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Showing posts with label fantasy. Show all posts
Showing posts with label fantasy. Show all posts

Monday, June 19, 2017

Book of Shadows: The Shadow Dancer

This is the first archetype I decided to do for the upcoming Book of Shadows-Shadow Themed Archetypes series. The original shadow themed class, now a roguish archetype, Shadowdancer.




Tell me what you think down in the comments below!

In other news, the summer blogging schedule will be Mondays and Thursdays as I am spending the other days of the week working as fast as I can to get a playtest packet out for you guys to try Chronicle and Tale.

Til Thursday, happy shadowdancing, Arcanists!

Monday, April 10, 2017

Duelist: Final Draft (?)

It with much pleasure I present the potentially final draft of the core Duelist class. This potentially final copy includes the two-weapon favoring Tempest, and the Master Thrower. Major changes are the number of talent points you get (half level + talent) and Unparalleled Talent now just only restores 4 talent points.  If you have comments or suggestions, go ahead and let me know.

Any archetype posted for Duelist after this will be added on in separate files.

A lot in store this week. Til then, happy dueling, Arcanists.

Sunday, April 9, 2017

Tabletop One-on-One, Part One.

When I first started GMing tabletop games, I thought the idea of playing one-on-one, GMing for a single person was entirely possible, but what  I didn't realize is that it is an entirely different game. My first major experience with this was my friend Mike DMing for me as my favorite PC. I later carried this story on to DM for my wife in the same fashion, and we now have one-on-one tabletop gaming as one of our favorite pass times. There is a very strange dynamic to one-on-one games, and there are a few things to take into consideration before you as a GM or a player wade into a one-on-one game:


The Difference

In a one-on-one game the focus can and often does shift from a party-centric story to a player character centered story. This will allow your player to really dig into playing the type of character they want to and make decisions as their character would. This will also help the GM learn the character, and later, should the character be incorporated into a group, the player and the GM will be able to understand better how to keep the character involved in the story. This player-centric story can be a lot of fun to create, and usually has a plethora of good roleplaying opportunities. This is especially good for players who are newer, or even more quiet at the table.  However, these new perspective means several shifts will occur in the mechanics and the dynamic between the GM and player. As this is a brief summary we'll skim these before we visit them in full articles.


Harder On Everyone?

In terms of playing difficulty, unless the GM runs a a GMPC or uses a hireling system of some kind, your challenge ratings for enemies won't be accurate as they would in a four person party. If a gm for a one-on-one player is going to challenge that player. It is important to carefully consider the character that the player is using to create challenges. Some systems like the newer Scarlet Heroes has rules to fix the scale for one on one play. Scarlet Heroes' fix for this is using a different damage system and what is called a "Fray die" that sort of cinematically help deal with "minions," so solo characters can deal with larger encounters faster and with the odds less stacked against them. 

It may also be difficult for the player at times to feel in charge of the story, and they could very well feel like the story idea that the gm is offering doesn't match up with their character. Sometimes, it is better to resolve it to be more sandbox like until something more attention grabbing comes along. In a one-on-one session, the player may feel less compelled to follow what will feel more like a "generic quest for some adventurers." The very nature of this style of session is to allow the character navigate as they would like. To some degree, this style of game allows the GM to be more reactionary than proactive. The player will innately indicate where they want to take the character by asking questions. Railroading a player in this style of session will only upset them as much as any other player.

Even though the player is in charge of where they are going and constantly telling the GM where they're are headed to next, it is still, coincidentally, more work for the GM in these kinds of things. The GM is not planning in advance but instead needing to react to the desires of the player. Of course, this isn't always the case but it is common for the GM needing to either improvise more, or plan accordingly after the fact.

Easier On Everyone!

However, ultimately, one on one can allow the player and the GM to take more time with their roles. Because of my own one-on-one sessions, my homebrew setting has been much more fleshed out, making larger games much easier to manage. With the player at the forefront of the story, the party decision discussion which can be overly long, and with the wrong players take most of a session, the story moves faster, and you can accomplish more. In another interesting note, the GM gets a better glimpse as to how player mechanics work and why. Rather than having to try to acclimate to four character classes to GM for, the GM will become very familiar with a single one, and may very well gain a better insight as to the design ideas behind the class. I don't think that without my extensive experience with these kinds of games/sessions that my homebrews would be as cohesive as they are.

Another reward to one on one sessions, is that because they follow a single player, that player could even create other characters that should they not feel like playing one story one week, they can instead use another character allowing them to stay interested in the game without boredom. Probably one of the worst feelings is being "stuck" with a character you don't like.

Communication between the GM and player is, of course, easier. It is a 1:1 ratio, and therefore the game that the two want to play can be made more easily. Sometimes when a party has a problem with the GM communication can be less direct and there can be more drama, confusion, and general lack of fun while forgetting the key idea of the game; Having fun.  Though mechanically the styles are different, one-on-one games are an awesome way to hang out with a friend who may be too busy to join a full game, or for you guys to scratch that gaming itch.

