Showing posts with label fourth draft. Show all posts
Showing posts with label fourth draft. Show all posts

Saturday, November 4, 2017

Martial Archetype: Dragoon [Fourth Draft]



Download a selectable-text, printsafe version here!

November looks like it'll be a month for mostly revisions, with a few new promising pieces of new content coming out. Xanathar's Guide to Everything will be out (very) soon, and I'm going to wait a little bit before releasing anything that might conflict with its new rules.

However! I've got a good backlog of projects like the dragoon that are just begging for revision. After releasing it last month, I felt so incredibly close to having the dragoon complete, fully formed and ready to use, so I just had to revise it again as soon as I could. With the witch out of the way (for the moment), that time is now!

I'm really happy where this one has ended up, aside from the fact that I'm barely able to fit its rules in two pages. Still, minor complaints compared to how this has shaped up.

Special thanks to Vileo Sufora and Marc Darville for giving me some very valuable balance insight on the last draft, couldn't have done this without you guys!

CHANGELOG:

  • "Uses of Dragonslaying" is now "dragonslaying points," because, while I took some convincing, that's just much more clear in the end.
  • Aspirant Step now requires a bonus action, and Avoidance requires a reaction, to make them eat in important ways at the action economy.
  • Avoidance now works on certain CON saving throws, allowing you to use it on all forms of dragon breath.
  • Syntax changes which, while not exciting, are very important all the same!
CONCERNS:
  • A lot of tiny fiddly bits where changed this draft. I'm hoping I didn't accidentally break something.
WHAT I LEARNED:
  • All in all, fighter options are easier to balance than I originally thought. It's easy to despair at something when you don't know its balance math, but when you know where to look and what to look for, it ends up becoming pretty simple. 

Friday, October 20, 2017

Divine Domain: Winter [Fourth Draft]



Download a selectable-text, printsafe version here!

Winter is coming! And I can't believe it took me until the fourth draft of this to drop a Game of Thrones reference.

The Winter cleric, like the Dragoon fighter, has always been a fan-favorite that nevertheless didn't end up where I really wanted it to be. Certain abilities seemed weaker or less compelling than they should be, but the flavor and concept were strong enough to give it a lasting, endearing quality.

It wasn't a huge surprise, then, when our first Walrock-level backer on Patreon requested a revision of this domain (and another subclass, coming later)! I've always been meaning to get back to it, so I put Spooky/Scary month on hold for one project, dusted this option off, and took a fourth crack at getting it right.

So thanks @DrMoradin for requesting this project! It's been a surprising amount of fun to revise, and it was great to have your playtesting feedback to draw upon as I did so.

And if you, too, want to become a patron, you can always do so by clicking the button on the sidebar. Or the identical one right here:

Become a Patron!

Now, let's see exactly what I did:

CHANGELOG:

  • Swapped Armor of Agathys with Fog Cloud on the spell list, as AoA got very broken at spell levels higher than 5th. 
  • Cold Snap has received significant changes. This ability is now a bonus action instead of an action, is a 5-foot radius AoE instead of single target, and no longer removes the target's ability to take actions on a failed save. 
  • Rime has received a small buff, as the ability was somewhat lackluster before, but now also causes its targets to take your WIS modifier in extra damage from attacks until the end of your next turn. 
  • Blizzard has been reworked, now scaling in damage off of storm of vengeance. Blizzard now incorporates this math as well as the improved Rime. 
CONCERNS:
  • The verbage may be a little long-winded in places, might need to stealth-edit some of that later. 
WHAT I LEARNED:
  • Now's probably a great time to do a whole slew of revisions. Especially considering all the rough drafts I just released!

Friday, September 22, 2017

Race: Awakened Undead [Fourth Draft]


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

The dead rise yet again! Just like this blog, really.

This time, they come with reinforcements in the form of two additional subraces, plenty of rules-tweaks, and updated DM's Guild friendly public domain artwork!

