Author Topic: Guide to Homebrewing  (Read 5020 times)

Offline dman11235

  • DnD Handbook Writer
  • ****
  • Posts: 2571
  • Disclaimer: not at full capacity yet
    • View Profile
Guide to Homebrewing
« on: January 17, 2012, 03:15:28 PM »
Everyone wants to play their character and game their own way, but sometimes inspirations strikes in the form of an idea for a new feat, class, prestige class, monster, etc.  If you feel the call of homebrewing, this guide is intended to help you achieve a good, well designed and nicely balanced ability.

THE 10 COMMANDMENTS OF HOMEBREWS

Before you begin, there are a few things you must, absolutely must keep in mind while creating your new whatever.  They are as follows.

1: THOU SHALT NOT CREATE AN ABILITY THAT ALREADY EXISTS

One of the most important, if not the most important, commandment that must be followed is this one.  Any new ability you create must be unique in some way.  And actually, there's not too many ways something can be unique.  In order to justify being created, the new ability, be it a base class, prestige class, feat, skill, spell, maneuver, whatever, it must either fill a new niche, have a new mechanic, or do something different.  Changing bonus types is not a new ability.  Changing spell source is not a new ability.  Changing bonus numbers is not a new ability.  This is more drastic for smaller things like feats or spells, but classes do fall into this from time to time.  Take the CW Samurai for example.  Its main class feature is two weapon fighting.  This is something that was exactly covered by the Fighter or Ranger, and the only difference was flavor.  This class should not have been made.  As an alternative, take the Fighter to the Barbarian.  Both hit the thing until it falls down, filling the same niche, but one does it with feats, and the other does it with a new mechanic, Rage.  These classes deserve to exist by this merit.

2: THOU SHALT NOT OVER SPECIFY

Another common error that happens, and I see way too much of (although thankfully not as much anymore) is the specific character ability.  This is when someone makes a base or prestige class based off of a specific character, rather than making a specific character from the class.  A good example of this is the CW Samurai.  It is a Japanese swordsman who uses a stereotypical Samurai fighting style.  That's not a class, that's a character.  It's not as specific as some I see get though.  I've seen a class that gets a named companion.  A freaking named companion. It was a joke class, made specifically to illustrate this horrible flaw.

3: THOU SHALT CREATE INTERESTING FLAVOR

Often overlooked, a key component of homebrew is the flavor of the class.  Believe it or not, this is actually important to the mechanics.  As the flavor dictates the mechanics, poorly thought out flavor is very bad for a class.  See the Monk for when this did not happen, or the CW Samurai.  This also ties into the above commandment, as the flavor must be generic enough to justify a class/feat/whatever, but must still be specific enough to be interesting enough to justify existing.  Another important thing to keep in mind with this commandment is the type of thing you are creating.  The more specific the flavor, the more specific the ability.  Ignoring this leads to feats creating whole base classes (like the CW Samurai).  If something should be a feat, it should be a feat.  If it should be a prestige class, it should not be a base class.

4: THOU SHALT NOT MAKE A PRESTIGE CLASS INTO A BASE CLASS

This is actually important and common enough to merit its own commandment.  Seriously.  Do not make a base class with the specificity of a prestige class.  Again, the CW Samurai takes this one.    As does the Warmage.  The Warmage is merely a Sorcerer with a more restrictive list, more spells known, and a focus on damage.  That's what a sorcerer PrC should be, not a base class.  Alternatively, make sure that a prestige class actually deserves to be a prestige class instead of a base class.  This is much less common, but still deserves mentioning.

