I am coming up on a session this evening where I will be reminding my party that there are houserules for overcasting, because they're almost spent and I don't want them to die for forgetting about them!
This made me realise that the Monk hasn't got anything to help them, and that seemed a little like something I could correct!
So, please can you have a look at these rules for Over-Ki-ing and let me know if you think they're too broken, not powerful enough, or about level!
Appendix 5: Overki-ing
Ki is the life force and natural magical energy of the world. All living things contain Ki, and can manifest it in some way. Monks have the ability to channel this energy to create magical effects, or to empower themselves with speed and agility.
Beyond the Limits
A Monk can use more Ki than they have available to them, much like a Wizard can Overcast. However, Ki’s nature as a life energy invokes a more immediate bodily tax - though it mitigates the dangerous and unpredictable side-effects of Overcasting.
Ki from Hit Dice
As an Action, you can opt to focus inwards on restoring your Ki. To do so, you can expend a number of Monk hit dice (d8s) up to half of your Monk level, rounding down. You then roll these dice - on each result of 2+, you regain a Ki point. Once you have completed this action, you become Unfocussed (see below), Additionally, if 2 or more of the dice roll a 1, then you gain a point of exhaustion.
Unfocussed
Whilst you are unfocussed, your maximum Ki is reduced by half (rounding down, minimum of 1).
Recovery
When you next complete a Long Rest, the number of Hit Dice you recover is reduced by half of your Monk level (rounding down), and you cease to be Unfocussed - you return to your normal pool of Ki dice, which are recovered by the Long Rest.
Like I have with Overcasting, I Want it to be a risk to take, not a guaranteed improvement!
For comparison, Overcasting is in the spoiler below:
Appendix 4: Overcasting
Overcasting is a new, optional mechanic for D&D 5e, and it allows a spellcaster to force themselves to dig deeper than is safe to cast spells beyond their limits, borrowing spellslots from their own flesh and life force, and the innate magic of the world around them, to push beyond those safe boundaries and into dangerous and deep waters.
Magical Instability
Magical instability is a new thing which casters can accrue in exchange for the ability to use spell slots which they have already spent. Instability is inherently dangerous, and it is incredibly risky to attempt to cast spells without the required focus and preparation.
Instability Check DC = 5 + Instability + Spell Slot used
Casting Over your Spell Slots
Running out of spell slots need not stop you from casting that spell you need - only from doing so safely! In order to cast a spell using an already expended spell slot, you must first choose a spell slot level for which you have at least 1 spell slot for, but have none remaining. Then you gain Instability equal to 1 plus the spell slot you chose (EG a level 4 spell slot will incur 5 instability), and then attempt to cast your spell.
Casting a spell with instability
If you have 1 or more instability, you must make an instability test whenever you attempt to cast a spell, even if you are using a spell slot to do so.
Instability Check
Roll 1d20 and add your spellcasting modifier for the spell you are attempting to cast. The DC for this check is equal to 5 plus the amount of instability you have, plus the level of the spell you are attempting to cast (cantrips count as 0). If you pass, then the spell is cast as normal. If you fail, roll once on the Overcasting Failure Effect table to determine the effect of the instability.
Overcasting Failure Effect
d100 roll
Effect
1-5
Weakened - the spell is cast, but any dice used in casting are reduced by 1 size (EG 2d8 becomes 2d6), and any d4’s become a flat 1. If the spell does not use dice, the DM can choose to weaken the spell in any way they see fit.
6-15
Major Miscast - The DM opens the relevant book to the same page as the spell that you are casting and rolls a d20. If the d20 is odd, they go backwards through the spell list by an amount of spells equal to the result of the d20, and if the d20 is even then they go forwards. The spell they land on is the one which is cast, at the closest level possible to that which you were casting the original spell, at the same target if possible. You take 1d6 psychic damage for each level higher that the new spell is than the original spell.
16-30
Delayed - the DM secretly rolls 1d8. Roll any dice required for the spell now, but the effects of the spell are not resolved until after that many creatures have completed their turns. The target of the spell remains the same.