Lots to love here, so why don't we take a look at what's different.

CHANGELOG:

  • The Bloodless feature is now a core race feature, because that made much more sense. 
  • Revenant's Unnatural Vitality got a buff, no longer requiring death saving throws and instead functioning off the presence of temporary hit points. 
  • Ghost's Withering Touch has been nerfed, taking away the CON-mod bonus, so very sorry, ghost monks.
  • Ghosts now have resistance to being grappled, because have you ever tried to hug a ghost?
  • Ghouls have been added! Bringing with them two different flavors of natural weapon and an ability/unfortunate compulsion to feed. 
  • Mummies have also been added! With an additional feat it you really want to cuuuuuuuurse your foes.
CONCERNS:
  • Most of these races still trend fairly strong, though they're definitely less powerful than a good deal of what Volo's offers. Looking directly at you, Yuan-Ti Pureblood. 
WHAT I LEARNED:
  • A few nifty Photoshop tips and tricks to make the art work better together, and that it's almost certainly time to bring some subclasses onto the DM's Guild as well!

Monday, March 13, 2017

Worldbuilding Option: Fortresses, Temples, & Strongholds [Fourth Draft]


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

Yup. I finally updated it, yet again!

Easily the most popular thing I've ever made (though the Common Man paladin gives it a run for its money), the stronghold rules here have sort of become the gold standard on the internet for building structures in D&D 5e. And, while I'm proud of that, it's also pretty easy to chalk it up to stronghold rules being a massive pain in the butt to make.

In this iteration, I added a ton of suggestions from you guys, updated it to my newest template, and of course swapped in public domain art to facilitate hosting it on the DM's Guild. Let's run down exactly what got updated in this pass, as we do:

CHANGELOG:

  • Added rules for rebuilding damaged structures, which seems to be a pretty common occurrence for adventurers.
  • Added nine new rooms! So a if you've ever wanted a bank, baths, a boutique, catacombs, a clock tower, planar docks, a lighthouse, a mill, or sewers, you're in luck!
  • Updated Traders and Merchants rules to coincide with how that expansion has progressed.
  • Added Secret Passage and Teleportation Rune room modifications, by popular demand.
  • Adjusted pricing on room modifications, making them by and large more affordable.
  • Added hirelings from Volo's, which has notably more than quadrupled the spellcaster hirelings list.
  • Added rules for a flying stronghold falling out of the sky, as that appeared to be a big old question mark last draft.
CONCERNS:

  • I've got a ton more content that I had to cut off here, such as rules for building canals and roads, because I just couldn't make it work to my satisfaction. I'll probably add it in sooner or later, but knowing how these things go, it might end up being later.  
WHAT I LEARNED:
  • I actually like the public domain look for this option way, way more. Looks more relaxed, austere, and less overall eclectic. 

Sunday, December 20, 2015

Expanded and Exotic Weapons [Fourth Draft]



Adding new mechanics further down the line is a bit of a double-edged sword (or, y'know, a sword, two-bladed).

On one hand, it's usually pretty necessary to work out bugs and kinks when it happens. On the other hand, it's new and unpolished, so it always brings a whole lot of clunk to the table as well.

While the 4e encounter-power mechanics the last draft used worked, they didn't always work in service of a weapon and, if the weapon missed, it resulted in the feat feeling wasted. Wanting the weapons to feel worthwhile, I broke the powers down into either new weapon properties or special mechanics on the weapons themselves.

But now we're getting into the crunch of what got changed, and that's the changelog's job.

