I still want a playable Thri-Kreen. One of my favorite characters of all time was a Thri-Kreen in an AD&D2e Dark Sun campaign. I had such a blast playing that character.
Balancing factors could be created. Saying the arms are too spindly for Heavy Weapons. Saying that they can never wear armor like the Tortle, but with lower AC. Give them Vulnerability to Cold maybe? There are ways to balance things, they just have to be discovered is all.
okay but since you are a veteran of dnd in general and tri kreen specifically, have tri kreen in the past been able to cast spells with verbal components? if so how? and also who knows, maybe it is fine to have certain races that are slightly stronger, after all we have yuan-ti and variant humans and they too are considered by the community to be pretty OP. Otherwise a good source of drawbacks might be low abillity score increases, perhaps only a +1 to wisdom and for their only traits to be darkvision, standing leap, charmeleon and four limbed that might still be fine balance wise, or give it some proper asi increases and one of em balancing factors you mentioned (in fact just preventing the use of heavy weapons would perhaps not completely negate but greatly diminish most of the combos i mentioned), i was never saying an tri kreen race cannot be made, just that the tri kreens multi limbed complex and how it interacts with other game mechanics should be kept in mind.
anyways talking about tri kreen has made me wanna play one, especially an tri kreen playing an fighter or toned down mystic (in other words move psionic focus to second level, no bonus disiplinces at 1st level, no soul blade, no subclass benefits at 3rd level, no 4th level benefit besides asi, mystic restoration is now the 6th level benefit of the avatar, the immoral does not boost their hit points, 20th level feature does not grant resistanes or immunities, and you must be able to explain all your disiplinces and why you have them with an single short phrase that describes your inner psyche like "i secretly belive i am a dragon" "me and my blade are one" "i have a heart cold as ice" to make shure you dont spread your disiplinces without a clear theme)
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
When using 4 light weapons they can choose to make two attacks as a bonus action but only 1 of these attacks can benefit from the two weapon fighting style?
Can't use weapons with the Heavy property without using all 4 hands?
When using 4 light weapons they can choose to make two attacks as a bonus action but only 1 of these attacks can benefit from the two weapon fighting style?
Can't use weapons with the Heavy property without using all 4 hands?
I wouldn’t even give them the 2nd extra bonus action attack with “Dual Wielding” or Two-Weapon Fighting. It’s not “quad wielding” or “four-weapon fighting” after all.
The war machine rules are different from the vehicles in Ghosts of Saltmarsh and Acquisitions Incorporated for one specific reason: Action Stations. GoS and AI Vehicles didn't have action stations, though I love the mechanic.
I've allowed my player in an eberron campaign make an arcane motorcycle. It took a lot of magic items and dragonshards, but it ended up being something the player really liked.
The whole 4-arm thing could be a problem, but everyone here knows what WotC does when they find a problem with a character race mechanically, they just straight up ignore the problem. That's why Centaurs are medium, Loxodon trunks aren't able to make attacks, and tortles can't wear armor.
The way that I'd think they'd rule it is that 2 arms are your attacking arms, and the other 2 can only hold objects that don't have any effect on armor class or damage, or can't be spellcasting foci.
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When using 4 light weapons they can choose to make two attacks as a bonus action but only 1 of these attacks can benefit from the two weapon fighting style?
Can't use weapons with the Heavy property without using all 4 hands?
I wouldn’t even give them the 2nd extra bonus action attack with “Dual Wielding” or Two-Weapon Fighting. It’s not “quad wielding” or “four-weapon fighting” after all.
The war machine rules are different from the vehicles in Ghosts of Saltmarsh and Acquisitions Incorporated for one specific reason: Action Stations. GoS and AI Vehicles didn't have action stations, though I love the mechanic.
I've allowed my player in an eberron campaign make an arcane motorcycle. It took a lot of magic items and dragonshards, but it ended up being something the player really liked.
