first off, homeworld gems should tend toward lawful for obvious reasons.Second,no subraces?third, what are the fusion rules.finally this race is notably weak (they get effectively 10.5 extra hit points,crappy unarmored defense,standard asi and fusion an ability that does not anything to indivuals power several of these are ribbons or even standard and unless fusing gives an outstanding power boost it should be given subraces with extra powers.) I ran this through detect balance and it got 16 power points give or take what fusion adds and scored no synergy points.The average number of points for race to score is 27 and higher scores mean more powerful.meaning this race is half as powerful as average.
2- This is the first part of the series, subraces aren't ready yet
3- Fusion Rules are being written down, once they are finished, they'll be linked
1:this was not what i meant i was making this statement because you marked it down that they tend towards neutral which makes no sense given the societies clear tendacy for strict rules,traditions and castes.
Sure, right now the plan for the fusion rules is for them to be a mix of the gems involved, in terms of class and atributes. It would take 1 or 2 of the strongest attributes from the gems involved (if 2 gems make part of it, A (DEX 14) and B (DEX 8), the fusion would take A's DEX.). The higher the level of the gems involved, the more stronger attributes you can take, max of 4.
The fusion could multiclass, taking one class from each gem that makes part of it, or choose its own class.
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Co-creator of Alagoinha Homebrewmentos.
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Sure, right now the plan for the fusion rules is for them to be a mix of the gems involved, in terms of class and atributes. It would take 1 or 2 of the strongest attributes from the gems involved (if 2 gems make part of it, A (DEX 14) and B (DEX 8), the fusion would take A's DEX.). The higher the level of the gems involved, the more stronger attributes you can take, max of 4.
The fusion could multiclass, taking one class from each gem that makes part of it, or choose its own class.
okay for starters fusion needs to be a major power up to be used outside of small number of circumstances (you have to remove two players from play to even use it).so the ability score aspect should simply apply to all ability scores automatically (unless the two fusors have very different stat sets this is fairly balanced and it's unlikely two very different roles would fuse outside of a couple of circumstances or in incredibly specifically character pairs).Second,how many levels does it the fusion get?
A friend and I have started a series of Steven Universe-themed homebrews!
As the first part of the series, the Gem race:
Link here!
Fusion Rules
Co-creator of Alagoinha Homebrewmentos.
Humble caster of art and homebrews, at your service.
first off, homeworld gems should tend toward lawful for obvious reasons.Second,no subraces?third, what are the fusion rules.finally this race is notably weak (they get effectively 10.5 extra hit points,crappy unarmored defense,standard asi and fusion an ability that does not anything to indivuals power several of these are ribbons or even standard and unless fusing gives an outstanding power boost it should be given subraces with extra powers.) I ran this through detect balance and it got 16 power points give or take what fusion adds and scored no synergy points.The average number of points for race to score is 27 and higher scores mean more powerful.meaning this race is half as powerful as average.
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1- "Pushes towards" doesn't mean they have to be
2- This is the first part of the series, subraces aren't ready yet
3- Fusion Rules are being written down, once they are finished, they'll be linked
Co-creator of Alagoinha Homebrewmentos.
Humble caster of art and homebrews, at your service.
1:this was not what i meant i was making this statement because you marked it down that they tend towards neutral which makes no sense given the societies clear tendacy for strict rules,traditions and castes.
2-cool.
3-cool do you have any samples at the moment.
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Sure, right now the plan for the fusion rules is for them to be a mix of the gems involved, in terms of class and atributes. It would take 1 or 2 of the strongest attributes from the gems involved (if 2 gems make part of it, A (DEX 14) and B (DEX 8), the fusion would take A's DEX.). The higher the level of the gems involved, the more stronger attributes you can take, max of 4.
The fusion could multiclass, taking one class from each gem that makes part of it, or choose its own class.
Co-creator of Alagoinha Homebrewmentos.
Humble caster of art and homebrews, at your service.
okay for starters fusion needs to be a major power up to be used outside of small number of circumstances (you have to remove two players from play to even use it).so the ability score aspect should simply apply to all ability scores automatically (unless the two fusors have very different stat sets this is fairly balanced and it's unlikely two very different roles would fuse outside of a couple of circumstances or in incredibly specifically character pairs).Second,how many levels does it the fusion get?
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3 levels more than the gems that make part of it. If two level 10 gems fuse, the fusion will be level 13.
Co-creator of Alagoinha Homebrewmentos.
Humble caster of art and homebrews, at your service.
cool
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