Hey guys! As I said before, this campaign will be using a lot of custom rules and mechanics. Before any of these are used, I thought it might be best for you guys to give your opinions and choose how these should be implemented.
The first new mechanic is weapon durability. In this campaign, weapons made by someone with more experience would last longer. However, weapons would not get broken unless you neglect fixing it when it gets damaged.
Is there anything you want to know? Or anything you want to add? I really want to know your opinion before adding new mechanics.
Two questions: 1. Is there a way for us to know what conditions our weapons and armor are in? 2. Is there a skill for the construction/maintenance of weapons and armor?
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Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
1. How does this work with magic items? Do magic items have a higher durability or because they can't be destroyed by natural means they do not lose durability?
2. What kind of durability would magically created items have? Such as weapons created by a forge domain cleric's channel divinity?
Personally i am against it for couple reasons: 1) Either the cost gonna be trivial like arrows where in early game it might matter but once you got enough gold you just stock of it so you don't have to keep track of it anymore. Or the cost to much burden that you just prefer go caster and cast cantrips in case you out. 2) how is durability processed per use/ per battle/ per rest. Tracking it individual make it accurate but also more bookkeeping, use per batle/rest make it harder for PC with alot different weapons.
Just don't see the benefit for the extra bookkeeping, and it end up weapon fighter to hoard more weapons then they actually need.
Once one of us picks up the mending spell *cough* Esfira *cough* durability is honestly no threat as she can mend two parts of a sword back together with ease.
/e The three of us get camp setup for the night and cook dinner while she mends all of our gear!
This is a bit tricky to answer. Id like to know important homebrew rather sooner than later. As Palfatreos stated before, a rule may harm a sertain playstyle, and balance is key in this. So if every martial class gets nerfed by rusty weapons, what are your plans with the spellcasters?
This is extremely important to know as a player, so we can make informed decisions, and not be surpriced by sn untimely nerfhammer.
On the other hand i really want to welcome homebrew. I love it and you should never stop implementing new ideas into your setting. If something you do doesnt work, you can always scrap the rule. We are all here to have fun.
If you have a list of rules you are going to implement for certain. You may as well just show them all now, and if you have changes or updates, you can just let us know :)
TLDR:
Ill consider myself a need-to-know status for homebrew content. I dont need to know what items or beasts you have created, but if something will have an effect on how i play, or my characters choices, id rather have it sooner than later.
(How durability will work) Whenever you do something to damage your weapon, a die will be rolled to determine how much damage is done to the weapon. Once a weapon's health goes down to 0, you get disadvantage on attack rolls using it. A broken weapon can be fixed using the smithing skill, which is also used to make the weapons. Better weapons have less chance of taking damage and can take more damage before breaking. If you use the mending spell to fix a weapon, you must make a smithing check. This is because the mending spell's main purpose is just to fix objects that have split into multiple parts, so using the spell to precisely fix a weapon (sharpen, fix cracks) takes prior knowledge of the skill.
(How weapons are damaged) A roll that is lower than 10 and that is not a hit is considered a miss, and damage is not applied. A roll that is equal to or greater than 10 is considered a hit, however, if it does not meet the target's AC, then you have hit something (armour, shield) with your weapon and it can be damaged from that. Rolling a one always equals damage.
(Durability with magic items) Magic items, instead of having durability, have a charge. Using a magic item's effects spends its charges. Recharging magic items differs from item to item.
(Durability with magically created weapons) If the weapon is created magically but is not in itself magical, it would have durability. However, because it was created using magic, it would have higher durability than most man-made weapons.
Answers to concerns
(Weapons becoming trivial) Unless you get into a lot of fights before being able to fix it, your weapons will not be breaking often enough to have to carry multiple, however, having an extra weapon can't hurt. Even in the case of running out of weapons, you can use the damaged weapon, or pick up one of the weapons dropped by your enemies. There will also be a magical item that allows for storing various weapons in your pockets, in case you want to have the best weapon for the job.
