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Homebrew and House Rules (D&D) / Re: My (relatively simple) 5E house rules
« on: August 11, 2022, 12:53:12 PM »
I really like these.
Feedback:
Power Attack / Called Shot: I like systematizing this tradeoff. One thing that bugs me is that you can't make lesser tradeoffs as your proficiency bonus goes up. So at level 4 you can make a -2/+4 trade, but at level 5 you must make a -3/+6 trade, even if a -2/+4 would be more efficient here. But letting players choose from a range of penalties sounds like it's going to slow down the game unnecessarily... I'm not sure what I would recommend here, it just doesn't sit so well with me.
GWM: I feel like 90% of the power of this feat was the -5/+10 trade. Making it a half-feat alleviates some of the pain, but most players are going to be looking for bA actions from other sources like PAM. I think this feat should be opened up a little, either by making the attack free (would need a 1/turn restriction) or by increasing the rate at which the effect can be triggered.
Class Changes: Not that I disagree with these, but a lot of the changes here both more complex than I would want from a houserule set while also not being sufficient to cover the various underperforming player features. There's a lot of stuff going on here for the Monk and Rogue, and big changes to the Wo4E and Alchemist. But now it feels like the Barbarian is left out at mid/high levels, and weaker subclasses like Storm Herald, Champion, Undying.
This isn't to say "y u no fix champion". Re-balancing a lot of the low end classes & subclasses is just a ton of work, and I think you're either going to have classes missing from your personal fixes OR your simple houserules will balloon in size and become not-so-simple. I think it would be better to divide your houserules into 2 buckets: systemic fixes meant to get the most value out of a single line of text, and detailed fixes for sprucing up underperforming subclasses.
Ability Scores: What's the thought behind 27 pb / max 17 array?
Feedback:
Power Attack / Called Shot: I like systematizing this tradeoff. One thing that bugs me is that you can't make lesser tradeoffs as your proficiency bonus goes up. So at level 4 you can make a -2/+4 trade, but at level 5 you must make a -3/+6 trade, even if a -2/+4 would be more efficient here. But letting players choose from a range of penalties sounds like it's going to slow down the game unnecessarily... I'm not sure what I would recommend here, it just doesn't sit so well with me.
GWM: I feel like 90% of the power of this feat was the -5/+10 trade. Making it a half-feat alleviates some of the pain, but most players are going to be looking for bA actions from other sources like PAM. I think this feat should be opened up a little, either by making the attack free (would need a 1/turn restriction) or by increasing the rate at which the effect can be triggered.
Class Changes: Not that I disagree with these, but a lot of the changes here both more complex than I would want from a houserule set while also not being sufficient to cover the various underperforming player features. There's a lot of stuff going on here for the Monk and Rogue, and big changes to the Wo4E and Alchemist. But now it feels like the Barbarian is left out at mid/high levels, and weaker subclasses like Storm Herald, Champion, Undying.
This isn't to say "y u no fix champion". Re-balancing a lot of the low end classes & subclasses is just a ton of work, and I think you're either going to have classes missing from your personal fixes OR your simple houserules will balloon in size and become not-so-simple. I think it would be better to divide your houserules into 2 buckets: systemic fixes meant to get the most value out of a single line of text, and detailed fixes for sprucing up underperforming subclasses.
Ability Scores: What's the thought behind 27 pb / max 17 array?