Summing Up

One-on-one games are big topic to cover, and I would definitely attest that with a bit of practice, the pros outweigh the cons. I will be talking more about this in the future, as you may be able to tell in the title. Next time we approach this subject, we'll talk more about the mechanical end of things and what it does to the story.

Til then, happy one-on-one-ing, Arcanists. 

Wednesday, April 5, 2017

The Magus Class

Today, after much work, sweat and delay, is the first draft of the magus. The magus is based on the 3.5 duskblade, the 4e sword mage, and the pathfinder magus. The main idea here was to have a character skilled both in combat and magic. Let me know what you guys think! This probably was the most extensive first draft I've done. The others will be released over time like with duelist.

As a forewarning, the formatting may have been a little strange and will be improved as I update it.

Happy Warmaging, Arcanists!

Saturday, April 1, 2017

Content Update and Preview: Magus

Magus is coming along, it is pretty big project, but I wanted to let you guys know it will be, at the latest, up Monday. I will give you a brief overview of what to expect:

Magus is half casting, martial focus class based on the Duskblade from 3.5, the Swordmage from 4e and the Magus from Pathfinder. Each Magus, like Fighters, Paladins, and Rangers, receive a fighting style from the choices of Dueling, Great Weapon Fighting, Archery, or Two Weapon Fighting. The pillars of the class are Arcane Strike, which works like a magically charged sneak attack, essentially, for every spell slot level you have available, you get to deal an extra 1d6 force damage. So racking up a 5d6 at level 17. Other abilities are made available, all with incentive to hold onto your spell slots,. but with a spell list that makes it worth it to cast spells. Mitigating your casting will be a task, but you are rewarded for both holding onto your spells, and casting them.

The Magus uses a prepared spell casting, and pre-known spell list like the Paladin. However, they are an Intelligence based casters as their spell lists are derived from a study in imbued spells and ingenuity. Each archetype known as a Magus Paradigm grants themed bonus spells. The magus will becoming with a good number of archetypes, like the duelist is. They being added in pairs as they are tested and reviewed. The first two coming out will be the  Sword Mage and Pyreblade, the first focusing on the core of magical manipulation with weapon mastery, the second being a blade(weapon) wielding pyromancer. For those of you keeping track, Arrador from the Duel in the Clock Tower story is a Pyreblade.

Finally, the last pillar of the class takes the form of Arcane Imbuements. The Magus bonds a nonmagical weapon to themselves, turning it into a magical weapon, and adds a number of abilities and properties to the weapon over time. Many of these abilities emulate properties of existing magical items, and some are new to 5e and are rehashes of old item properties. Design wise, I am tweaking 3.5's item enhancement system. They may also be helpful for GMs to create some non-magus magical items as well. The most important part is that the magical item created this way only functions for the magus, but doesn't require attunement. A Magus can very well attune to and use a magic weapon, but it won't provide the same benefit as using his bonded weapon.

I look forward to releasing the first draft of this content to you guys. After this base class is finished, I will take a small break from new base classes, square up the duelist and slayer, and focus on archetypes. Let me know what classes you want to see archetypes, and themes you're interested in seeing.

Happy spell slinging, Arcanists!

Monday, March 27, 2017

Slayer: Version 2

After some time having not worked on it, I opened up my Slayer class that I developed earlier this year, and did some editing and adding. Before I introduce the newly updated slayer, I thought I would share what the development plan for my work is. After I post it here, and get feedback from you all on this blog, I'll also put it up on r/UnearthedArcana and r/DnDHomebrew, depending on feedback and discussion, I'll further edited to show you guys, and this stuff does get playtested. Once I feel that it is basically where I and prospective players want it to be, I plan on, with the help of my wife who is a very talented artist get this stuff up on dmsguild in a full art form. However, there will still be these basic versions of the classes here. In the future there will be pages (somewhere) on the blog dedicated to completed titles with links to the full art, full flavor text version downloads from dmsguild. These will be entirely "Pay What You Want" downloads for the full art, full flavor text versions. I'm not going to lie and say, "I'm not hoping to make anything with these," because it would be cool to be able to start making a little bit of pocket change from a hobby that I love, but I won't restrict access to them. I'm not going to start something like a Patreon yet because I don't know that I can be that reliable on a monthly basis to do something big like that every month. Honestly, I don't want to develop too many more base classes. As long as ideas flow, I will create archetypes, races, magic items, but after Magus, Summoner, Duelist, Slayer, and [redacted], I don't really want to push that boundary unless something really unique comes along. I will also continue to create archetypes for these new classes, as long as the ideas are there. I'll continue to release archetypes for these classes as I am inspired to do so, but I do want to focus on the base twelve classes.




In other news, a new Unearthed Arcana from WotC dropped today featuring Drunken Master for Monk, Oath of Redemption, and Monster Slayer (more on that later).

