Hey all - I have a player trying to get around the some of the limitations on Devourer's Guild Monster Hunters from Grim Hollow 2.0. A portion from a monster corpse is only viable for consumption until the next long rest. So his workaround is that he'll just cart around chunks of corpses until he needs them. It seems likely that the Ghostfire designers implemented viability limits for game balance purposes, so I told him there's a chance the corpses will go bad and decay to the point where they're not viable anymore (and that carting around corpses in general will have a variety of consequences, but that's another story).
Has anyone run into this sort of workaround with the Devourer's Guild? Is there a better solution? Any indication from the Ghostfire folks on whether they've playtested this? RAW has no mention of it, just the expiration on harvested portions. So I'm trying to let him be creative within limitations.
Yes, but my question isn't about carting corpses around. It's how much is the play balance for this class dependent on scarcity/expiration date of portions? Technically RAW he could hack off an arm, drop it into a bag of holding, and pull it out a few days later to use an action to create a portion. If he created a portion on the spot, it'd last till his next long rest.
Given the age of this post I assume this is solved for you.
My understanding is that RAW you can carry corpses around as objects to harvest portions from later. However, RAI I would rule against it. This is much to my own disappointment as I have been looking into building a PC of my own this way, and was excited with how powerful the Might Mutation was (gives adv. on STR attacks for 1 minute, adds 1d6 damage rider to all attacks made with STR for 1 minute duration) only to realise the limitations on hoarding portions. My idea was then to convince the DM of letting me hunt for several of any CR 0 beast each morning for an adventuring day. Paired with Thrown Weapon Fighting, Weapon Masteries, and Thrown Weapon Master feat, you see 5 attacks at level 5 with some damage riders from the Might Mutation and the Expert Strike feature.
The issue is that this doesn't balance well against other classes and their own features of similar effect. This mutation is effectively reckless attack without the downside (vulnerable to attacks), as well as hunter's mark without the downside (no concentration, no need to reapply between targets), with its own unique disadvantage of scarcity of access to this ability. This only considers one of 11 mutations, each with their own benefits. In practice, each first combat encounter of the day benefits from no portions or mutations, and following combat encounters are subject to the creature types of the previous encounter for portion usage.
Though I find the Improved Grimoire ability at levels 6 and 13 to be lackluster while reading through.
My understanding is that RAW you can carry corpses around as objects to harvest portions from later. However, RAI I would rule against it.
I don't have the book, but is it reasonable to rule that they are only viable until the long rest after the creature died? (The clock starts at death, not at harvesting)
This is much to my own disappointment as I have been looking into building a PC of my own this way, and was excited with how powerful the Might Mutation was (gives adv. on STR attacks for 1 minute, adds 1d6 damage rider to all attacks made with STR for 1 minute duration) only to realise the limitations on hoarding portions. My idea was then to convince the DM of letting me hunt for several of any CR 0 beast each morning for an adventuring day.
You could try asking the DM if a Chest of Preserving (from Waterdeep: Dungeon of the Mad Mage; prevents food and other perishables from aging or decaying) can be used to extend the viability and if you can get your hands on one/commission one.
I actually chatted with the devs at Grim Hollow about this and they did NOT intend for anyone to become a walking butcher shop. My player is creative though. So I have to gently correct him with in-game rules (people will react poorly to him carting around a pile of bits, and monsters will absolutely be attracted to the smell). The one thing I can't really get around is Gentle Repose. If he wants to have a cleric cast it, or has an item that allows it to be cast, it prevents spoilage.
But one thing I did note is that harvesting a portion is an action, and consuming it is a bonus action. So while he may go into combat sans mutation. The first kill he makes will generally see him forego his next turn to harvest and consume. So it's not as limiting as I originally thought.
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Hey all - I have a player trying to get around the some of the limitations on Devourer's Guild Monster Hunters from Grim Hollow 2.0. A portion from a monster corpse is only viable for consumption until the next long rest. So his workaround is that he'll just cart around chunks of corpses until he needs them. It seems likely that the Ghostfire designers implemented viability limits for game balance purposes, so I told him there's a chance the corpses will go bad and decay to the point where they're not viable anymore (and that carting around corpses in general will have a variety of consequences, but that's another story).
Has anyone run into this sort of workaround with the Devourer's Guild? Is there a better solution? Any indication from the Ghostfire folks on whether they've playtested this? RAW has no mention of it, just the expiration on harvested portions. So I'm trying to let him be creative within limitations.
The issue is going to be a cart and carrying the corpses.
Yes, but my question isn't about carting corpses around. It's how much is the play balance for this class dependent on scarcity/expiration date of portions? Technically RAW he could hack off an arm, drop it into a bag of holding, and pull it out a few days later to use an action to create a portion. If he created a portion on the spot, it'd last till his next long rest.
Given the age of this post I assume this is solved for you.
My understanding is that RAW you can carry corpses around as objects to harvest portions from later. However, RAI I would rule against it. This is much to my own disappointment as I have been looking into building a PC of my own this way, and was excited with how powerful the Might Mutation was (gives adv. on STR attacks for 1 minute, adds 1d6 damage rider to all attacks made with STR for 1 minute duration) only to realise the limitations on hoarding portions. My idea was then to convince the DM of letting me hunt for several of any CR 0 beast each morning for an adventuring day. Paired with Thrown Weapon Fighting, Weapon Masteries, and Thrown Weapon Master feat, you see 5 attacks at level 5 with some damage riders from the Might Mutation and the Expert Strike feature.
The issue is that this doesn't balance well against other classes and their own features of similar effect. This mutation is effectively reckless attack without the downside (vulnerable to attacks), as well as hunter's mark without the downside (no concentration, no need to reapply between targets), with its own unique disadvantage of scarcity of access to this ability. This only considers one of 11 mutations, each with their own benefits. In practice, each first combat encounter of the day benefits from no portions or mutations, and following combat encounters are subject to the creature types of the previous encounter for portion usage.
Though I find the Improved Grimoire ability at levels 6 and 13 to be lackluster while reading through.
I don't have the book, but is it reasonable to rule that they are only viable until the long rest after the creature died? (The clock starts at death, not at harvesting)
You could try asking the DM if a Chest of Preserving (from Waterdeep: Dungeon of the Mad Mage; prevents food and other perishables from aging or decaying) can be used to extend the viability and if you can get your hands on one/commission one.
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My houserulings.
I actually chatted with the devs at Grim Hollow about this and they did NOT intend for anyone to become a walking butcher shop. My player is creative though. So I have to gently correct him with in-game rules (people will react poorly to him carting around a pile of bits, and monsters will absolutely be attracted to the smell). The one thing I can't really get around is Gentle Repose. If he wants to have a cleric cast it, or has an item that allows it to be cast, it prevents spoilage.
But one thing I did note is that harvesting a portion is an action, and consuming it is a bonus action. So while he may go into combat sans mutation. The first kill he makes will generally see him forego his next turn to harvest and consume. So it's not as limiting as I originally thought.