid them stacking
like, you are in cover, then lightly obscure, both give a +2 AC bonus, do you have a +4, etc
yes, which is why I said take higher
what if one gives like, +2 AC and +2 Reflex, the other gives +4 AC no reflex
what's higher?
do you get +4 AC +2 Reflex?
argh, give me a while to type it out
Cover
Walls, trees, creatures, and other obstacles can provide cover during combat, making a target more difficult to harm. A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover.
Cover is counted either on a numerical scale or as light/heavy/total, whatever, both work.
Cover provides the following benefits:
- +X to AC
- +X to Hide, Sleight of Hand, and Initiative checks
- +X to saves against effects with a physical trajectory (I guess just Reflex saves)
Physical and Visual cover
Most types of cover (such as walls, trees, or creatures) provide visual and physical cover in equal measure. However, that is not always the case. For example, a pane of glass would provide only physical cover, while a dense fog would provide only visual cover. Something like a soft clay wall could provide total visual cover, but only light physical cover.
When a creature isn't affected equally by both types of cover, calculate the benefits in the following way:
- use the higher of the two cover levels for the AC bonus
- use only visual cover for the second bonus
- use only physical cover for the third bonus
Most effects that bypass cover only work against one type of it. Special senses such as Blindsight or Lifesense will typically help you bypass visual cover, while physical cover may be bypassed for example by ethereal or homing projectiles.
This is obviously missing lots of key points and is written horribly, but hopefully it'll let you get the idea better. The point is that they don't really need to be written as separate, but rather the separation is another layer of it
I'm gonna be back to a PC soon and can see what I can do
Y'know, this allows summon spells to work through glass and peepholes. I think I like that option
Maybe you should formalize it somewhere. "All spells travel to their target as a small bead, unless otherwise noted. The bead is roughly 1 inch in diameter, and can/cannot pass through matter. It cannot pass through lead or lead-lined materials."
not perfect wording, but I think this is a clean way to put it?
so no matter the cover type, you get +x AC. If its visual, you get +x (dex checks), if its physical you get +x reflex. If its both, you get all three
Yeah, that's what I meant. Though Total Cover should still be type-dependent
well, complete cover is complete. The only things that can ignore any form of "total coverage" would need to just specify that they do, like things in 5e that specify that full cover doesn't grant protection
if you don't know where someone is, you can't do anything except look for em
And "cannot be targeted" is kinda bad in general, because you often have cover from an effect, not a creature. Y'know, a fireball
true, "directly" targeted may be better
like, if its glass (complete physical, no visual), neither spells nor attacks can pierce
if its invisibility + hide (complete visual, no physical), neither spells nor attacks can pierce
Well, something like an Enchantment spell (or just Magic Missile) could. For the latter, a fireball still catches you
ye, I'll need to note only direct targeting matters
You've already made the split, don't avoid making it here as well
but complete is complete, there's no in between?
and magic missile and such can't pierce anything
like, the only spell I know that could pierce both is Psychic Lance, and that explicitly says it ignores all cover
Sure, but you can still have complete visual and no physical (pretty common actually) or the other way around
right, but in both situations, you can't be directly targeted
Depends
does it?
Yes
if u can find an example lmk
Seriously, why do you keep avoiding it so much?
Enchantment 
What kinda enchantment?
Unless you go for the bead interpretation anyway
all spells are the bead interpretation by default
you cannot target a space that there's not a physical direct line to
even an invisible object can stop a spell
Is that so?
yes
Well, maybe. But why not future-proof this anyway?
Isn't that what I'm doing?
You don't lose anything by just continuing the split
But why split into two when the effect is truly identical now
like, I agreed with you for the rest but, no is no?
you can't if its physical, you can't if its visual
you very can't if its both
When your cover is fog, it has no effect on the fireball blast, even if it's "total"
could be
right, so, you cannot be directly targeted if the creature doesn't know where you are
that's how it be
you could get blasted from the side by a random fireball ye
Sure. But you have cover from the fireball someone blindly tossed in your direction
but you can't be targeted by a hold person
yes that's why I updated the wording
directly
fog won't give you protection from a grenade at your feet
so then a hard wall provides no protection from fireball? 
well fireball doesn't say it ignores cover right
Unless you changed it
The rules for areas of effects would specify such
wouldn't need to be in cover rules
I think that's how 5e did it?
I will note I also said "target" not "creature" as this includes spaces and points and such
Pretty sure it isn't, and even so, it's backwards. Won't you specify it there using cover rules?
I mean, I could throw in a line saying that complete visual cover may not protect you from aoes?
Sure. But why are you being so weirdly adamant about this. Why can't you just copy the scheme of the three bullet points you have?
A target in Complete Cover cannot be directly targeted by any means. You may still be affected by effects that target an area, such as the blast of a fireball that you happen to be too close to despite being hidden from the caster.
mostly as the game doesn't have but like, a handful of edge cases that would be bothered by this?
like, "homing attacks" or "ethereal attacks" are like... 1 spell?
I can just have those be a "specific beats general" moment
if there were more ethereal attacks, would they also ignore armor? đ¤
- Any kind of total cover prevents the beneficiary from being targeted by attacks (wait wasn't this supposed to be disadvantage?)
- Total physical cover prevents the beneficiary from being affected by effects requiring a Reflex Save
- Total visual cover prevents the beneficiary from being directly targeted by any action
Well sure, but you're gaining literally nothing by not doing it
and losing nothing by not?