(Weapon users becoming weaker than spellcasters) While weapons can now be damaged, better weapons gain various bonuses, even new abilities in the case of magic weapons. Spellcasters require better items, such as staffs, to give bonuses to their spells.
This might seem like it will make the game more difficult. But that's the point. I will be posting the other custom mechanics very soon.
Im here. I hope me being very active, doesnt demotivate my team in playing. I dont want to outshine you, or take control. Im aware i may have to much time on my hands at the moment as im on vacation.
Im here. I hope me being very active, doesnt demotivate my team in playing. I dont want to outshine you, or take control. Im aware i may have to much time on my hands at the moment as im on vacation.
Doubt it has anything to do with you. Most time people simply drop out because they realise PBP isn't for them or RL or campaign wasn't for them.
Clearly Daeron's human half is prevailing, because he rolled well on initiative .
Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
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Esfira is DEFINITELY thinking now that maaaaybe fighting with no armor was a bad idea :') *at 3 hit points*
Daeron's at 5 and even with Shield, he can't defend himself against a 23 to hit.
Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
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I never said anything would be easy. In fact, I specifically said it would be very difficult.
Oruk (Half-Orc Barbarian) - Soldiers of Vord Three (Human Sorcerer) - Dragons Armies Merzin Quickfoot (Lightfoot Halfling Thief) - Eberron Tales Alpha
DM - Ultimate Adventure
Esfira
PFFHAHAHA exactly!
Hey guys! As I said before, this campaign will be using a lot of custom rules and mechanics. Before any of these are used, I thought it might be best for you guys to give your opinions and choose how these should be implemented.
The first new mechanic is weapon durability. In this campaign, weapons made by someone with more experience would last longer. However, weapons would not get broken unless you neglect fixing it when it gets damaged.
Is there anything you want to know? Or anything you want to add? I really want to know your opinion before adding new mechanics.
Oruk (Half-Orc Barbarian) - Soldiers of Vord Three (Human Sorcerer) - Dragons Armies Merzin Quickfoot (Lightfoot Halfling Thief) - Eberron Tales Alpha
DM - Ultimate Adventure
Two questions: 1. Is there a way for us to know what conditions our weapons and armor are in? 2. Is there a skill for the construction/maintenance of weapons and armor?
Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
More
I like it! Two things from me
1. How does this work with magic items? Do magic items have a higher durability or because they can't be destroyed by natural means they do not lose durability?
2. What kind of durability would magically created items have? Such as weapons created by a forge domain cleric's channel divinity?
Personally i am against it for couple reasons:
1) Either the cost gonna be trivial like arrows where in early game it might matter but once you got enough gold you just stock of it so you don't have to keep track of it anymore. Or the cost to much burden that you just prefer go caster and cast cantrips in case you out.
2) how is durability processed per use/ per battle/ per rest. Tracking it individual make it accurate but also more bookkeeping, use per batle/rest make it harder for PC with alot different weapons.
Just don't see the benefit for the extra bookkeeping, and it end up weapon fighter to hoard more weapons then they actually need.
Nox - Adult Oblex - The Trials
Jartrin Ephok - Dragonborn - Zanoliv
Bunol - Grim Angel - The Floating Lands of Goriate
Once one of us picks up the mending spell *cough* Esfira *cough* durability is honestly no threat as she can mend two parts of a sword back together with ease.
/e The three of us get camp setup for the night and cook dinner while she mends all of our gear!
This is a bit tricky to answer. Id like to know important homebrew rather sooner than later. As Palfatreos stated before, a rule may harm a sertain playstyle, and balance is key in this. So if every martial class gets nerfed by rusty weapons, what are your plans with the spellcasters?
This is extremely important to know as a player, so we can make informed decisions, and not be surpriced by sn untimely nerfhammer.