Any feedback is always welcome. Thank you for your continued support, and happy hunting, Arcanists.

Wednesday, March 22, 2017

New Martial Archetype: Dervish

In contrast with duelist, don't think that I have forgotten about fighter. For those of you questioning how and why do they exist at the same time, consider this: Duelists are the wizards of combat, with a number and variety of tricks that their specialization offers, fighters while having specializations and their own style of combat, use their specializations as just that, the cap of their abilities rather than the base, which they are known for. Fighters are not defined by their specializations but enhanced by them while duelists are defined and enhanced by their schools.

On that note, I give you the Dervish:


Enjoy, you future dervish dancing Arcanists!

Update: I changed the Dervish Dance extra damage to an extra 1d6 per hit.

Tuesday, March 21, 2017

Duelist Version 3

I'm happy to announce Duelist is in it's third edit. Very minimal changes outside the addition the Dreadnought and the Bastion. This class has gotten really good reviews on r/DnDHomebrew. The only major change is Arcane blades can now change their Deft Strike damage type while under the effects of their Enchanted blade, and if you look closely, the last two archetypes left to release are now listed as Tempest and Flying Blade. Your feedback is eternally welcome and I am very happy for what you guys have helped me accomplish this far. I was admittedly confused by one comment I had about organization of the class, so if you feel like that could be handled better let me know, as I have only received the one comment about it thus far, but it does make me want to know if anyone else has formatting or organization related comments.


 

  In other news, the first draft of Magus comes out this week, along with the first edit/touch up for Slayer and I am really excited to get it out to you guys. Summoner is proving tricky but stay tuned for more articles and a couple archetypes and magic items here and there as we move forward this week. Blog productivity will only increase (I hope) once April is over and then there will be more fun projects I can't wait to work on for you guys.

But for now, happy dueling, Arcanists!

Friday, March 17, 2017

In the Beginning

Now that I am back to my computer after four days of feeling like the dead, I figured I would start in a vein of articles directed towards those just joining us, but, veteran arcanists, don't fret, you'll be able to take something away from these as well.

While I was at PAX East, I met a lot of fellow nerds out there who either hadn't experienced both sides of tabletop roleplaying (usually GMing), didn't know how to adapt to a new edition of Dungeons & Dragons, or haven't played in any capacity altogether. So, we'll start from the beginning, and I will try to keep this brief, as some arcanists don't have the same attention span for long articles. 

Getting Started

My story may not be ideal, but I was thrown into Dungeons & Dragons as the GM in a random week in November of 2013. I was an avid Magic: The Gathering player at the time, but was still pretty reluctant to play Dungeons & Dragons. In my mind, that D&D stigma that we're just seeing lift was pretty real. I had played once or twice in a terrible introduction to the game in a group of ten people in 4th Edition, in a story that didn't make much since with a character I didn't know how to play. Effectively, at the start of my role as Game Master, it would be the first time I really played Dungeons & Dragons. DM Starhelm, who was also in this original game, was technically more equipped than I was, given his long history of his nose buried deep in R.A. Salvatore novels, having an eclectic understanding of the fantasy genre, and being able to argue Lord of the Rings like he went to law school in Minas Tirith. In fact, he read fantasy novels more than he did homework when we were in highschool. But nope! It was me; I was to be GM.

We were using not just 3rd Edition, either, but 3.5. Some of you who have played and DM'ed 3.5 may be wincing at the thought of this poor, new GM running a game of 3.5 for the first time ever. In retrospect, I wince at the thought too. So, I got myself generally acquainted with the rules, looked at character creation, monsters, magic items, and so on. Fortunately my background in Magic gave me a decent leg-up as far as the fantasy setting is concerned.  After I had became passingly familiar with the rules, I dove into the story. I came up with a general setting, inspired by 16th century Europe, the characters for the story I wanted to tell, and most importantly the villain. I spent more time than anything on that villain. He's actually, in our most recent iterations of the setting, still an important character and ally these days but generally everyone's favorite companion NPC/DMPC. Creating that villain the way I did, I think saved the game overall (I'll get there). Since then, I rose to be a lot of people's favorite GM, and at least good in the eyes of others. 


Key to Success


What was my secret? Well, if I can be frank, I didn't have a damn clue what I was doing, and that worked! It was because I went in willing to accept things rather than to reject them that I created a game people wanted to play. Don't get me wrong, saying "No", as a GM is important. In my first session, I butchered the concept of AC and Reflex saving throws, but it made for an awesome encounter because I at least got the scene right. DM Starhelm's half-elf rogue got into a very Jason Bourne fast paced scrap in an alleyway with a baddie, and it turned out great. It doesn't hurt if you have a group of new players, to tell them to pick up dice, establish some quick rules, and then referee. At least not at first. It is pretty proportional to experience level (player, not character). Together, the GM and players will learn the game they are trying to play. This is indicative of a different facet that wasn't attributed to me. I may have had some natural understanding based on my acting/improv background but that wasn't it. New groups, players, GMs are best suited to simpler systems. Systems that generally avoid heavy math and complex rules are best. For this I have two major recommendations: D&D 5th Edition, or Dungeon World. Some GMs say that 4th Edition is easy to run and I would agree, but I will save that argument for another time.