5: THOU SHALT NOT ALLOW DEAD LEVELS TO EXIST

Except possibly at the 3 “sweet spots”, but never, ever, evereverever, at the 3 “doom spots”.  These spots are 6, 12, and 18 for “sweet”, and 5, 13, and 17 for “doom”.  They are so called because the sweet spots advance every chassis number (BAB and all saves), and the doom spots advance none of those, except BAB on full BAB classes.  You should still have something additional granted at sweet spots, but it can be a dead level.  Now, what makes a level not a dead level (or a “living level”)?  Simple: class features.  You must grant some class feature at every level of your class.  Otherwise, you create break points, which are very, very, very bad for design.  A great example of this is the CW Samurai.  It has abilities fairly regularly, but only has class features a a couple levels.  An even better example is the Sorcerer, which has one class feature.  Well, two, but nobody cares about the familiar, and the point is it only gets a class feature at level 1.  What's that you say?  Spellcasting is a class feature?  Well, yes, it is.  It's granted at level 1, and there's no new class features granted after that.  More spells per day is an ability, not a feature.  More spells known is an ability, not a feature.  Features grant you new abilities.  Abilities enhance existing features, and count as only a partial feature, and the amount depends on how good the ability is, on both a power and flavor level.  They can zombify dead levels, but not bring them to life.  For this reason, you can avoid dead levels at the “sweet spots” with a new level of casting, and can mostly eliminate dead levels on their own, so you would need some small ability to finish the revivification.

Of special note here: capstone.  It's a unique class feature in that you get it at the end of a class.  It is as its name implies: the endpoint.  This feature should, oddly enough, not be powerful.  It should not be what the class is all about.  It should be the culmination of everything else in the class.  The Monk did this perfectly, with becoming an outsider.  The rest of the class works its way up to that point, where you say “I am no longer truly human”.  Far too often have I seen abilities come out of no where in the final levels of the class, that drastically change how you play the thing.  Or alternatively, the Rogue.  The freaking Rogue.

6: THOU SHALT BALANCE YOUR ABILITY INTERNALLY

Finally back to commandments that apply to all homebrews, you must make sure that you take care of internal balance before external balance.  Take the Monk for instance.  Early on, it's pretty sweet.  You get a feat in each of the first two levels, nice unarmed damage that only gets better when you branch off, an AC bonus that's pretty good I guess, some more abilities, and then level 7 hits.  You get: nothing.  Level 8?  Nothing.  Level 9?  Nothing.  It rapidly becomes a tax to stay in the class because the later levels (everything after 6, except two or three levels) end up having terribly low power compared to the first few.  I can't believe I'm going to use this, but the CW Samurai has a nice internal balance.  Of course, this is because it sucks throughout the class.  Ooh!  Here: Druid.  It's got great internal balance.  It is consistently growing in power from start to finish, at a nice rate.  Notice how this ignores external balance?  The Druid is on the opposite side of things from the CW Samurai, but they both have internal balance.  This does apply to all abilities, as with a feat, you must allow it to be useful at all levels, even if it's a static bonus, such as Improved Trip's extra attack on a trip, with the counter example of Weapon Focus getting progressively worse as you level.

Also important under this one: you must make sure your abilities actually work.  See: Truenamer.  It is literally broken.  As in it does not function.

7: THOU SHALT BALANCE YOUR ABILITY EXTERNALLY

The CW samurai is (reassuringly) back in the “example of bad” camp here.  Polymorph/Shapechange (pre-errata) is another good example from the “overpowered” camp.  Or the Big 6 being overpowered.  This isn't so much about where the power of the entire game should be though.  This is more about how you balance the ability to other expected abilities.  So if you want your ability to stand up with the Big 6, Gate, or Divine Metamagic, then you'll need to make it overpowered compared to the other classes/spells/whatever.  Alternatively, if you wanted to make it more on par with Weapon Focus, then it'll need to be underpowered compared to other stuff.  It will be assumed that your ability is targeting an average power level automatically, so if you wish it to be more or less powerful, I suggest you state your power level somewhere.  The classes/PrCs actually have a section for that in the templates.

8: THOU SHALT MAKE IT LOOK NICE

Nobody wants to read a block of text.  We have templates here for a reason, use them.  If you need help, ask.  There are also tables that look freaking amazing on these boards, look around, ask if you need help, otherwise, use a template.  This serves two purposes.  One: it makes it look nicer and more professional.  Two: it makes it easier to not only read, but edit.  This is more important than most people realize.  Presentation is indeed key to so many things.