On the other hand i really want to welcome homebrew. I love it and you should never stop implementing new ideas into your setting. If something you do doesnt work, you can always scrap the rule. We are all here to have fun.
If you have a list of rules you are going to implement for certain. You may as well just show them all now, and if you have changes or updates, you can just let us know :)
TLDR:
Ill consider myself a need-to-know status for homebrew content. I dont need to know what items or beasts you have created, but if something will have an effect on how i play, or my characters choices, id rather have it sooner than later.
Answers to questions (I hope this helps)
(How durability will work) Whenever you do something to damage your weapon, a die will be rolled to determine how much damage is done to the weapon. Once a weapon's health goes down to 0, you get disadvantage on attack rolls using it. A broken weapon can be fixed using the smithing skill, which is also used to make the weapons. Better weapons have less chance of taking damage and can take more damage before breaking. If you use the mending spell to fix a weapon, you must make a smithing check. This is because the mending spell's main purpose is just to fix objects that have split into multiple parts, so using the spell to precisely fix a weapon (sharpen, fix cracks) takes prior knowledge of the skill.
(How weapons are damaged) A roll that is lower than 10 and that is not a hit is considered a miss, and damage is not applied. A roll that is equal to or greater than 10 is considered a hit, however, if it does not meet the target's AC, then you have hit something (armour, shield) with your weapon and it can be damaged from that. Rolling a one always equals damage.
(Durability with magic items) Magic items, instead of having durability, have a charge. Using a magic item's effects spends its charges. Recharging magic items differs from item to item.
(Durability with magically created weapons) If the weapon is created magically but is not in itself magical, it would have durability. However, because it was created using magic, it would have higher durability than most man-made weapons.
Answers to concerns
(Weapons becoming trivial) Unless you get into a lot of fights before being able to fix it, your weapons will not be breaking often enough to have to carry multiple, however, having an extra weapon can't hurt. Even in the case of running out of weapons, you can use the damaged weapon, or pick up one of the weapons dropped by your enemies. There will also be a magical item that allows for storing various weapons in your pockets, in case you want to have the best weapon for the job.
(Weapon users becoming weaker than spellcasters) While weapons can now be damaged, better weapons gain various bonuses, even new abilities in the case of magic weapons. Spellcasters require better items, such as staffs, to give bonuses to their spells.
This might seem like it will make the game more difficult. But that's the point. I will be posting the other custom mechanics very soon.
Oruk (Half-Orc Barbarian) - Soldiers of Vord Three (Human Sorcerer) - Dragons Armies Merzin Quickfoot (Lightfoot Halfling Thief) - Eberron Tales Alpha
DM - Ultimate Adventure
Rolecall for group B, who is still there?
Oruk (Half-Orc Barbarian) - Soldiers of Vord Three (Human Sorcerer) - Dragons Armies Merzin Quickfoot (Lightfoot Halfling Thief) - Eberron Tales Alpha
DM - Ultimate Adventure
I am, just not much that Fang would want to do, as he's somewhat torn between what to do.
Im here. I hope me being very active, doesnt demotivate my team in playing. I dont want to outshine you, or take control. Im aware i may have to much time on my hands at the moment as im on vacation.
lol, don't worry about it dude
Doubt it has anything to do with you. Most time people simply drop out because they realise PBP isn't for them or RL or campaign wasn't for them.
Nox - Adult Oblex - The Trials
Jartrin Ephok - Dragonborn - Zanoliv
Bunol - Grim Angel - The Floating Lands of Goriate
If it turns out they left, we could merge the groups, (It would not disrupt the story at all) and create one group of 6.
Oruk (Half-Orc Barbarian) - Soldiers of Vord Three (Human Sorcerer) - Dragons Armies Merzin Quickfoot (Lightfoot Halfling Thief) - Eberron Tales Alpha
DM - Ultimate Adventure
Oooh. I don't know about that one boss. Our party is an Elves-only party.
Jk.
Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
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