31-40
Wild Magic Surge - the spell goes off as normal and you roll on the Wild Magic Surge table (in the Sorceror section of the Players Handbook). Any results which regain sorcery points instead reduce your Instability by the same amount.
41-55
Fizzle - the spell fails and is not cast, with an embarrassing loud, farting fizzle sound which can be heard from 100ft. away.
56-65
Ethereal Boom - The spell goes off but makes a loud boom, audible from 300ft away, and you and any creatures within 5ft. of you take 1d6 thunder damage. For each level higher than 2 that the spell was cast at, the damage to you increases by 1d6, the range of the damage for other creatures increases by 5ft., and the audible distance increases by 100ft.
66-75
Wild Magic Burst - Roll once on the Wild Magic Surge table and apply the result to the target or targets of the spell. If the spell targets multiple creatures, roll separately for each of them. If the spell targets an area, roll for each creature within that area. Reroll any results which cannot apply to them (EG regaining sorcery points if they are not a sorcerer).
76-85
Miscast - the DM alters the spell in any way that they choose - this could involve misinterpreting the spells name, or changing a few letters to make it do something different.
86-90
Overload - The power is too much for you. The spell is cast as normal, and you immediately fall unconscious. You remain unconscious for 1 hour, or until you regain hitpoints or take damage in any turn after yours (EG taking fall damage due to this effect will not immediately wake you up).
91-95
Overcharged - the spell is cast, and you take 1d8 psychic damage for each level of the spell you were casting. The amount of damage you take is added to any rolls made during the casting, EG attacks, saves, healing, or damage.
95-100
Unstoppable Powers - You immediately take 1d6 psychic damage for each level of the spell you are casting and the spell is cast. Until the end of your next turn, you cannot make reactions, Your movement reduces to 0 (if you are in midair, you hover), and you automatically pass any concentration tests for the spell. You may only make actions, reactions, or bonus actions related to this spell (for example, using a bonus action to cause damage with Heat Metal), and you must start your next turn by casting the same spell, using Overcasting if necessary.
Removing Instability
Instability can be removed instead of regaining expended spell slots. You reduce your instability by 1 for each level of each spell slot you choose to not regain. You can choose to leave any combination of spell slots expended for this purpose. There may also exist in the world Potions of Stability, which reduce Instability in the same was a a Health Potion increases Health, and with the same rarity.
Split Concentration
There are times when a spellcaster may have to cast aside safety and attempt to concentrate on multiple spells at once.
When you are concentrating on a spell, you can choose to maintain concentration on that spell at the same time as casting a new one, causing you to concentrate on two spells at once.
When you do so:
You gain one point of Instability for each level of the second spell you are casting before you cast the second spell.
Your movement speed is halved for as long as you are concentrating on two spells
You have disadvantage on saving throws for as long as you are concentrating on two spells
At the start of your turn, if you are concentrating on 2 spells:
You gain 2 points of Magical Instability
You must use your Action to maintain the second spell. Failing to do so ends one of the spells.
Extended Concentration
Sometimes, you just need a spell to last a bit longer. When a Concentration spell would end, you can choose to take 1 point of Magical Instability to extend it for one more turn. Each time you do this, you must roll an Instability Check. You can do this whilst using Split Concentration, and if you are extending both spells, you gain 2 Instability instead of 1, but only roll one Instability check.
This seems like 3.5 level of overcomplication. It also seems to be a serious penalty to anyone playing a Monk. Ki should be fully restored after a short rest. Are you not allowing them to take short rests so that a player is forced to try and use this houserule? This only seems to be punishing to players and not designed to amplify fun at the table...
This seems like 3.5 level of overcomplication. It also seems to be a serious penalty to anyone playing a Monk. Ki should be fully restored after a short rest. Are you not allowing them to take short rests so that a player is forced to try and use this houserule? This only seems to be punishing to players and not designed to amplify fun at the table...
This rule is intended to work with the current rules, so yes, the short rest will normally restore full ki. The Overki-ing was intended to mean if a fight is becoming too much - if the monk runs out of Ki - they can use an action to get ki beyond their normal amount. However, this should only be used in emergencies, and not all the time, as it requires some recovery to restore your monk to full functionality again!