9: THOU SHALT NOT TAKE CRITICISM POORLY

You posted it on a message board.  You automatically have asked for feedback.  And if it's bad?  Well, you won't like the feedback.  Just accept it.  Use the things you hear to help grow your creative muscles, allowing you to come back and post the single greatest feat anyone has ever seen.  Then you'll show them.  You'll show them all.  Criticism is supposed to be constructive, to give helpful advice and suggestions to make a better ability.  If you plug your ears and shout louder and louder until you can't hear anyone, then your design abilities will stagnate or deteriorate.  And your ability will still suck.

On the flipside, anyone who critiques a homebrew?  Don't be a douchebag.  It's that simple.  Be constructive with your criticism.  Don't just say that something is bad.  Say why it's bad and give advice on how to fix it.  Help them write a better ability.

10: THOU SHALT BE OVERLY DESCRIPTIVE

Be very descriptive.  You must convey accurately what everything in your homebrew does.  This is why feats are among the easiest things to homebrew, while base classes are probably the hardest.  If there's any confusion, clear it up.  Find out where the confusion comes from, and add words or take words away until there is no confusion.  This also applies to external rules.  Your homebrew is homebrew.  Your houserules are houserules.  Nobody is required to use them.  Not even you.  This extends to the following rule: link, describe, and post every houserule that is required to play with your homebrew.  Otherwise, your homebrew is completely useless.  If you have a class that refers to a homebrew feat, you must include that feat somewhere, whether it be via link or actually in the same thread.  Although, if it's not in the same post, you should link to it anyways.

Well, there you have it.  These rules will help you on your way to creating a fun new ability that works well and is balanced.  It does take a lot of skill to get really good at designing things, but you must actually work at it in order to become good at this.

The following is a compilation of templates for homebrewed material for these boards.

Templates
note: don't use a heading for something it does not get.  For example, if the template doesn't adjust the AC of the creature (no NA or such increase/decrease) do not include that heading.  Headings marked with a * must remain (type in "Any" or something).
(click to show/hide)

monsters
(click to show/hide)

Items
(click to show/hide)

Weapons
Note: Do not use values that are not a part of the weapon. So do not use range increment for melee weapons.  The damage listed is the amount of damage that weapon deal when used, so the damage listed for ammunition is the damage it deals in melee, and the damage listed for ranged weapons is the damage it deals when fired.
(click to show/hide)

Armor
Note: Do not use values that the armor or shield does not need, so for example do not use Shield Type for armor and Armor Type for shields.
(click to show/hide)

feats
(click to show/hide)

spells/powers/maneuvers
(click to show/hide)

Classes
(click to show/hide)

PrCs
(click to show/hide)

Soulmelds
(click to show/hide)

Vestiges
(click to show/hide)
« Last Edit: June 08, 2012, 09:13:49 PM by dman11235 »
My Sig's Handy Haversack  Need help?  Want to see what I've done?  Want to see what others have done well?  Check it out.

Avatar d20

Offline Prime32

  • Over-Underling
  • Retired Admin
  • *****
  • Posts: 2914
    • View Profile
Re: Guide to Homebrewing
« Reply #1 on: January 19, 2012, 03:35:56 PM »

Offline dman11235

  • DnD Handbook Writer
  • ****
  • Posts: 2571
  • Disclaimer: not at full capacity yet
    • View Profile
Re: Guide to Homebrewing
« Reply #2 on: January 19, 2012, 10:34:14 PM »
I did not see that post, otherwise I would have posted this directly in that thread.  Go right ahead.

Also, two things.

1: I have these color coded so that each subject has its own color, and spells/powers/etc are the "cool" colors (blue, purple, etc.)  Personally I think it's a little more professional to do it this way for a message board, and the colors make it slightly easier to read.