The whole 4-arm thing could be a problem, but everyone here knows what WotC does when they find a problem with a character race mechanically, they just straight up ignore the problem. That's why Centaurs are medium, Loxodon trunks aren't able to make attacks, and tortles can't wear armor.
The way that I'd think they'd rule it is that 2 arms are your attacking arms, and the other 2 can only hold objects that don't have any effect on armor class or damage, or can't be spellcasting foci.
If they couldn’t wear armor because of the chitonous shell, allowing them to hold a shield wouldn’t be a big deal.
When using 4 light weapons they can choose to make two attacks as a bonus action but only 1 of these attacks can benefit from the two weapon fighting style?
Can't use weapons with the Heavy property without using all 4 hands?
I wouldn’t even give them the 2nd extra bonus action attack with “Dual Wielding” or Two-Weapon Fighting. It’s not “quad wielding” or “four-weapon fighting” after all.
The war machines especially caught my attention because they use fuel that is hard to come by and imposes a morality tax. As an artificer, I'd want to try to reverse engineer the war machines and attempt to alter them to use more innocuous fuel like oil or something. But there are no rules for doing this that I'm aware of.
Oil is by no means innocuous. In fact, I believe it is meant as a metaphor for the fossil fuel industry.
The war machines especially caught my attention because they use fuel that is hard to come by, they impose a morality tax, and they're advanced vehicles that don't exist in many places in the Material Plane. As an artificer, I'd want to try to reverse engineer the war machines and attempt to alter them to use more innocuous fuel like oil or something, or even replicate their mechanical design in the Material Plane. But there are no rules for doing this that I'm aware of.
Souls are the purest cheap of fuel, and surprisingly combustible.
In my Eberron campaign, we had Eberron Dragonshards be the fuel for the arcane motorcycle.
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What's worse, destroying a soul, or deforesting so you can get the oil, drilling holes in the ground for the oil making loud noises that disturb natural wildlife, and burning the oil to create greenhouse gases that will eventually destroy the whole planet?
I am not sure that using a soul coin is worse than using oil. I mean, destroying a soul is bad, but they got themselves trapped in that coin in the first place.
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The war machines especially caught my attention because they use fuel that is hard to come by and imposes a morality tax. As an artificer, I'd want to try to reverse engineer the war machines and attempt to alter them to use more innocuous fuel like oil or something. But there are no rules for doing this that I'm aware of.
Oil is by no means innocuous. In fact, I believe it is meant as a metaphor for the fossil fuel industry.
I think of it as relative. Oil isn't an eternal soul that screams in agony when you toss it into the war machine's combustion chamber and is then reduced to nothingness after being spent. I'm not saying that the oil business isn't a shady business, but using a soul coin while being aware of what that entails seems like a faster track to an alignment change than using a flask of oil.
The war machines especially caught my attention because they use fuel that is hard to come by and imposes a morality tax. As an artificer, I'd want to try to reverse engineer the war machines and attempt to alter them to use more innocuous fuel like oil or something. But there are no rules for doing this that I'm aware of.
Oil is by no means innocuous. In fact, I believe it is meant as a metaphor for the fossil fuel industry.
I think of it as relative. Oil isn't an eternal soul that screams in agony when you toss it into the war machine's combustion chamber and is then reduced to nothingness after being spent. I'm not saying that the oil business isn't a shady business, but using a soul coin while being aware of what that entails seems like a faster track to an alignment change than using a flask of oil.
I read the synopsis (I'm the type of person who doesn't hate spoilers), and I think I see why you suggested it.
But we are talking about a world where an afterlife does in fact exist, and if you as a mortal are powerful or fortunate/unfortunate enough, you can physically travel to these afterlife dimensions with infinite space and resources, Avernus being one of them. If using oil (especially the fossil fuel variety) makes one "evil", then I'm curious about how that would be handled by the cosmic powers-that-be.
I’m merely pointing out what I believe to be the subtext/metaphor intended by the writers. I could be full of crap, only those writers know for sure. Just pointing it out.