So yeah, it is punishing somewhat if used, but it's intended only to be used if they have run out and desperately need more!
If this were for regular use I would have less rolling involved, but you wouldn't expect this to come up more than once in a session, and not every session at that!
But personally, I wouldn't expect the players to use these house rules. Not only are they extremely complicated, but they are punishing enough that the PCs are probably better off just relying on at-will abilities than using them. The only time it might be advisable to use them if it doing so means a high chance of (1) finishing the current fight this round (2) you are certain you can get a LR immediately after the fight concludes.
If you are running them to utter exhaustion then they should quite rightfully not know at any point in time if the current fight is the last one before they can get a long rest, thus using these house rules are almost never going to be a rational choice for them because they will cripple their character until they can get a long rest which they have no idea when it will be.
Well, the first playtest went well. The Monk player rolled for 6 ki and got all 6 without exhaustion, and it wasn't complicated to do so (I think perhaps people are overcomplicating it in their head, it's not really that bad, is it?).
They escaped and did make it their mission to get somewhere safe for a long rest, which they achieved. Everyone at the table enjoyed the roleplay of digging deep to get more Ki, and it worked out quite well for them!
Morning all!
I am coming up on a session this evening where I will be reminding my party that there are houserules for overcasting, because they're almost spent and I don't want them to die for forgetting about them!
This made me realise that the Monk hasn't got anything to help them, and that seemed a little like something I could correct!
So, please can you have a look at these rules for Over-Ki-ing and let me know if you think they're too broken, not powerful enough, or about level!
Appendix 5: Overki-ing
Ki is the life force and natural magical energy of the world. All living things contain Ki, and can manifest it in some way. Monks have the ability to channel this energy to create magical effects, or to empower themselves with speed and agility.
Beyond the Limits
A Monk can use more Ki than they have available to them, much like a Wizard can Overcast. However, Ki’s nature as a life energy invokes a more immediate bodily tax - though it mitigates the dangerous and unpredictable side-effects of Overcasting.
Ki from Hit Dice
As an Action, you can opt to focus inwards on restoring your Ki. To do so, you can expend a number of Monk hit dice (d8s) up to half of your Monk level, rounding down. You then roll these dice - on each result of 2+, you regain a Ki point. Once you have completed this action, you become Unfocussed (see below), Additionally, if 2 or more of the dice roll a 1, then you gain a point of exhaustion.
Unfocussed
Whilst you are unfocussed, your maximum Ki is reduced by half (rounding down, minimum of 1).
Recovery
When you next complete a Long Rest, the number of Hit Dice you recover is reduced by half of your Monk level (rounding down), and you cease to be Unfocussed - you return to your normal pool of Ki dice, which are recovered by the Long Rest.
Like I have with Overcasting, I Want it to be a risk to take, not a guaranteed improvement!
For comparison, Overcasting is in the spoiler below:
Appendix 4: Overcasting
Overcasting is a new, optional mechanic for D&D 5e, and it allows a spellcaster to force themselves to dig deeper than is safe to cast spells beyond their limits, borrowing spellslots from their own flesh and life force, and the innate magic of the world around them, to push beyond those safe boundaries and into dangerous and deep waters.
Magical Instability
Magical instability is a new thing which casters can accrue in exchange for the ability to use spell slots which they have already spent. Instability is inherently dangerous, and it is incredibly risky to attempt to cast spells without the required focus and preparation.
Instability Check DC = 5 + Instability + Spell Slot used
Casting Over your Spell Slots
Running out of spell slots need not stop you from casting that spell you need - only from doing so safely! In order to cast a spell using an already expended spell slot, you must first choose a spell slot level for which you have at least 1 spell slot for, but have none remaining. Then you gain Instability equal to 1 plus the spell slot you chose (EG a level 4 spell slot will incur 5 instability), and then attempt to cast your spell.
Casting a spell with instability
If you have 1 or more instability, you must make an instability test whenever you attempt to cast a spell, even if you are using a spell slot to do so.