No, you lose some consistency in the rules and future-proofness
Players and GMs alike already ignore so many rules
its way better to have it be much more generalized, then have specific cases note their exception
at least imo
Yes, because they're bad. That's why you should be trying to write them better
If someone wants a ghosthunting campaign, it'll suddenly become a pretty important ruling
if I can just write a single sentence, bold it, and say "if you ignore everything else, just know this", I'm good
if they wanna look closer and go "wait what about XYZ situation", they can read the little notes after
The problem is that you're writing the rule in a specific way - "can't be directly targeted". So this isn't just a "do what seems logical" suggestion, but an actual hard rule. So it should be at least a little consistent
but you still can't?
like, in 5e, the one spell that breaks this that I know if is Psychic Lance
If the named target is within range, it becomes the spell's target even if you can't see it. If the named target isn't within range, the lance dissipates without effect.
Maybe. What about the Enchantment Wizard feature where you hypnotize someone? It's not a spell after all
isn't that a touch range?
As an action, choose one creature that you can see within 5 feet of you.
Not really, glass is thin
Besides, it doesn't matter. What if someone later makes a similar one with 60 feet range?
Which is completely stupid
"To target something, you must have a clear path to it, so it can't be behind total cover. If you place an area of effect at a point that you can't see and an obstruction, such as a wall, is between you and that point, the point of origin comes into being on the near side of that obstruction."
The point of rules is that it's best to cover stuff as generally as possible where possible, not to delegate stuff to exceptions
If you write cover properly here, you don't even need to mention it at the AoE rules (though you probably want to as a reminder)
but then the person has to look back at the rules and go "wait is this considered just a complete physical cover? So I refer to this rule..." vs "ah ok this spell ignores cover so I don't need to worry about cover"
I would need to specify on every spell "choose a creature that is not in complete visual cover from you"
I mean, if it ignores cover, then it ignores cover. If it ignores only physical cover, it's rather intuitive it ignores fog but not glass. Don't pretend this is some artificial distinction
Literally "that you can see", those literally mean the same thing (which should of course be clarified that this is indeed true mechanically)
Also that's why I mentioned you may want to potentially formalize the bead thing
But personally I feel like Enchantment and such should just work through glass (or walls, if you have the means of targeting)
when you say Enchantment are you constantly referring to the wizard subclass?
or the whole school of magic
school of magic, it's the most basic example of spells that don't really travel as a projectile. Most conjuration should also apply for example
I mean, they kinda do?
you point somewhere, you form a connection between yourself and that point, the point has an effect
you don't just instant transmission the power over to the point
it goes there
Well, maybe. That's up to you to rule somewhere. But I've always felt that psychic stuff like that doesn't care much for matter (though it may for sight), except for lead at least
It's direct mind-to-mind contact, Weave radio
But that's not so important. Your rules shouldn't just be tailored to what content currently exists in the game. Yes, obviously don't write five pages of rules for modern tanks if your game has a fantasy setting, but don't avoid writing a single sentence just because it technically doesn't change anything at the moment (or, more likely, you're not aware that it does)
How would I write that distinction?
What could I say in a spell to indicate "this thing just needs sight" vs "this things needs sight and a direct physical path"
95% would be the latter, so that would hopefully be the simpler one
Well, the best way to do it is not to. Write the general rules in such a way that you won't
That doesn't work when both are spells
how do I say hypnotic pattern needs only visual, while banishment needs visual and physical?
Which is pretty much how 5e does it, no? Spells require a physical path, so it's written as a general rule which you yourself quoted
the quote was from Sage Advice and some dnd Podcasts with the creators, its hardly a written rule XD
But that's 5e for ya
...which should show you why you should make your rules more robust than they did
Well, option A is to go with logic, though that can be faulty. Option B is to figure out a shorthand for it
A target with total cover can't be targeted directly by an attack or a spell, although some spells can reach such a target by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle.
is the official one
supplemented with
A heavily obscured areaâsuch as darkness, opaque fog, or dense foliageâblocks vision entirely. A creature effectively suffers from the blinded condition (see Conditions ) when trying to see something in that area.
Yeah, which is what we were kinda trying to do as well (use the same conditions for different things)
You can always do option C and just say all spells require a straight line without physical cover to arrive, I'm not arguing against that part
I do already have this line
A target that is in Heavy Visual Cover is also unable to be targeted by spells.
but nothing about physical yet, as atm only total physical blocks em
Hm, that's kinda weird. Heavy isn't total yet, shouldn't stop targeting imo
mostly a nerf to spellcasters, requires them be a little more clever with targeting
in my mind the reason would be "spells need a clear target"
Hm, maybe? I'd probably make it a check though, you can still kinda see them after all
tbf, this is kinda already how it is in 5e too
heavy obscurity blocks spells, but you can still attack through it with disadvantage
you can shoot someone in the darkness spell but you can't cast on em
as in 5e, there is no "complete visual cover"
The levels should match. Light is just sorta there - a low wall, or some rain. Heavy is significant - dense natural fog or a thick tree. Total is, well, total. Magical darkness or a solid wall
Yeah, but probably should be? At least since we're linking them here
ye, there is now. Total visual even stops attacks now, but "total visual" is more than invisibility, its being totally gone. Stealthed. Not even there
note that Invisibility is considered a Heavy Visual Cover
Or, alternatively, we could just switch the whole thing around and make "visibility levels" or vision distances. "Cover" is kinda misleading, because it totally depends on the distance - in melee range, regular fog doesn't matter, but it's disadvantage at 20 and no visibility beyond 60
this is because you can also attack an invisible person, but you can't cast on them
This could neatly work with all the stuff like light levels, special senses and so on
this is why I didn't wanna specify complete visual cover
Invis is already Heavy and handles all the rules super cleanly
It does force a detachment of cover and obscurement again, but eh
Or, well, maybe it doesn't? Is Dim Light lightly obscured in 5e?
yes, but lightly obscured just means disadvantage on Perception checks in 5e
nothing else
Yeah. But it could just be attached to the above. Literally have it act as visual cover
It'd make light levels and other senses way more relevant, help compress rules, and otherwise be neat
also grants +2 AC now on top
Which is good, because it actually matters in combat too
You only need to add short/long ranges to senses, but you could literally just say that short is always half of long for any sense
Because it's weird to go from +5AC to zero immediately. And to match normal sight
I guess, but is that level of realism worth it?
forcing players to measure how far away a foe is every attack to see if they have a +2 bonus to AC?