2: if anyone can get rid of the [ /list][ /list] in the template section I would very much appreciate it.  It somehow generates that text itself every time I save the post.  It also removes the space between the 5-level table spoiler, the template heading, the template note, and the template spoiler.

Okay, three things: I would alos like someone who's made one of the new tables to redo my tables, because I don't like not having shading.

EDIT 57.9: You do realize that Risada already copied this post from the original boards, right?
« Last Edit: January 19, 2012, 10:46:16 PM by dman11235 »
My Sig's Handy Haversack  Need help?  Want to see what I've done?  Want to see what others have done well?  Check it out.

Avatar d20

Offline dman11235

  • DnD Handbook Writer
  • ****
  • Posts: 2571
  • Disclaimer: not at full capacity yet
    • View Profile
Re: Guide to Homebrewing
« Reply #3 on: January 26, 2012, 01:06:36 AM »
Hey Prime, can you put these in a sticky thread that's applicable (you Homebrew and Houserules thread works well), first post?  That way, for those of use who like to just copy out the code and work on it in a word processor instead of a post can do that?  Also helps for things like item templates, where you want a bunch of them per post or something.

EDIT: I do mean the new template versions, of course.  Mine here are a tad out of date, and I do like the new tables (if only I knew how to make them...)
My Sig's Handy Haversack  Need help?  Want to see what I've done?  Want to see what others have done well?  Check it out.

Avatar d20

Offline Prime32

  • Over-Underling
  • Retired Admin
  • *****
  • Posts: 2914
    • View Profile
Re: Guide to Homebrewing
« Reply #4 on: January 26, 2012, 01:58:15 PM »
I added a link to this thread.
I do like the new tables (if only I knew how to make them...)
The thread is here.

Offline dman11235

  • DnD Handbook Writer
  • ****
  • Posts: 2571
  • Disclaimer: not at full capacity yet
    • View Profile
Re: Guide to Homebrewing
« Reply #5 on: January 26, 2012, 03:15:32 PM »
I think stickying the templates in this forum would be a good idea, is my point, so they're right here in the homebrew for those who are working on homebrew.  Not just the tables, but the templates for items, feats, classes, etc.  The board business is a bit far off from being relevant.

EDIT: oh, and I'll weigh in later, but these tables are really good looking, I'd like to try and make those, with my templates for classes, PrC, monsters, items, etc., the standard for homebrewing.  Professionalism makes it look good!
« Last Edit: January 26, 2012, 03:34:06 PM by dman11235 »
My Sig's Handy Haversack  Need help?  Want to see what I've done?  Want to see what others have done well?  Check it out.

Avatar d20

Offline dman11235

  • DnD Handbook Writer
  • ****
  • Posts: 2571
  • Disclaimer: not at full capacity yet
    • View Profile
Re: Guide to Homebrewing
« Reply #6 on: March 27, 2012, 03:09:25 PM »
I've updated this finally.

In other news: WHY DOES IT ADD STUFF TO MY POST.  Seriously, it keeps adding two list tags to the start of this thing.
My Sig's Handy Haversack  Need help?  Want to see what I've done?  Want to see what others have done well?  Check it out.

Avatar d20

Offline Garryl

  • DnD Handbook Writer
  • ****
  • Posts: 4515
    • View Profile
Re: Guide to Homebrewing
« Reply #7 on: March 27, 2012, 03:15:35 PM »
I've updated this finally.

In other news: WHY DOES IT ADD STUFF TO MY POST.  Seriously, it keeps adding two list tags to the start of this thing.

It means you have a bad list somewhere in there. Check your [li] tags (and anything else you can think of) to make sure you close any lists that you explicitly open, that you close your [li] tags before starting the next one or making a new line, etc.