For those of you that don't know Dungeon World, it is a Powered by the Apocalypse system, which long story short, uses 2d6 for standard roles in place of a d20. Checks are made with three degrees of success: Failure, Partial success/ success with a compromise, and total success, all augmented by ability scores that work similar to the d20 system. This system takes the narrative or fiction of the game and makes it the driving mechanic. In fact, I have run the same 5 minute demo for people that Starhelm ran for me, and it has gotten the point across every time. Most people who have tried the Starhelm Trial, as I like to call it, usually feel much more confident about trying tabletop gaming. The secret behind this is it boils down to abstraction, which I will also get to in a later article. Essentially, abstraction is the process in which the dice roll, and the action it represents feel farther apart. Example:

Faranir, Vagabond Prince of the Wood Elves, is in a sparring match against Dagna, Dwarven Champion of Morgrath. Dagna uses a huge shield making Faranir's thrown weapons much less effective. So Faranir, being the scoundrel he is, gets an idea. He charges Dagna and full on flying drop kicks Dagna, using that shield's mass against the dwarf to knock him over. Well, as a GM how do we resolve this, is it an attack? Is it an ability check? Do we roll one roll for each leg that hits, considering what the terrain is and the weight difference between these two fighters? Is it a trip? A bull rush? Does it do damage? Are Dagna's parents proud? Why doesn't Faranir just throw Falcon at Dagna instead?  Let me stop you right there. We'll resolve this in Dungeon World first:

Faranir rolls 2d6 adding his strength modifier, and he rolls a 10. Success, Dagna falls back. Faranir also hits the ground, and immediately kips up to make a follow up attack. Done.

And in 5e:

Faranir rolls a Strength (Athletics) check contested by Dagna's Strength (Athletics). As he hits the ground, he uses his Athletics feat to use 5 feet of movement and stand up, and he gets ready for another attack.

Simple. That is what makes an amazing first game. Simple rolls, simple decisions. If you keep your game simple as you start, you can slowly build momentum into more complexity. Tomorrow we'll talk more about choosing a system, and I promise it won't be what it seems. So with this simple answer think it over, and tell me what you make of it. As the week progresses, I'll start to give my two cents about how complexity can work in.

For now, enjoy this magic item:

Orb of Confounding Simplicity
Uncommon
This silver, metallic orb weighs no more than a pound hovers gently 5 feet above the surface below it as long as it is at rest and not held by a creature or put into a container. In all other respects it acts as a normal ball of its size and material.

Monday, March 6, 2017

Duelist 2nd Draft, Now with Arcane Blade!

Today I have included the second draft for the duelist, which now has the Arcane Blade duelist archetype which is based on the old 3.5 Arcane Duelist. I have expanded the abilities of the archetypes, as my original design was to be mechanically liken unto a spellcaster's ability to drop effects while still having the ability to actually participate in combat. Let me know what you think!


Friday, March 3, 2017

New Base Class: The Duelist

I am happy to submit to you guys today a new base class that I talked about previously, the Duelist. This new base class takes some ideas from some of the other martial classes and puts them to work in a new harmonious fashion. I think it sits pretty neatly among the other martial classes, especially rogue, fighter, and monk. I used some prior ideas from pathfinder and 3.5. Special shout out to Matt Mercer for having figured out Targeted Strike for me. I have included only two archetypes for this first draft as to not overload you guys and make more balancing work for myself. Please leave feedback, and as always I am happy to use constructive criticism and answer questions. Thank you guys for the influx of support in the past couple weeks, and shout out/credit to DM_Starhelm for the balancing and editing!


Tuesday, February 28, 2017

Is Lore Master Truly a Disaster?

I haven’t seen r/Unearthed Arcana as up in arms about an Unearthed Arcana article as they were concerning the Lore Master/ Savant Wizard archetype. So, let’s not beat around the bush; Lore Master is strong, but is it overpowered or broken? We’ll take a closer look feature by feature starting from the top.

Lore Mastery:



Lore Master. Lore master is an interesting feature, offering the wizard a change to be actually smart when it comes to areas of knowledge like you would expect a wizard to be by doubling proficiency bonus for their Intelligence based skills such as Arcana and History. It also offers them the ability to use Intelligence for their initiative because flavorfully they always have a plan or idea and are quick-witted. This is probably a couple of the least “dangerous” features the Lore Master gets because unlike the Swashbuckler who gets a whole second ability modifier to initiative, the wizard gets an alternative rather than a bonus. Seeing as initiative constantly fluctuates, this isn’t nor shouldn’t be a major issue.