Good question... But the alternative is what, removing dim light completely?
is that the alt?
Well, I guess it can depend on sense. You could just define Darkvision as "move light categories one tier up (not blinding though)", then it doesn't have a range. Darkvision having range is kinda weird
Ah, right, that's how you defined it
Well, they do it already anyway, for weapons. Not much changes
Ye, tho only a few actually have a long range that comes up in typical combat
most just use a bow and don't worry
Rogues and cantrips exist
cantrips don't have a long range tho?
No, but they have a very noticeable range of 60 feet
ye but I'm saying it might be ok to go 100 to 0 rather than have gradients
Maybe? But I feel like tying obscurement/visual cover and sight level together is neat anyway
I guess you can always make it an optional rule
But like, I feel like there should be a range that the ambush is detectable but at disadvantage
I mean, with light levels that's true atm
dim light gives that +2 to Stealth, so harder to see em coming but possible
Right, I suppose there just isn't a dim light equivalent for other senses...
ah, I see
Also, should it be +2 or rather +5?
yah, only normal light, but 95% of people only worry about normal light
It's... weird
disadvantage is roughly -3.3 so, +2 is closer than +5
and lines up with 5e cover rules
I'm tempted to say obscurement should be mildly stackable. So if the target has light visual cover, it could be at +2 if it's close, at +5 if it's at 100 feet, and invisible at whatever the longer range for dim light was
Hmm, just realized I actually still have dim light also give disadvantage on perception
so that kinda stacks
So there's still four tiers (none, light, heavy, total), but they actually add up. And then there's a table of distances for each light level, and each sense has three levels... Eh, dunno, I may be overcomplicating, but I don't see a great way out
Alternatively just say screw it, have light/heavy/total visual cover, and then separate short/long distances for light (and possibly obscurement) levels. Enemy behind dense foliage while also in dim light? Tough luck, that's -5 and disadvantage
I'm ok with that
I don't think the other senses need distance marks, but doubling up is OK imo
The difference being that fog goes to light levels instead of cover
there's a reason people not only sneak through dense foliage, but also at night
if it didn't stack that'd almost be weird
Yeah
So I guess give each light level two distances (normal and at disadvantage), then have some sort of rule for fog (presumably halve or quarter, depending on severity)
but do they need it? You don't see well in dim light at any distance
Don't you? I don't think it should matter in melee
so its just disadvantage, then nothing
ye, you don't make ability checks in combat
attacks are unaffected by dim
Well, I think they should be
Well, torches (and shining gems) exist. Let's just make light relevant, while not granting darkvision to every race
but what player wouldn't want to be at an advantage while their foe isn't
why light a torch when it makes you easier to hit
Well, the foe presumably does have darkvision if it lives there. Maybe even light sensitivity
I do think there's an important decision to make here. Do we want light to have a range, or sight? Because preferably not both
Well, its kinda both?
you can only see so far away, you are limited by both Cover and Light
if in a dim light area with foliage, your vision is cut even harder
Yeah, but like, if there's a guy carrying a torch, how well you see a given goblin depends only on the ring it's in (bright, dim, darkness)?
And not your distance to it
right, so the light level is centered on the torch
Though, technically...
if there was a torch 200 feet away, you wouldn't be able to see anything in its dim light radius, but you could see things in its bright light radius
Well, maybe? Or perhaps it's all just disadvantage from the distance and that's it
I think that's ok tho, it makes sense and is realistic
Yeah, but more complex mechanically. We are trying to keep it simple
Also, fun fact! In RAW 5e if you were in Darkness and a torch was 45 feet away, you would see nothing
So I suppose there should just be short and long ranges for sight in general, simply giving disadvantage, and then light does its own thing separately. Disadvantage continues to not stack
Yeah that's why I'm trying to make sure your rules are more robust 
I might need to take a break from this, my sight is getting disadvantage
Fair lol
But I think we have the makings of a decent system here:
- Cover split into visual and physical (though they're commonly linked). It works with flat modifiers. Magical fog presumably goes here
- Cover could potentially be numerical instead of just three levels. Maybe as optional rule?
- Light levels simply give disadvantage or not, range doesn't matter. On attacks, or only checks?
- There's a short and long range for sight that also gives disadvantage. Potentially stacks with the above? Natural fog presumably goes here
- Special senses may or may not get a short range (it could just be half of long range and that's it)
- Invisibility is still kinda separate
- Spells targeting could be affected by both, either, or none
This would be easier if every spell had scaling. Maybe every (combat) spell should be a save? (which honestly is almost true now?) Then "harder to target" could work very easily with visual (or any?) cover and light/fog
not sure how best to word "disadvantage distance isn't added onto the clear distance, its its own distance"
makes it a bit more clear with the disadvantage at least
mostly due to bright light being the weirdo
unsure if dim should be nerfed in its clearness
also, the issue with senses having a disadvantage radius, the DM now has to tell you that they are in that radius
"I wanna find X guy"
"Ok it has disadvantage"
"Oh...?"
Use the passive rule or give him advantage
Yeah. But you can just roll in secret
so I have two stealth levels then?
...you mean?
they have 12/16 stealth now? 12 if you are close, 16 if you are at "long range"
Sure
No? The guy further away simply has -4 to perception, that's logical
I more meant they rolled twice, once with advantage once without
so now they have 2 stealth results
Well, sure
Which is why you just use the passive -5 rule
passive would be much better, but even still
I'm just not seeing the worth of long range senses beyond normal sight
The alternative is that the guy 100 feet away from you sees you just as well as the guy 5 feet from you, so...
like, ye its realistic, but is it worth it
If it's like that for normal sight, it'd be more difficult not to have it for other senses
Normal sight is what you use 95% of the time
is it? They are special
little snowflakes that get to just work
no special rules, they just do da thing
optional rule then?