I mean, if one has the power to traverse realities as you pointed out, then why not just fuel it with spell slots, or solar energy for that matter?
Based on other Artificer subclasses a vehicle based Artificer subclass might either get a vehicle with an eternal fuel source (akin to a small creature riding the Battle Smith's Steel Defender) or get a vehicle with an hour long free use once per day with additional hour length uses costing a spell slot like with the Artillerist.
Spell Slot powered machines made by vehicle artificers. I like it. It's too cool to not be in the game, Wizards, get to work!
I don't know a lot about them, but isn't that how spelljammers are powered?
No, Spelljammers consume Artifacts. That was probably the entire inspiration for the Weatherlight and the whole Urza storyline stuff in M:tG way back in the day.
Based on other Artificer subclasses a vehicle based Artificer subclass might either get a vehicle with an eternal fuel source (akin to a small creature riding the Battle Smith's Steel Defender) or get a vehicle with an hour long free use once per day with additional hour length uses costing a spell slot like with the Artillerist.
If they do it the way they did the Armorer they will probably just end up as transformer. 😂
Spell Slot powered machines made by vehicle artificers. I like it. It's too cool to not be in the game, Wizards, get to work!
I don't know a lot about them, but isn't that how spelljammers are powered?
Yes, kind of. You don't expend spell slots to get them to move, you attune to the spelljamming helm, and while you're attuned to it you can't expend any of your spell slots. It doesn't suck out your spell slots, it just makes it so you can't access them.
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How I'd imagine it to work is it is a large vehicle that can seat 2 medium or smaller creatures. There are 2 action stations, one for the driver, and another for a weapon, and the weapon would be customizable. There could be a flame-thrower, a turret, or a grappling hook as the weapon (maybe some different options), and as you gain levels you can do different specific abilities with the vehicle. Like, at level 5 it can go vertically up walls or drive on water/swim (just spitballing, not real suggestions for abilities).
That's the general idea. Maybe the capstone would be to make it essentially turn into a robo-mech suit once a day, kind of like a Warforged Colossus that you wear, and is way way less powerful.
Whaddya think?
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Please check out my homebrew, I would appreciate feedback:
Spell Slot powered machines made by vehicle artificers. I like it. It's too cool to not be in the game, Wizards, get to work!
I don't know a lot about them, but isn't that how spelljammers are powered?
Yes, kind of. You don't expend spell slots to get them to move, you attune to the spelljamming helm, and while you're attuned to it you can't expend any of your spell slots. It doesn't suck out your spell slots, it just makes it so you can't access them.
okay but since you are a veteran of dnd in general and tri kreen specifically, have tri kreen in the past been able to cast spells with verbal components? if so how? and also who knows, maybe it is fine to have certain races that are slightly stronger, after all we have yuan-ti and variant humans and they too are considered by the community to be pretty OP. Otherwise a good source of drawbacks might be low abillity score increases, perhaps only a +1 to wisdom and for their only traits to be darkvision, standing leap, charmeleon and four limbed that might still be fine balance wise, or give it some proper asi increases and one of em balancing factors you mentioned (in fact just preventing the use of heavy weapons would perhaps not completely negate but greatly diminish most of the combos i mentioned), i was never saying an tri kreen race cannot be made, just that the tri kreens multi limbed complex and how it interacts with other game mechanics should be kept in mind.
anyways talking about tri kreen has made me wanna play one, especially an tri kreen playing an fighter or toned down mystic (in other words move psionic focus to second level, no bonus disiplinces at 1st level, no soul blade, no subclass benefits at 3rd level, no 4th level benefit besides asi, mystic restoration is now the 6th level benefit of the avatar, the immoral does not boost their hit points, 20th level feature does not grant resistanes or immunities, and you must be able to explain all your disiplinces and why you have them with an single short phrase that describes your inner psyche like "i secretly belive i am a dragon" "me and my blade are one" "i have a heart cold as ice" to make shure you dont spread your disiplinces without a clear theme)
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
When using 4 light weapons they can choose to make two attacks as a bonus action but only 1 of these attacks can benefit from the two weapon fighting style?