Spell Secrets. The Spell Secrets ability essentially allows the wizard to, as long as he or she is casting using a spell slot, change one type of “energy” damage to another, we’re talking acid, cold, fire, force, lightning, necrotic, radiant, and thunder in that order. That is undoubtedly strong, and most dangerous in the hands of a player who knows the Monster Manual, Volo’s Guide, and D&D Lore very well. Troll? Thunderwave is more like Flamewave. Lightning bolt is now a damn Kamehameha wave made of radiant, Mr. Vampire! Multiple Earth Elementals? No big deal, let’s just do a Thunderball of 8d6, they only have vulnerability to thunder! In itself, this spell shaping ability is pretty powerful in the hands of a well-versed player and we should be glad that they didn’t include psychic damage in that list.  Once per short rest, these same wizards can change the type of save that a spell requires. Liken unto changing damage type, this can be problematic in the hands of an intelligent player.
Alchemical Casting. This is the big issue for this archetype. Sacrificing a spell slot of a particular level yields greater result when casting a spell. A first level slot increases the damage by 2d10 for each target of the spell, a second level increases the range from 30 feet to a mile, and a third level slot increases the DC by 2. These are undoubtedly powerful options for spell casting for the wizard. Mind you, at 20th level, these abilities can be activated only a combined total of ten times (4-1st, 3-2nd, 3-3rd) before using Arcane Recovery, with each use having a different effect per long rest. In order to figure out if this is as dangerous as people think it may be and remove our “vacuum” thinking from this dilemma. 
The first level slot ability is extra damage, which yes, is strong. It is stronger than pumping spells up by a higher spell slot, but it is a much more accessible resource that limits our options earlier or later. However, those first level spell slots are either dead in the water based on what you prepared, or valuable, based on what you prepared. From my time playing Wizard (and the tangentially related Alchemist) part of our battle in prepared spell casting is choosing your spells, why you choose them, and when you use them. Casting spells is a gamble, some people tend to lose that gamble when they choose to cast spells, especially when it comes to damage. My friend Nick constantly lectures me about how to play Wizard (bless him). He has always made the harsh point that damage is the worst use of a spell slot. Now that I have played more casters, I can say that I agree. Spells that have saves or attack rolls tend to be dangerous games of chance. Boosting a spells damage by force damage for the price of losing more of your spell casting faster is even riskier. Remember that casting at a higher level preserves the original level of the spell slot. In Alchemical casting, you are sacrificing more and risking more.
The second level slot ability that increases the range of the spell from a minimum of 30 feet to a mile is pretty impractical. The game does not generally take place in a wide open space. There are, and usually should be obstacles in line of sight for one mile. Many spells specify that you need to be able to see the target of your spell, for most spells, this augmentation only gains use within the first few hundred feet at best. Increasing the range of the spell is probably one of the least intrusive changes these abilities could have presented as.
 The third level ability increases the saving throw of the spell that you cast. I would imagine that this, though the logical basis for the strongest application, isn’t as powerful as they could have made it. Increasing the DC of a spell by 2 only means it will be 10% more effective. I would imagine that the situation that would warrant the use of a third level spell slot would be to try to overcome spell resistance that takes the form of having advantage on a saving throw. Remember that Legendary Resistance will not be harmed by this. This ability is most useful for dealing with crowds, but it also creates a higher danger when splash damage is involved.
Prodigious Memory. Prodigious memory is probably one of the most forgiving wizard abilities for the game thus far. Once per short or long rest, as a bonus action you can switch one of your prepared spell slots. This isn’t overly dangerous. Given that prepared spellcasting is a cumbersome system that often results in a wizard kicking themselves at least once a session that something isn’t prepared. I personally hate prepared spellcasting, I understand the mechanic necessity for it in the 5e system, but there are moments where, as the only spellcaster in a group will often regret a choice they made because they are (insert fanfare) unprepared for a situation at hand but they have the solution. I experienced this last week as a prepared spellcaster.  At least they still have to know the spell….

Master of Magic. Which brings us to Master of Magic which says, “I see that I get wish in three levels, but I would like to cast any spell right now.” Once per long rest, you can use a bonus action to load any spell in the game for which you have spell slots, to load the cannon for casting any spell from the game. Good thing Trap the Soul doesn’t exist. This is obviously powerful, but it also is a massive burden that the discerning and experienced player is best suited for. Being able to cast any spell has only one major flaw: The time most players would take to use it in real time. I have had players back in the 3.5 days disappear into their resources for ten minutes during combat. That is a problem in itself, and that is what this ability promotes. In a party with multiple spellcasters, this may step on a few toes, or be a welcome addition because somebody else will be able to carry part of the load. In a party where the wizard is the only caster (and yes I have seen that) it would be a welcome change. Not every party is perfect and this helps the wizard cover a little more ground.