I guess
Hm, tho I should also adjust normal sight
because it has the same stealth issue
I think I kinda liked the range separate from light better
Or like, range/size table, I guess
Spotting a giant and reading something aren't exactly the same
Also you get to give elves the Legolas sight
or, using the new terms
When a creature takes the Search action to find a hidden creature, if the creature is in the Obscured range for the light level it has a +5 bonus to its Stealth.
or that
Bleh, that's too specific. I'd make it a generic malus to Perception and add a blurb that says "typically you'll want to roll hidden...". Also I'd make it Disadvantage for feature reasons
Or that, the image option is better
didn't we just talk about how disadvantage doesn't work?
We did?
ye?
That's hardly "doesn't work"
doesn't work as in, weird and better to do something else
getting too late to do more now tho
slep
Yeah, true
I'll write some stuff and you can respond tomorrow
The thing is - (dis)advantage is the 5e thing. It's how you do stuff like that. It interacts with other stuff. It really just belongs here
But dunno, I'd go for the separation of distance and light.
Fine objects like writing are visible at 5 feet. Tiny at 20, Small at 40, Medium at 100, Large at 200, Huge at 500, dunno I can't into imperial units. At twice that, you have disadvantage to spot and attack (or need to make a check at all for stuff like reading or discerning gestures), at quadruple that, you don't see the thing (or the detail).
Now, separately, you have disadvantage in dim light. Unless you have Darkvision, in which case any dim light is normal to you, and darkness it dim light - regardless of range. Total darkness is still darkness and you don't see a thing
Global things like rain or fog decrease the sight ranges (probably halve or quarter), but localized effects like spells are cover
Is this technically unrealistic? Yes, but only insofar as disadvantage doesn't stack. And besides, I feel like sight ranges and light levels will come up at the same time pretty rarely - one is for the surface, the other for caverns
Yes, the level of detail table can get a little complex, but how often will it really come up? It's mostly just reference for those rare cases when someone is trying to spot someone at a huge distance or read some text that's just out of reach.
It will make fighting Fairies an annoying mess, but that's exactly what it should be, so no issue there. Also you get to give Elves Farsight, which is cool
fun fact! A human eye can see a tiny candle flicker from miles away
our senses are actually really good
Well, probably. You can specify that exceptions exist. But a table like that seems convenient
my only reason for not doing advantage is its more burden on the DM. They already rolled stealth for the guy, now they have to roll again with advantage, keep track of both numbers...
just rolling normal stealth then +5-ing it if the players are too far away when they search is much easier
also prevents any possible metagaming there
Well, yes, but that's what you're supposed to do anyway, no?
hm?
Replacing (dis)advantage by +-5 is standard practice, you could even explicitly say so. "In practive, it's usually easier...". But this way it still stacks with advantage and disadvantage-reducing features and so on
Though, making visual obstructions like fog/rain cutting vision by a fraction rather than a fixed amount... maybe
Maybe. Fixed does make sense too, and then it's kinda independent on size of what you're trying to see
I'd be tempted to say fog is fixed, rain is fraction
I guess I could say that all distances for natural obscurity is "how far can you see into the obscurity"
so if the distance you can see into fog is 100 ft, and you are 200 feet away from the fog, you can see 300 ft
if you are in the fog, its simple and easy 100 ft.
Yeah
Now I need some of these
Simplified the wording a bit for Cover again
First take of the Wounded condition, a creature adds +1 to their Wounded condition each time they fall to 0 hit points. This is the anti-yoyo mechanic
It's... weird. But I don't have time right now
I'm working on the actual Dying condition next, which is more important in the long run
we'll see how that goes, at least its something that many have done in the past
Not finished, but here's what I got so far
keep in mind, the Main action can be used to take any type of action (movement, bonus, strike, not reaction)
ATM it has no end condition besides luck (not even healing removes it currently) but I'm not sure how it should go... should any amount of healing instantly end it? Should there be certain spells or effects that can remove the Dying condition? Does a medicine check auto-end it?
The goal of this is such that a Dying player doesn't have to just sit back and do nothing, but they should be greatly impaired from continuing to fully contribute to the fight
how are you altering healing to account for this change?
yo-yo healing is weird but Iâm curious of what other changes youâre going to make
A good question, I do want to mess with it but I'm not certain on my approach yet
I don't like that combat healing kinda sucks (other than 0 hp), and I want combat healing to be viable.
I don't like that so many healing spells are almost only useful outside of combat (like aura of vitality), other than those that should be (like prayer of healing)
And, to be fair, if I "fix" healing enough I may have no need for the Wounded condition
but this is my band-aid for now
I almost want to do death saves as a deathâs door mechanic before you go down, and healing gives some of that back
not explaining it well but something like that could be a way around it
death's door mechanic?
Well, the standard fixes are either:
- permanent death save failures (or just get one every time you get up), or
- simply track hp into the negatives
track HP into negatives could work
works well alongside the Dying condition too I think, and then just say it ends when you have positive HP
Yeah, seems about right
tho players already struggle to add two positive numbers together, negatives can only make it worse
not a big concern, but a thing to keep in mind
Talked with my players yesterday about some rules, we found the Engagement rules to be a bit too weighted in enemy favor and makes it harder to combo with other aspects of the system when you have to take a specific "engage" action to lock down any foes. So, its been updated!
