Monday, August 20, 2018

Expanded and Exotic Weapons [Seventh Draft]

Available on the DM's Guild (pay what you want) at this link!

And I thought having six drafts was note-worthy!

Expanded and Exotic Weapons has been due for a revision for a little while now, to bring it up to speed with most of my modern content. 

Come to think, that's been my thought process for most of my later revisions for this project. I learn more, I want to apply what I've learned.

What have I learned, and what have I changed? Let's take a look-see:

CHANGELOG:

  • New art by Douglas Wright!
  • Exotic Weapon Proficiency is now half a feat, also giving you your choice of +1 to Strength or Dexterity!
  • Added the Garrote! A weapon loved by rogues, and hated by whomever the rogue is sneaking up on.
  • Moved the Harpoon from Exotic to Expanded Weapons and modified its stats accordingly.
  • Modified the Double Weapon property to be more intuitive, basing it on the double scimitar found in Wayfinder's Guide to Eberron
  • Added more magical weapons, making sure to have at least one magical weapon per each exotic weapon!
  • Multiple crunch changes, most weapons got at least a minor textual edit.
CONCERNS:
  • The static numbers for sap and garrote still don't sit well with me, but apparently that's how weapons are done.
  • All double weapons are now two-handed weapons as well, so GWF comes into play. I can imagine that's going to be pretty major for the spiked chain, but we'll see.
WHAT I LEARNED:
  • Honestly? To expect an eighth draft of this same project, maybe a year down the line. So it goes.

Thursday, August 2, 2018

Magic Items: Warforged Components [Second Draft]

Available on the DM's Guild (pay what you want) at this link!

Sometimes, I just have something kicking around in my head that needs to be let out. A concept that just won't leave me alone until I create it.

When the Wayfinder's Guide to Eberron was released, I was overjoyed, but reasonably disappointed that they only included 3 options as warforged components. In previous editions, warforged components were my favorite thing about warforged, the idea that you could upgrade yourself into a whole new creature, just by the magic items you build into yourself.

So, I went back, found all the warforged components I loved back in the day, and adapted them to 5th edition with all new rules. 

FEATURES:

  • 24 New Items, ranging from shovel hands to scorpion tails!
CONCERNS:
  • Assigning item rarities is always wishy-washy, but I think I did a good enough job of it.
  • There may be minor bugs and textual problems I didn't find, but nothing gamebreaking I hope.
WHAT I LEARNED:
  • Sometimes staying up to 4 in the morning working on D&D stuff can actually be a good idea!
  • Coffee is, beyond a doubt, my best friend in the whole world