Summing up:


You may have noticed I have passive aggressively used bold italic for words like thinking and Intelligence in an attempt to subtly make my point. The Lore Master is, even by wizard standards meant to be a highly intelligent character. While everyone on reddit is worried about its power, I would be worried that a player would be able to play it well, like the type of character it emulates. Now, I am not calling anyone stupid, but this archetype wants the player to actually think about what they are doing. They are not suited to pyromaniac blasters because a degree of knowledge and finesse is what really balances the archetype. Any reckless player can play a wizard, but this archetype may be lost on that individual.  We’ve spent too much time in this community defaulting to the idea that wizards are the most powerful class. They might be, but that doesn’t mean every wizard is the most powerful wizard. At the same time, the most powerful wizard is only as powerful as the GM lets them be, or as the GM lets them get out of hand. If a GM sets up encounters that can be taken advantage of, yes Lore Master may just be “overpowered” or “broken”, but is that fault of the Lore Master, or the GM for not using what they have at hand to create not only challenge and balance? Any class can be overpowered if the GM lets the class be overly powerful. GMs and players have a standing relationship that vacuum thinking tends to make us forget. If the GM is trying to challenge players, they have to use everything at their disposal and work as a team. If a player is dominating all the action, then it is up to the GM to correct that. Not by punishing the player, but by challenging the players together. Maybe there is a super spell resistant villain like some kind of mage hunter who is seeking to destroy the wizard that is such a problem because tales of his power have spread. Thus it is up to the rest of the group to help protect the wizard, and in doing so you can, as a GM, help them forge bonds to work together. The rest of the players won’t complain about a lore master if he casts heal on a dying character from 200 feet away, he will be seen as a team player and valued member. Classes are as powerful as the group (players and GM) makes them, not as Wizards of The Coast writes them. No Unearthed Arcana is perfect, and they are subject to revision, but unless something that has had thought put into it, as long as it follows the general design rules, we can’t assume it is overpowered. 

Monday, February 27, 2017

New Monastic Tradition: Way of the War Dance/ New Item: Elvish Longblade

Today we have two new features and an update to another.

First, I took a stab at Battle Dancer from 3.5, and converted it to 5e with some changes here and there. You can find the new Way of the War Dance here!

Next I also decided to release my designs for elven longblades. This isn't an uncommon idea, but it is officially a Mage College release so it feels more... official! Included are a few examples of legendary items that any sword would suffice as, but most of these appear in the Tylvein setting as elven longblades. For those of you paying attention, Valamacil is the sword wielded by Daerthalion Dawntracker, and Inferno is the sword wielded by Arrador Lostwind. Though in their duel in a previous article, they didn't wield these weapons, you may be able to quickly identify how weapons like this enhance characters like those two.

Speaking of Daerthalion and Arrador, I do plan on continuing my work for Duelist and Magus (Duskblade), so watch out for test versions of those in the future! Now that I am using my own formatting style, developing classes and archetypes should go faster.

Finally, I updated the Sands of Time Warlock! I changed the major offender in the Relative Time feature, and tinkered with a couple of the invocations.

Coming later this week:

Lore Master of Disaster? (Article)

How to Dervish! (Archetypes)

Making the Most of Good Rolls (Article)

Any more weapons or items you guys want to see designed? I will continue to pepper my articles with more magic items so watch out for more goodies! Keep studying, Arcanists!

 

Wednesday, February 22, 2017

Wednesday Delivery!

Today, we have two homebrew features for two friends of the blog:

Up first is my take on a magic item orginally created by Levi- Just another gamer! I present to you Shogez's Shoes of Sidestepping!













Second, we have a homebrew requested by DM Starhelm, himself, a remake of the Justiciar from 3.5. You can find the link to the PDF here!

Feedback always welcome. Any ideas for items or homebrew archetypes you want to see? Let me know in the comments down below!

Monday, February 20, 2017

New Warlock Patron: The Sands of Time

Surprise everyone! Enjoy a new Warlock Patron, the Sands of Time! I decided to dip into the chronomancy theme for once, let's see where it takes us! Feedback always welcome!

Saturday, February 18, 2017

That's Not a Knife

THIS is a Knife





Today, I introduce you to Falcon, the Flying Blade. In the Tylvein Campaign Setting, Falcon awaits a master with a steady hand and the heart of a gambler as only the bravest put their faith in a thrown weapon. Falcon is the ultimate throwing knife; It may not be sentient but it is blessed with the spirit of a falcon and perches well in the hands of a fighter, ranger, or rogue, but is not picky as it merely seeks to continue to hunt once more.

Archmage Derek's Handy Dandy Resource Guide

So, today I figured I would point you guys in the direction of what I use to enhance my games beyond the core material and the WoTC's Unearthed Arcana.

Forged in Magic

Most notably as of late is Paradigm Concept's Forged in Magic, Reforged. You can find it on drivethrurpg.com. This is over 400 magic items that all work in 5e. There are a few exceptions as the main idea of the book is to supplement their own Arcanis campaign setting. So some changes and DM rulings are necessary but  97% of this book works with no changes. There are tons of great items here with great art that DM Starhelm and I took a fast liking to.