The goal of the engagement rule from the start was to prevent the whole "enemy dashes past the frontline, steps within 5 feet of the ranged martial, prevents them from having fun" thing
With this, an enemy could still dash up to someone, but unless they make an attack they do not engage and thus you can still move away
There is no penalty to making this "Engage" action anymore, as its now just part of every basic attack to retain its ability to combo with the rest of the system (because its not a unique action anymore, its an "Attack" action)
sounds reasonable
However, is there some sort of emergency engage option? Because as it stands, there's still the option to just randomly run past people
Also does ceremony supercede engagement?
So, if you wanna form a line/blockade to prevent enemies from passing, your best bet is readied actions
if you are melee boi and you are not yet at your foe, readying an attack for the foe to run past so you can smack em and lock them down would be the way to go
Are readied actions still lame for martials?
there's a few (I think one rn, I'll need to improve that) weapons that have a new trait I made too where you can ready an attack by spending 1 attack rather than 1 main action, which makes you better at that
huh, interesting
called the "Brace" property, I think only Spear has it atm
I feel like something like that should be the default though. Fighter shouldn't suck at Readying
Brace. This weapon can be readied easily to keep opponents away. You can take the Ready action as a Strike action to ready a single attack with the weapon. When you trigger this, you don't need to use your Reaction.
Ye, I could make that more universal
Yeah, the no need for reaction is cool
maybe the property has the fancy "no reaction needed" part but the base martials can just do it with a reaction?
If still too strong, it could also take your Swift action maybe
I could make that part of the Ready action, as only martials would have extra attack (normally)
Actually, would this wording already work?
technically "Strike" is a type of action, which is a single attack
Alternatively, you could make Brace a main action, where you prepare to defend (e.g. infinite reactions and infinite engagement)
the second paragraph is weird. "Otherwise" is too lose
I assume the intention is to say "and didn't use it"?
ah, right
If you readied a spell or ability that consumes a resource when used (such as a spell slot) and do not trigger this reaction, the resource is consumed as though you used it at the start of your next turn.
Which, for the record, I'm not sure we should keep either. Or at least allow maintaining it via another action
I know Ready sucks purposely, but it sucks a bit much
Oh, that's not bad. Though the issue comes that you get the wizard saying "I prepare fireball for the next 5 hours"
now you always start a combat with a free fireball
Yeah, true
There are ways around it, but you'd almost have to be combative with the wizard to make it not work as well
like, forcing them to cast a different spell to solve a problem
Well, the easy option is to have it reset when initiative is rolled or somehing, though that's gamey. I'm sure there's a middle ground though
Also, make a Metamagic that makes Readying good
Potentially, tho idk if Sorc needs a constant "free fireball at start of combat with small cost"
Yeah, I know. It'd need some limitations still
maybe they can hold it for a minute or something
Ok so, totally different topic
I was working on moving around the advanced weapons to their own table, and moving firearms over, when I reached a point that I needed to figure out
my party at least, whenever there's a gun toting person around they have an artificer to add that repeating shot infusion which is... not meant for guns I think
as RAW it means you could get an RPG and just... infinitely fire rockets? Or a musket firing fully automatic?
This magic weapon grants a +1 bonus to attack and damage rolls made with it when it's used to make a ranged attack, and it ignores the loading property if it has it.
If the weapon lacks ammunition, it produces its own, automatically creating one piece of magic ammunition when the wielder makes a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.
For reference
considering artis baseline inclusion of firearms (as an optinal rule) I'd say it is meant to work on them.
The only sort of fuckywucky bit is how WotC is unclear on if firearms are martial - be we've been more explicit that they are, so that bypasses that.
they are martial, afaik the DMG lists each in a table labeled "martial ranged weapons"
I like to pretend that table doesn't exist, but you're probably right. xD
So, I think repeating shot is a neat infusion, but I don't want it to break the firearms
I could have it magically move your ammunition into the right place, sorta like a magical speed-loader rather than manifesting its own to avoid the RPG issue
perhaps via doing so only reducing the reload time, and maybe you still need to always take at least one action to reload a gun, but it reduces the reload of all "longer loading" guns by a bit
Tho then how does it help single shot weapons, which are the standard? It still makes it a +1 weapon, but they already have that with just a standard weapon infusion
maybe... it can reduce the reload to 0, but you still need a free hand to reload?
not entirely sensible suggestion, but also kind of works - infusion adds a "load" button.
When loaded, it lights up.
Basic stuff it's quick.
Bigger guns you need to hold the button for longer for it to load things with longer loading times
I mean, yah that works too
or the artificer gives you a fancy like, micro-crane attachment to the gun that reloads for you and you just gotta hit the button
Actually, that could do the opposite
you can just hit that with your thumb, you no longer need a free hand
except like, two handed weapons ofc, but that goes by default
Ammunition. This weapon requires you have available ammunition to make an attack with it. You can pull a piece of ammunition from available supplies whenever you fire this weapon (no action required).
Loading (X). The weapon can be fired X times (default 1) before you must reload it. You can spend a Strike or Movement action to reload early, or reload without an action at the start of your next turn. You must have one free hand to reload a weapon.
Misfire (X). If X or lower (default 1) is rolled on the d20 for an attack, the weapon fails to fire. The weapon cannot be used to make a ranged attack until a creature uses a Strike or Swift action to correct the failure.
Slow (X). This property extends the Loading property on a weapon. It is only reloaded after performing a reload action X times instead of once.
So with those properties, lemme type up how the reload infusion would work
So, something I've been thinking of, cos like.. slow feels off as a thing different to loading, and loading including the capacity feels off.
And it was an issue I've had.
But, at least with my system, where Loading is an attack, action or BA, then making it Loading (Capacity (#)), and if longer loading Loading (# Capacity (#)) might work.
Or maybe just "Capacity" being its own thing...
This magic weapon grants a +1 bonus to attack and damage rolls made with it when it's used to make a ranged attack. Additionally, the weapon no longer requires a free hand to reload as a magical device assists in reloading the weapon for you.
