And feel free to adjust accordingly.Īny errors found, please let me know, I will publish corrections immediately! Rob Twohy | rob2e This will be a great time saver for players and ESPECIALLY DMs! (60) - Range - this will be a range in feet 30, 60, 90, etc. In the class feature titles, there will usually be symbols. With EACH feature that has or needs effects, titles are applied and concentration notes and times are provided.Īlso for easier use for both players and DMs. This package will build effects as follows:Įffect: Abjure Enemy IF: TYPE (fiend,undead) DISSAV: wisdom (1 min)Įffect: Abjure Enemy Speed halved (1 min) Drag, drop, KEEP PLAYING! Fantasy Grounds coding for all 13 classes (plus Blood Hunter, Defier, and Dragon Lord) done right. No more stopping your game to code features. This is included in the Coding Package, please consider acquiring the package before this single item.ĭo you play or DM Fantasy Grounds D&D 5E? This package delivers all of the coding effects for class features for the PC sheet Actions tab in drag and drop format! DMs and players viewing the combat tracker will always know the status of any effect, where the effects are applied, and who the PC is on the rare occasion that a feature has concentration. Until i realize theres something I forgot.Fantasy Grounds 5E Class Feature Effects Coding This a module for the Fantasy Grounds VTT software. I'm 100% okay with bending or even breaking rules in the handbooks to ensure a hearty enticing and dramatic story for the PC's. I've run around 30 sessions in this setting and my PCs are having fun, or so they say. Has this been done before? I'm sure theres nothing out there that will completely fill my need, but I'm curious if someone else has taken a similar idea and made it happen successfully?Ī little background on me as a DM: I'm pretty new, only been DMing for 10 or so months. I'm tossing around ideas at this point and needed some input from someone other than me, and the only friends I have that play DnD are the other 3 in my group. Im not sure if I should have each class use some kind of point system, Like Ki/Grit for the Drifter, Spell slots for the Scholar, and something like Maneuvers/Superiority dice for the Berserker, or unify it into one system and let them pick from a list of skills based on their class. I want the new abilities to feel like they are being tied to magic, which is proving a little more difficult than I thought. However, every time I think I have something I'm happy with, another wrench gets thrown in the gears because it doesn't work they way I'm envisioning it. Meanwhile, trying to keep it interesting and open up combat options a bit. Now I've been playing around with The Drifter class option by trying to read through each (rogue, ranger and monk) class' skill trees in the PHB, and compile some abilities that compliment each other, or add some kind of bonus ability that my PC's don't currently have. Three Classes are as Follows: Path of the Drifter - Inspired by Rangers, Rogues, and Monks (High Damage/ Medium survivability/Low Support) Path of the Scholar - Inspired by Wizards, Bards, and Clerics (Medium Damage/ Medium/High Support/ Low Survivability) Path of the Berserker - Inspired by Barbarians, Paladins, and Fighters (Med Support/High Survivability/ Med/Low Damage) The tricky part here is that I do want to involve magic in some way in all three of the classes, but only want one of them to be a true "Spellcaster" Group a few classes together that aim to achieve the same(ish) goals and have similar utility, and merge them down into three classes on a 5 level system. Now, I know that 5e's Multiclassing system is more geared towards still capping at level 20, but I wanted to push past that, because I have the mentality : If something in the world doesn't work for you, make it work. However, in the world I've been GMing in, the typical D&D 5e classes don't really work well, as a result of both the worldbuilding I've done, and the fact that starting off as a level 1 Paladin at this point in the high(ish)-level campaign would kind of be more of a hinderance than cool. I'm looking for a way to expand the current leveling system by adding in multiclassing as an option past the 10th level. Fifth age compiles the 20 level system in 5e down to 10 levels, and my PC's are at level 7, so basically level 14, with some minor exceptions. Need help designing classes or finding existing ones that I could tweak to make work.īasically my Campaign is built off a combination of DnD 5e and an awesome supplement called Fifth Age r/fifthage. Trying to compile the existing classes into 3 main classes, Drifter, Scholar, and Berserker. TLDR: Running Sci-Fantasy Campaign where Magic is rare and the PC's can acquire it by means of multiclassing, if they want. Firstly, Rico, Kree, or Troy, if you are reading, don't!
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