What is most notable and a really fun system to play with, Paradigm Concepts introduces an expanded rune system for augmenting items. It makes more common items more unique and creates the greater likelihood that magic based societies like Eberron can function in 5e. Attunement is a beast for a different day, but 5e sort of destroys the ease of magic items even in established Forgotten Realms canon. (We're looking at you, Jarlaxle Baenre!)

In a quick breakdown of this system, any mundane item has three rune "slots", uncommon runes take one, rare take two, and very rare, three. The two dozen or so runes that have varying levels of power. There are even an advanced way to combine runes together in a couple different fashions. The only oddity is that the rules acknowledge legendary runes but don't include examples of any. I tweeted at Paradigm Concepts they said left it open for DMs to craft their own legendary runes at their discretion. I really like that model for gaming. Were I to create my own game, I would be inclined to leave a majority of rulings open like that for the DMs and players to hash out together. So, kudos to them.

I have made my own adjustments to these rules as, to my knowledge, only mundane items are accounted for, so I rule in my game, based on the Dungeon Master's Guide's Moonblade, that legendary items have seven rune slots. Working backwards, I have established that uncommon magic items have four slots, rare have five, and very rare have 6. This opens up the variety of weapons/items you can have and is a fun time experimenting.

Matthew Mercer

I'm going to try to be as neutral about this as possible because I am a huge fan of the multifaceted talent that is Matthew Mercer. Matthew Mercer is a voice actor (most famous for Overwatch's McCree), nerd, and the DM/host of Geek and Sundry's popular livestream, Critical Role. Mercer has released several supplements onto dmsguild as pay as you want pdfs. These include the Maestro Bardic College, Gunslinger, and Blood Hunter. I've allowed players to use the Gunslinger fighter archetype once or twice, and one of our tech powered recurring big baddies, Imry, has been a gunslinger in a few incarnations. It isn't especially difficult to include it as it is basically a conversion of Pathfinder's Gunslinger. Ironically, he wrote Gunslinger before "High Noon" was even a thing. Blood hunter is a little more complex and not for any new player. It is well balanced as Mercer is an experienced gamer and has collaborated with the D&D design team before, thus I trust his work and judgement as a DM and designer. I haven't had the opportunity to play or DM for a Maestro bard. I'd like to see it in action, but no one has brought it up. Ultimately, use Mercer's materials at your own discretion with respect to your campaign setting and players. Guns in a D&D campaign is a touchy subject as is. 

The Not Really Complete Series

The very talented Faolyn on reddit came up with The Not Really Complete Tome of Sells, and The Not Really Complete Encyclopedia Magica. These are conversions of a plethora of spells and magic items respectively from other editions of the game. I use the magic items more than the spells because my players tend to want a greater variety of items (or at least seem to appreciate it), and the introduction of new spells to classes beyond wizard can get a little messy. That is also a topic for another day. Since these are conversions from previous editions and pathfinder, they are easy to use and they very rarely will create that sort of weirdness that occurs when a homebrewed rule/item/class doesn't entirely fit the setting or tone of a game. I highly recommend them, there are some very fun items in the Encyclopedia Magica. I need to review the Tome of Spells more, but that may be a good topic for another day.

Incarnate: Last of The Lacers

I saw this supplement on r/Unearthed Arana some time ago, and was immediately intrigued by it. As I have expressed before, I feel like homebrew can be a hit or miss, but I am a huge fan of Avatar: The Last Airbender, and the creator of this supplement, Alex Tanner really does bring the feel of Avatar to life with this pdf. To be clear, I haven't used this yet, but I have taken a great amount of time to inspect this work, and it seems to be pretty solid, as long as you are not playing the "Incarnate" you should find yourself about on par with any other player. I would highly encourage the use of the lacers (Don't say bender, don't say bender) when anyone expresses interest in playing a Way of Four Elements Monk. I am not against the WoFE Monk, but it is probably the most hated on Monastic Tradition. There is even a lacer tradition for monks in the supplement. It is definitely worth checking out, especially if you are a fan of The Last Airbender/Legend of Korra. The lore is pretty well defined, so as long as monks are in your game, lacers shouldn't be too invasive. 

Tribality

Tribality Publishing's work is good. Mind you they have a number of writers on board, so content will vary, but currently I am using Tribality's Rich Howard's Alchemist in place of the Unearthed Arcana Artificer and added the Superior Attunement feature at 5th level, and again at 15th level. In a game of DM Starhelm's last night I used the class as is to create a poisoner forensic investigator, it may very well be one of the best characters and sessions I have ever played. Tribality's articles often include other interesting little additions here and there, like the Chrono Rogue archetype inspired by Overwatch's Tracer. Overall, they do good and interesting work.