Slow's value is reduced by 1, if present. If this would reduce the value to 1, the weapon reloads so quickly that it can reload as quickly as you fire it, requiring no reload action be taken.
So, I tried originally to include the ammo count in the Ammunition property, but it didn't work as bows require no action to reload, but crossbows/guns do. Thus you need two separate properties there.
Combining Slow and Loading might have a way to do it, but I think it might feel forced? Anything with double parenthesis feels weird
Also are you happy I moved the Cost to the right side now? đ
I might not even need to include the Type considering... they are all firearms when in the table called "Firearms"
yeah, s'why I'm looking at Capacity for mine, and if you're looking at two anyway.
And thinking on it more just "Capacity (#), Loading (#)" would work better yeah. xD
Maybe Ammunition and Loading are mutually exclusive?
hmm, I think its ok, because technically you could have like, an energy weapon that has a loading thing (cool down overheat or something) but doesn't have ammunition
Blunderbuss. When you make an attack with this weapon, other creatures in a cone centered on the target within range of this weapon in a cone must make a Reflex Save against your Attack result. Creatures not within the X range of this weapon have advantage on this saving throw. On failure, a creature is also considered to be hit by this weapon.
Range (X/Y). This weapon is considered a ranged weapon and can be used to make ranged attacks out to a range of Y feet. If an attack is made against a target more than X feet away, the attack has disadvantage.
Does this make sense for the blunderbus's shotgun spread?
goal is that it acts like a normal ranged weapon vs the single target (aka, you make an attack vs the target, on hit you deal damage, on miss you don't), and other creatures within the spread of the weapon need to Dex save or get hit too. This would include any buffs to the weapon, it makes it still considered a "weapon attack", and... yah?
I have used the phrase "against your attack result" before as well, so there's some precedent
it would mean that if you target someone outside the short range of the weapon, your attack has disadvantage and thus the whole shotgun spread is worse (because your attack result is worse), which... might be ok? Encourages getting close with that shotgun
This would be the weapon properties
So yes.
And again, Biased, cos we're in gunno territory now, but I like Spread Save more than opposed roll DC
Sick
I also do not like skill contests, and weapon DC's never made much sense to me, and I really liked how you can combine the attack and DC generation in a single step, improvements to the weapon = improvements to the DC, just saves time
My main departure from the previous iteration which was more like that is a couple things
- Its an attack, and thus benefits from all bonuses to attacks and combos with features that trigger on attacks (like my new Combo action)
- you focus the fire on a single creature rather than a full spread (Might wanna rework this, as you can't fire centered on the air to hit two people that are a little further apart)
maybe like this? (Edited)
Blunderbuss. When you attack with this weapon you do not choose a singular target though you do still roll a single attack. Instead, you fire in a cone with a length equal to the long range of this weapon. Creatures in that cone must make a Reflex Save against your Attack result. Creatures not within the normal range of this weapon have advantage on this saving throw. On failure, a creature takes the attack's damage. On success, a creature takes no damage.
ya know what, lemme ask overflow, they are kinda quiet atm
#overflow message sent
I want to figure out a way to shorten all the "you can use this x times per y rest" lines in features
I already did something like this for races, which seem ok
but for features without the bold name ahead of them, how would it be done?
like this?
no, but saves a lotta unneeded space
I guess 
putting it in the title looks... terrible tho
Not any worse than the level number
and with OG text, 3 whole lines
Align it to the right and use minuscule letters, as titles have this capitalized style anyway
what, next to the 6?
or like, underneath the feature text?
it would need to be very noticable so a player doesn't accidentally miss it
next to the level, yeah
Hm, yeah, it does make it more likely to be overlooked
By the way, are you removing flavor text from features?
Not all of it, but atm I'm just focusing on getting the mechanics in order
flavor can be added later
Like this maybe?
Though this becomes much harder to do on any feature that has like, a passive always on feature and an X/Y feature
can you square box text?
as in, put a border around it?
yeah
yah
and can you not circle the level?
well, no way around this, you'll just need to split these
alternatively have named bullet points the way races do
cos if in the text, it was like STUFF, DOES THINGS USES in the text would make it stand out, and remove the concern of split features, save space, and still be clear
Yeah this looks awful lol
I can, but I think the circles look good, at least to me? They are actually just unicode characters which are circled numbersâ˘
Dunno, to me they look goofy. Can you do like, a lower index "lvl" instead?
not just a raw number, but not the circle either
tbf I can make the border have some spacing and look a little better, but that was just a proof of concept
I'm not sure I get what you mean by this?
Since you're already doing the "magical ability" symbol, you should totally think about introducing mid-text symbols
the way there are symbols in the bottom paragraph here
Like this?
yeah, closer.
Wherever the uses would be.
Need to figure out wording and spacing.
If you're full tagging / condensing you can do like:
Swift Action
Wis/LR. Regain hit points equal to Martial Arts die roll + Wis.
I kinda do? At least, I use X, and the magical symbol can be used mid-feature text to indicate like "magical damage on an otherwise nonmagical feature"
Also, you could write the features normally, and then have "flashcards" for each class, subclass, and so on, that are just highly condensed versions fitting on a single sheet (A4 for class, A5 for subclass and so on)
I mean, cutting 3 lines of text that can easily be conveyed in 6 characters feels like... a good idea?
especially when its used everywhere
It's not a bad one, yeah
Though my preferred solution would be to have more interesting resources more often
I mean... yah
also, it's weird that there aren't more unicode enclosed symbols, just circles.
Triangle, Square, Pentagon, Hexagon, and Octagon would all make a lot of sense.