Can't use weapons with the Heavy property without using all 4 hands?
She/Her Player and Dungeon Master
I don’t remember about the Spellcasting, I played a Psionicist/Fighter. 🤷♂️
I do remember that a 1st-level PC Thri-Kreen counted as a 3rd level character though.
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I wouldn’t even give them the 2nd extra bonus action attack with “Dual Wielding” or Two-Weapon Fighting. It’s not “quad wielding” or “four-weapon fighting” after all.
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The war machine rules are different from the vehicles in Ghosts of Saltmarsh and Acquisitions Incorporated for one specific reason: Action Stations. GoS and AI Vehicles didn't have action stations, though I love the mechanic.
I've allowed my player in an eberron campaign make an arcane motorcycle. It took a lot of magic items and dragonshards, but it ended up being something the player really liked.
The whole 4-arm thing could be a problem, but everyone here knows what WotC does when they find a problem with a character race mechanically, they just straight up ignore the problem. That's why Centaurs are medium, Loxodon trunks aren't able to make attacks, and tortles can't wear armor.
The way that I'd think they'd rule it is that 2 arms are your attacking arms, and the other 2 can only hold objects that don't have any effect on armor class or damage, or can't be spellcasting foci.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Could make it a Racial Feat
She/Her Player and Dungeon Master
If they couldn’t wear armor because of the chitonous shell, allowing them to hold a shield wouldn’t be a big deal.
That motorcycle sounds cool
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That would be cool
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Oil is by no means innocuous. In fact, I believe it is meant as a metaphor for the fossil fuel industry.
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Souls are the purest cheap of fuel, and surprisingly combustible.
In my Eberron campaign, we had Eberron Dragonshards be the fuel for the arcane motorcycle.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
What's worse, destroying a soul, or deforesting so you can get the oil, drilling holes in the ground for the oil making loud noises that disturb natural wildlife, and burning the oil to create greenhouse gases that will eventually destroy the whole planet?
I am not sure that using a soul coin is worse than using oil. I mean, destroying a soul is bad, but they got themselves trapped in that coin in the first place.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
You should watch a movie called Mother.
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I’m merely pointing out what I believe to be the subtext/metaphor intended by the writers. I could be full of crap, only those writers know for sure. Just pointing it out.
I mean, if one has the power to traverse realities as you pointed out, then why not just fuel it with spell slots, or solar energy for that matter?
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Spell Slot powered machines made by vehicle artificers. I like it. It's too cool to not be in the game, Wizards, get to work!
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Based on other Artificer subclasses a vehicle based Artificer subclass might either get a vehicle with an eternal fuel source (akin to a small creature riding the Battle Smith's Steel Defender) or get a vehicle with an hour long free use once per day with additional hour length uses costing a spell slot like with the Artillerist.
No, Spelljammers consume Artifacts. That was probably the entire inspiration for the Weatherlight and the whole Urza storyline stuff in M:tG way back in the day.
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If they do it the way they did the Armorer they will probably just end up as transformer. 😂
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Yes, kind of. You don't expend spell slots to get them to move, you attune to the spelljamming helm, and while you're attuned to it you can't expend any of your spell slots. It doesn't suck out your spell slots, it just makes it so you can't access them.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
How I'd imagine it to work is it is a large vehicle that can seat 2 medium or smaller creatures. There are 2 action stations, one for the driver, and another for a weapon, and the weapon would be customizable. There could be a flame-thrower, a turret, or a grappling hook as the weapon (maybe some different options), and as you gain levels you can do different specific abilities with the vehicle. Like, at level 5 it can go vertically up walls or drive on water/swim (just spitballing, not real suggestions for abilities).
That's the general idea. Maybe the capstone would be to make it essentially turn into a robo-mech suit once a day, kind of like a Warforged Colossus that you wear, and is way way less powerful.
Whaddya think?
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I thought they ran off Artifacts?
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