Instability Check
Roll 1d20 and add your spellcasting modifier for the spell you are attempting to cast. The DC for this check is equal to 5 plus the amount of instability you have, plus the level of the spell you are attempting to cast (cantrips count as 0). If you pass, then the spell is cast as normal. If you fail, roll once on the Overcasting Failure Effect table to determine the effect of the instability.
Overcasting Failure Effect
Removing Instability
Instability can be removed instead of regaining expended spell slots. You reduce your instability by 1 for each level of each spell slot you choose to not regain. You can choose to leave any combination of spell slots expended for this purpose. There may also exist in the world Potions of Stability, which reduce Instability in the same was a a Health Potion increases Health, and with the same rarity.
Split Concentration
There are times when a spellcaster may have to cast aside safety and attempt to concentrate on multiple spells at once.
When you are concentrating on a spell, you can choose to maintain concentration on that spell at the same time as casting a new one, causing you to concentrate on two spells at once.
When you do so:
At the start of your turn, if you are concentrating on 2 spells:
Extended Concentration
Sometimes, you just need a spell to last a bit longer. When a Concentration spell would end, you can choose to take 1 point of Magical Instability to extend it for one more turn. Each time you do this, you must roll an Instability Check. You can do this whilst using Split Concentration, and if you are extending both spells, you gain 2 Instability instead of 1, but only roll one Instability check.
Thanks!
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
DM's Guild Releases on This Thread Or check them all out on DMs Guild!
DrivethruRPG Releases on This Thread - latest release: My Character is a Werewolf: balanced rules for Lycanthropy!
I have started discussing/reviewing 3rd party D&D content on Substack - stay tuned for semi-regular posts!
This seems like 3.5 level of overcomplication. It also seems to be a serious penalty to anyone playing a Monk. Ki should be fully restored after a short rest. Are you not allowing them to take short rests so that a player is forced to try and use this houserule? This only seems to be punishing to players and not designed to amplify fun at the table...
This rule is intended to work with the current rules, so yes, the short rest will normally restore full ki. The Overki-ing was intended to mean if a fight is becoming too much - if the monk runs out of Ki - they can use an action to get ki beyond their normal amount. However, this should only be used in emergencies, and not all the time, as it requires some recovery to restore your monk to full functionality again!
So yeah, it is punishing somewhat if used, but it's intended only to be used if they have run out and desperately need more!
If this were for regular use I would have less rolling involved, but you wouldn't expect this to come up more than once in a session, and not every session at that!
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
DM's Guild Releases on This Thread Or check them all out on DMs Guild!
DrivethruRPG Releases on This Thread - latest release: My Character is a Werewolf: balanced rules for Lycanthropy!
I have started discussing/reviewing 3rd party D&D content on Substack - stay tuned for semi-regular posts!
Seems fine based on your other house rules.
But personally, I wouldn't expect the players to use these house rules. Not only are they extremely complicated, but they are punishing enough that the PCs are probably better off just relying on at-will abilities than using them. The only time it might be advisable to use them if it doing so means a high chance of (1) finishing the current fight this round (2) you are certain you can get a LR immediately after the fight concludes.
If you are running them to utter exhaustion then they should quite rightfully not know at any point in time if the current fight is the last one before they can get a long rest, thus using these house rules are almost never going to be a rational choice for them because they will cripple their character until they can get a long rest which they have no idea when it will be.
Well, the first playtest went well. The Monk player rolled for 6 ki and got all 6 without exhaustion, and it wasn't complicated to do so (I think perhaps people are overcomplicating it in their head, it's not really that bad, is it?).
They escaped and did make it their mission to get somewhere safe for a long rest, which they achieved. Everyone at the table enjoyed the roleplay of digging deep to get more Ki, and it worked out quite well for them!
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
DM's Guild Releases on This Thread Or check them all out on DMs Guild!
DrivethruRPG Releases on This Thread - latest release: My Character is a Werewolf: balanced rules for Lycanthropy!
I have started discussing/reviewing 3rd party D&D content on Substack - stay tuned for semi-regular posts!