I could easily alter this feature for example to a 1/encounter feature, but I'm more doing this for future reference on other features
there's also negative circled numbers which look neat, but only 1-10. Thankfully the circled numbers go 1-20, conveniently
Oh yeah, hexagon would be nicer
another method
bleh
better, but works weirdly in text. I'd rather put parentheses around it and start the sentence normally with a capital letter
nah, the diferent sizes look worse
like... this?
definitely parentheses, not a box lol
Hm, I take it there aren't tall parentheses?
FWIW, it's how sim is going to be doing shit.
i.e.
Wholeness of Body xth-level feature
Fluff (if any)
Swift Action (Wis/LR). Heal Martial Arts roll + Wis.
That might not be a bad idea either, compress in the trigger action
(Cos Heal is a keyword, that means "regain hit points, up to your max", so that doesn't need repeating every time.
That said, it might even be Heal (Martial Arts + Wis), cos that may be super easier. While sim has 99% backwards compat, the wording will take a minute to learn. Then it'll be super smooth)
tbf, "regain hit points" also includes by default "up to max" as you regain
you cannot regain that which you never had
I think this is a little better
Now, the issue is I think this can't hold up for everything
yeah, cos regain is a pseudo keyword as it is.
But, regain hit points being Heal saves space.
It's amazing really how you can condense it and it really reads exactly the same...
Wholeness of Body
6th-level feature
As a bonus action, you can regain hit points equal to a roll of your Martial Arts die, plus your Wisdom modifier.
You can use this feature a number of times equal to 1 + your Wisdom modifier. When you finish a long rest, you regain all expended uses.
And you don't... really need to explain anything (aprt from maybe uses) for this to read the same
Wholeness of Body xth-level feature
Swift Action (Wis/LR). Heal Martial Arts roll + Wis.
like, how would I do stunning strike? My stunning strike is
- 1 focus (ki) cost
- unlimited uses
- 1/turn
- used on landing a hit with an attack
like, it doesn't cost an attack, its used on an attack
Something like?
Stunning Strike lvl
Fluff (if any)
Hit with Attack. (1/t) Spend 1 ki, EFFECT
ye, I only don't wanna condense too hard because it makes it hard to put flavor back into it. High level condense is real neat for like, character sheets tho where you wanna make everything quick to read and fit with other things
that's what the fluff sections for.
5e is already Fluff > Mechanic anyway, so it's all gud imo
I think reading a class with English text is easier than reading a condensed class where I gotta translate acronyms and shortened keywords every other word
but after I've picked them, its easier to have the condensed version to quickly reference
can expand it a touch more yeah, like (1/turn)
most of my stuff won't be acronyms, just keywords (and short stats)
but I'm doing quick on the fly bits atm xD
ye, I getcha
but I gotta be careful with how hard I condense things too
What would be the shortened version of "once per encounter"
aka, regain use when initiative is rolled
if you have encounter defined, 1/Encounter would work
Hmm, I worry that that would get confusing with social encounters and the likes
maybe 1/Initiative?
maybe.
Though I mean... if you're using a combat feature in a social encounter that's... something xD
But really, I'd say "combat encounter" == encounter.
"social encounter" == interaction or some shit.
or 1/Combat?
or define it as combat yeah
the problem with 5e base, is it isn't especially clear on "Combat"and "Encounter" as a well defined unit.
If it is a well defined unit, then you can easily do that sorta shit
tho, does it make sense that you could use it outside of combat?
like, you regain use at start of combat, but if you don't use it during combat you could use it after combat
honestly, easier to have X/lr uses imo, certainly for this
I'd say a 1/combat thing would be more.... iunno something specific to that combat, like marking an enemy or applying a buff/debuff sorta thing
ye, maybe 1/combat must be used in combat
but this kinda thing can be spread out like this
(I also prefer PB uses over stats just cos it scales nicely. If using stat, you're basically saying "You get 4-5 uses from tier 1+ if it's a primary stat, 2-3 uses tier 1 if secondary (and 3-4 tier 2+), and 1-2 tier 1 tert (with 2-3 t3+), while PB is just 2/3/4/5/6 bam, scaling, smoooooth, pleasing to my brain juice)
though part of that is definetely my own bias / craziness
actually
You have (WIS) uses of this feature, regaining uses on (Long Rest).
Much shorter still, but also more "english-y"
You can do this (WIS) times per (Long Rest).
Even shorter
I find it funny just how short I was able to make this subclass... good ol PHB short subs
I did this update mostly because one of my players we are doing testing with rn is wanting to be an open hand monk
the other atm is using... gunslinger fighter. Which I've updated to this
How can I make disarming useful... I've made picking up an item from the ground a Swift action (not free anymore) so its a little harder, but most monsters have no use for their Swift action anyway
at melee you can pick up the weapon, but at ranged....
Its hard to do for like, big massive fire giant two handing a massive greatsword, and somehow you disarm their weapon with a little bullet
without a ton of wording
I mean, for that that's simple
add a knock around trick
attack 1: disarm
attack 2: bounce weapon ~10ft direction of choice
Actually... I could put that into ricochet shot
It's part of why older gunslingers have those utility trickshots
"if the target is airborne, you push it x feet in a direction of your choice"
moving stuff at range has in and out of combat options
older gunslingers?
I know Mercer based a lotta stuff off 3.5, it only now occurred to me that gunglinger might've been ripped from 3.5 as well...
or PF
ye seems to be PF
Wow, some of these are... almost useless in 5e and others are real neat
Deadeye Shot (2 grit)
You gain advantage on the attack roll. If both d20s would hit the target, the attack is considered a critical hit.
Would that be OP?
wow that's just... funny? "You gain these rogue features"
now you can
- Disarm foe, cause weapon to fly 10 feet
2-4) Shoot the weapon and ricochet to the foe to shoot them again - End with the weapon 40 feet away and the target shot 4 times
Another update
A surface is only valid for this if it has an AC higher than 15, so wood and glass is not valid but stone and iron is.