Angry GM

The Angry GM may be one of the saltiest, most cantankerous writers in the tabletop community, but he knows what he's talking about. He has dozens upon dozens of articles there are all based on running a better game. He offers variant rules, and even just changes to the gaming mindset that are very insightful. If you're a DM, you should at least try to be familiar with some of his articles, and form your own opinions about the topics. 

Wrapping Up

It isn't my job or purpose to tell you guys what to do, how to play your game, but these are, as a player and DM my strong recommendations of good 3rd party places to add more to your game. If you want more from me as a 3rd party source, in my article above this I will introduce you to one hell of a knife.

Find the resources here: 

Thursday, February 16, 2017

Your Father's Lightsaber

Not As Clumsy or Random as a Base Class


I consider the thaumaturge officially dead at this point. This may come as a shock, but once again, in the simplest implementation, Wizards of the Coast, have defeated Thaumaturge with a single archetype. I'm not upset by this, but in fact, I'm amazed. 

When I was working on my associate's degree, I had a programming teacher named Tom. Tom was always pressing that we program in a more elegant fashion. He would often criticize long drawn out programs consisting of long lines of computer code when in reality, the same effect could be accomplished in considerably less. Whenever Tom revealed this "secret" to us, I was never upset or frustrated but inspired to be as proficient in design. By the end of the class, I had learned this supposed elegance and rose to the top of my programming class.

A More Elegant Weapon

The thaumaturge was a fun idea. It combined the ideas of all of the arcane classes and added it to the spectrum with one major flaw. It was such a pain to balance! Then a week ago, the Lore Master archetype for the wizard class is released. I read it and immediately realized they had achieved everything I wanted to with one major difference: It took up all of four class features. For those of you who haven't read the lore master, you can find it here. It comes along side some really cool content for warlock. The ability to modify your spells on the fly were what I wanted from an Intelligence spellcasting class. It was not school specific either! What I spent weeks on, I could have done in no time. 

A More Civilized Age

For those of us that play 5e, we live in a very comfortable lap of constant updates from the creators and designers, a comfortable and understandable system to tinker with, and  large homebrew communities. Now I'm not saying I won't homebrew anything again, but what I do definitely encourage you to do is to compare the two; Lore Master to Thaumaturge. When you see the similarities/differences, you will understand what I mean. Homebrew content is great as long as the official material does not out do it. The work will become obsolete, and that is a constant fear of any creator such as myself. I have a hard time using my own work though, I do use Tribality's Alchemist rather than the WoTC Artificer, because of the time that was put into it, and how well made it was. My problem is, if I use a homebrew class, I am always thinking too critically about how something will turn out, or how something compares to a similar class.

Don't think that I have forgotten about Summoner though. I hope to work on it more as my schedule begins to relax, I do have an abstract concept though.



This week's homebrew is an item made for the Tylvein campaign, Tide&Tempest, Twins of Storm and Sea:


Saturday, January 14, 2017

Introducing the Slayer

Hey everyone, this Friday, I bring to you The Slayer.

Mind you this is the first draft, so it is lacking the full description as far as flavor and back story, but what you need to know is that this class is essentially my take on assassins and beast slayers. These guys are concerned with one thing, and that is bringing an end to their target. To save you guys from being overloaded I have included only two of the five archetypes. In the next draft I will add more to it.

I hope you enjoy this class, and I look forward to your feedback.

You can find the Slayer class here.

See you on Wednesday, as we discuss the Unearthed Arcana series and how to use it in next week's article: Buried in Novelty.

Friday, I hope to get the first draft of the Duelist out to you guys.

Til then, happy gaming!

Wednesday, January 11, 2017

We're Back! Thaumaturge 2.0

After a week of working, playtesting and unwinding, we're back and starting 2017 with the new version of the Thaumaturge. After much consideration, play-testing, and review, I found it was actually a lot harder to create new spell formulas than I expected, so we really only have about four new ones for now. However, one major change has come for the class. There is no longer thaumaturge spell lists. Every archetype draws from one of the other classes' spell lists. In lieu of this, spell formulas are no longer any where near as restrictive as they used to be. A lot of the level requirements have been changed, and the archetype restrictions have been dropped all together. Beguiler has had a complete face lift, and Samsaran's soul caller ability has been replaced. I hope you enjoy the new iteration of the class, but remember, like any homebrew, it is still a work in progress, and your feed back is much appreciated.

Updated Thaumaturge can be found here!

Other announcements: Next on the release list is Slayer. It so far, is coming along quite well. With Duelist and Magus following in the coming weeks. Summoner will be started as soon as Duelist and Magus are done, but I have working concept in mind, let's hope it goes well. Let's just say, have your Monster Manuals and Volo's Guides handy

The blog update schedule will be changing to Wednesdays and Fridays starting this week, until I have more article based content lined up, as I have been fairly back tracked.

Would anyone be interested in any more Tales from Tylvein, like we saw in the Compelling Combat breakdown?