WHAT I CHANGED:

  • Rebalanced the Katana, Scythe, and Shuriken, keeping them from stepping on the toes of other weapons. The Katana no longer has the light property (there's always the feat to hold two), and the shuriken fell from 1d6 to 1d4 damage, but now has a minor special property. The scythe was reduced to 1d6 slashing, but is now also a finesse weapon (that you cannot sneak attack with).  
  • Folded Exotic Weapon Powers into the weapons themselves. This resulted in the new Ensnaring and Rapid Fire properties, as well as cropping down the feat into just a single proficiency because the powers now come bundled with.
  • Reworked Double Weapons such that there is only one way to hold them, as two one-handed weapons, because it cuts down on complication and cheese. 
  • Added Special Rules for every Exotic without Extra Shot or Ensnaring.
  • Moved Tonfa into the Expanded Weapons list. Being Exotic wasn't working out for it.
  • Added Harpoon to the Exotic Weapons list. Now any orc or goblin can be your character's white whale. 
CONCERNS:
  • Balance on new content, as always. Specifically on the new weapon properties and special properties for Exotics. 
  • Little, horrible mechanical complexities and cheese this might accidentally cause with builds I didn't consider. Seems to be a reoccuring theme with this project. 
WHAT I LEARNED:
  • Weapons have a lot more moving parts than appear on the surface. You all have helped me stumble upon a new branch of system mechanics I didn't as much consider when I started this project. 
My quest to make an effective, selectable PDF continues. For this version I've generated this selectable PDF, which you can download by clicking here

It looks great in Google Drive, which was my goal, but now it looks awful in Adobe Acrobat. C'est la vie.

A newer version of this option is available. 

Wednesday, October 28, 2015

Prestige Class: Vampire [Fourth Draft]



When the changes get smaller, the drafts get closer to completion. And this draft is full to the brim with small changes, which I take to be a good sign.

Incidentally, this is the first draft of the vampire I'd actually play. For most things I design, that's v0.2, but prestige classes are pretty special for a lot of reasons.

But about those small changes: What are they? To the changelog!

What I Changed:

  • Hit dice are now d8s, in accordance with the highest hit dice given to full casters.
  • Undead Fortitude no longer requires you be wielding no shield.
  • Sanguine Strikes now caps the spell slots it can use at 3rd level, bringing it in line with what a paladin's Smite offers and not making the class inherently better for casters. 
  • Somber Elegance is now Eyes of the Enticer, and has been rebalanced in line with other similar charm effects.
  • Minor verbage changes throughout, and a sidebar added on the last page explaining the details of multiclassing.
Concerns:
  • I almost feel as if I didn't change enough. Everything feels very balanced and flavorful, though, so I'm not sure what I would change. 
What I Learned:
  • This is easily the most satisfying project I've worked on, now that it's nearing completion. Prestige classes are hard, balance nightmares, but I'll definitely do one again sooner rather than later. 

Tuesday, October 20, 2015

Roguish Archetype: The Jester [Fourth Draft]



A fourth draft? Well, the confusing morass that was applying sneak attack damage to spells sure needed one, and so a fourth draft is what we've got!

I tightened up what needed tightening up, I fixed what was inelegant, and what we have now is a beautiful, fun archetype that synergizes very, very well with existing rogue mechanics.

And how does it do that, you ask? To the changelog!

What I Changed:

  • Harlequin's Mask no longer gives charm immunity. Rather, it gives you the ability to cast vicious mockery as a bonus action (thus intentionally competing with Cunning Action much as the Mastermind rogue does with the Help action). When cast in this way, vicious mockery deals no damage, thus keeping DPR similar.
  • Arcane Buffoonery and Jesting Magician now only grant three spells each, keeping your total arsenal of spells down to three (and then six) specific spells per short rest, that can each be cast once. 
  • Cruel Comedy has been completely reworked. It now additionally buffs vicious mockery, giving you advantage on your next attack after using it, thus allowing you to use vicious mockery to get sneak attack damage without directly applying the damage to the cantrip. The charm immunity of Harlequin's Mask now finds itself here, as charm immunity is much better as a 9th level feature in any case. 
Concerns:
  • I better damn well have this right after four drafts. 
What I Learned:
  • Keep It Simple, Stupid. I was trying to make the features more elaborate to shoehorn together two things that don't work. Rather, use what already exists more fully to make the new stuff function.