Considering this added to ricochet? Maybe too much micro-management
This is a neat optional rule too
for 5e, yes - just state "hard surface" or "solid surface" or some shit.
Posting a request in #brew_14 message
Ok so, I'm back to the weapons themselves now, specifically the guns
I think I got the subclass in a good place after yesterday, but now I need the tools to be in line
Current list
They are already a step above typical weapons, at least in some ways
blunderbuss is unique in its ability to do a cone attack, many of these guns have multiple shots before reloading, and the pistol/palm-pistol are Light weapons that deal 1d8 damage (best non-firearm is 1d6)
most of them have multiple dice, making them a little less swingy in damage but less likely to do max/min
That's probably the opposite of what I'd expect from a firearm tbh, but I understand you needed halves
being less swingy you mean?
yeah. They should be more swingy
firearms are pretty consistent in their damage due to being a set amount of powder, velocity and impact force tbf.
eh, if anything I feel like there's an argument for both ways
but I did feel like more leans on firearms being a bit more steady
and, I did want something that makes them a bit different to other weapons, more than just visual
the only ones that are somewhat inconsistent, are early 22's and some crap-load stuff
Early firearms definitely hit all over the place, while a decent archer should have more consistency (and it's not like there's a ton of variance in draw strength either). But this is a small thing, it hardly matters even without Extra Attack
I mean, hit chance yes
before rifling, it was a lotta crossing fingers it goes where you point it
eh, hit location is more damage. Hit chance should be consistent-ish due to piercing power
true, tho if hit location mattered, it would also matter for normal weapons
This is also why I wanted all my guns to be 2 die.
1: it sets them apart visually, being all by a couple of melee weapons, and no RAW ranged.
2: it allows for multibarrel expansion, and other effects such as automatic and burst fire easier balancing with using 1 die, or +1 die.
two dice are for dual wielding only
Well, it's not like you applied it consistently. Just put the damage where it's balanced and have enough other properties to distinguish them. Maybe you could do something like a higher crit modifier or whatnot, if you can balance it
hit =/= impact force.
arrows and bolts due to flight and weight, and any disruption were more swingy.
guns, with smol fast, consistent fps impact force in a much smaller range ultimately.
less prone to tumbles and such until its past effective range.
Hit location also matters less, as an arrow / bolt is more like a stab, it's mostly the impact and the foreign object being inserted into you doing the damage.
Bullets heavily damage via shockwave and jellification.
I do wonder if I should apply some fancier properties to em
as I made a bunch for the melee weapons
like, higher crit chance, higher crit damage, gets around parry/block moves...
Well I mean it's still better to have your arm than your heart jellified. But then we get to the fact that HP isn't even meat points and the whole thing starts breaking down even more. But fantasy-wise, I'd definitely say (early) guns should be less consistent
I wonder how terrible it would be if I made a property that gave the weapon -1 to hit... lol
Honestly, if it's just -1, I wouldn't really be against
tho, I'm not going for high historical accuracy here, mostly just "player wanna pew pew, so now they can pew pew"
Yeah, that's why I specified fantasy-wise
tho, higher crit damage could be interesting... might break with my gunslinger tho as they do a lot to mess with crit chance/damage
Though I'd prefer it to be camouflaged... So something like "when you match the AC exactly, it's a miss instead of a hit"
Yeah, crits are problematic for balance, as you have two mutually multiplicative upgrades. Technically that's also true of to-hit and damage, but you don't usually get enough of the former
ye, tho, typically +1 crit range is only a little more than 5% damage increase, and if the damage is like 15 damage, 5% isn't much
but, things stack
little less
I'm accounting for players somewhat reliably getting advantage with the "little more"
cos crits just dice, it's like +4.something%
but ~5% is easier to quickmaf
tho ranged advantage is harder
I mean, dice are typically comparable to modifier. However, +1 to hit isn't +5%, it's about +10%
hm?
if you go from 10 hits to 11 hits per 20, that's a 10% increase in DPS
10/20 = 50%
11/20 = 55%
Don't confuse percent with percentage points 
Though admittedly it's less than obvious whether we should care about relative or absolute increases here
yah...
well, +1 crit range isn't too bad, could be neat to put that on some of the lower damage weapons
like the pepperbox
I guess, yeah
or palm pistol, as that weapon has a long reload
+1 crit range is basically a ribbon at the end of the day.
what about +2?
Also, I have a rule for your pepperbox that I think pepperboxes should have.
I mean, it's still an increase in damage, I'd hardly call that a ribbo
is it the revolver trait where you can partial reload?
when misfire, lose some barrels
lol
cos pepperboxes were terrible for powder leaking between chambers
do you think it'd be neat if the pepperbox required three reload actions, but each action added back two rounds?
so you could partial reload?
it's effectively a ~+3% dpr increase per level, so +2 to +3 is probably equal to a +1 to hit sorta thing.
Its... weird.
Though for 5e, for items, I wouldn't do more than +1
For mine not on my list yet, because ironically I haven't hit the year they come up in yet it's going to be loading 1 per barrel, but you can use whatever barrel, and each barrel can be different.
V2
brutal = "on crit, add to weapon damage (its also multiplied)"
critical = "crit range is X-20"
Are you going by historical years? đ
roughly.
Like, I started with 1450-1500.
then 1500-1550.
And for core firearms stretched 1550-1600.
Pepperboxes are in the 1800-1850 period iirc.
Huh
These two properties are also more notable on these weapons than base
so, a weapon with Slow (2) must be reloaded 3x. You can do that in one turn, though it takes your whole turn at low levels (start turn +1, spend attack +1, spend movement +1)
This basically is meant to say "this weapon isn't meant to be used more than a couple times per combat", though with the right traits and upgrades this could be reduced a fair bit
Those with only Slow (1) or no Slow property at all will be the main utility of the gunslingers, with the Slow (2) weapons being your openers/aces