Edit: Specific, check the "Templates" heading. You have a couple of bad lists there.
« Last Edit: March 27, 2012, 03:17:51 PM by Garryl »

Offline dman11235

  • DnD Handbook Writer
  • ****
  • Posts: 2571
  • Disclaimer: not at full capacity yet
    • View Profile
Re: Guide to Homebrewing
« Reply #8 on: March 27, 2012, 04:54:04 PM »
Okay, are you magical?  I mean really.  I've known about those /lists in the template area.  However, those put themselves in it.  Seriously, for the longest time, I just had (/list)(/list) tags insert themselves every time I saved it.  And I still have no idea why.  Hey!  It's fixed!  I have no idea what's different!  Because I've done nothing different!
My Sig's Handy Haversack  Need help?  Want to see what I've done?  Want to see what others have done well?  Check it out.

Avatar d20

Offline Garryl

  • DnD Handbook Writer
  • ****
  • Posts: 4515
    • View Profile
Re: Guide to Homebrewing
« Reply #9 on: March 27, 2012, 04:58:41 PM »
Just make sure to add those closing [/list] tags in the code block for the template thing so people copying it don't get the same problem.

Personally, I find it easier to just never open and close my list tags, skipping to the li's directly. That way, the forum auto corrects it automatically and correctly so I can't make a mistake. Although, just using a bullet point and avoiding the li tags entirely is as easy or easier, and sometimes even looks better, I find.

Edit: And, yes, I am magical with computers.

Offline dman11235

  • DnD Handbook Writer
  • ****
  • Posts: 2571
  • Disclaimer: not at full capacity yet
    • View Profile
Re: Guide to Homebrewing
« Reply #10 on: March 27, 2012, 05:10:01 PM »
Ah, yeah, I should do that.

Just having {li}{/li} will get you bullet points?  Actually...
  • do they really give you bullets?
  • hmm
  • okay, this is good.
  • why?
  • hmm.
Why is is indenting?how do indents work out of curiosity?  I think I saw it nesting lists, but I'm not sure.
« Last Edit: March 27, 2012, 05:17:39 PM by dman11235 »
My Sig's Handy Haversack  Need help?  Want to see what I've done?  Want to see what others have done well?  Check it out.

Avatar d20

Offline Garryl

  • DnD Handbook Writer
  • ****
  • Posts: 4515
    • View Profile
Re: Guide to Homebrewing
« Reply #11 on: March 27, 2012, 07:04:00 PM »
They were a bit more finicky on the old boards, but yes, just doing the [li][/li] tags alone gives a simple indented list with bullet points. And I was mistaken, you can indeed put multiple lines in a single [li][/li] block. If you want nested lists, however, you'll have to explicitly place the [list] and [/list] tags or it'll mess up.

Offline dman11235

  • DnD Handbook Writer
  • ****
  • Posts: 2571
  • Disclaimer: not at full capacity yet
    • View Profile
Re: Guide to Homebrewing
« Reply #12 on: March 27, 2012, 07:34:19 PM »
You missed my pre-editted post.  They were indented for not apparent reason, and the stuff it put in included what looked like nested lists.  So I had basic bullets, then indented from that were open bullets, then indented from that was a square.  I'll see if I can......take this to the post templates wanted thread.
My Sig's Handy Haversack  Need help?  Want to see what I've done?  Want to see what others have done well?  Check it out.

Avatar d20

Offline dman11235

  • DnD Handbook Writer
  • ****
  • Posts: 2571
  • Disclaimer: not at full capacity yet
    • View Profile
Re: Guide to Homebrewing
« Reply #13 on: June 08, 2012, 09:14:23 PM »
Updated, now has the actual guide, and in addition I added weapon and armor/shield templates.
My Sig's Handy Haversack  Need help?  Want to see what I've done?  Want to see what others have done well?  Check it out.

Avatar d20

Offline Antheon

  • Lurker
  • *
  • Posts: 9
  • I'm new!
    • View Profile
Re: Guide to Homebrewing
« Reply #14 on: June 26, 2012, 08:20:35 AM »
Not gonna lie, I lol'd. Also, this should be a sticky.