I think balanced might be a strong term for that lmao
Again, I said more balanced than the previous version.
I just don't think Truesight as a racial ability is balanced at all. Its a pretty high level ability to just have on all the time. Obviously you can do what you want with homebrew but I think its pretty clear that the majority of people will think its way out of balance. Especially when you can have 30ft of flight as well. This thing would be crazy high on Detect Balance.
I changed the truesight trait to 5 feet times your proficiency bonus. This seems more balanced.
Between 5 and 30 feet of permanent Truesight... balanced?
More balanced than between 10 and 200 feet of permanent truesight. (Also, it starts out as 10 feet. 2 x 5 = 10)
Still way out of balance with other PC races. It should be a temporary thing at most. Max 10-15 feet for max 1 minute at a max of 1ce/LR. That gets it in the ballpark of “balanced.”
Maybe instead of truesight, you can have two separate abilities like:
Modron's Sight. You have darkvision up to a range of 60 feet. Magical darkness doesn't impede your darkvision.
Illusion Expert. You are proficient in ability checks to determine that a creature or object is an illusion, and your proficiency bonus is doubled for those checks.
Magical darkness isn't an overly common thing, so I don't think giving Devil's Sight as a racial trait will break anything. Instead of outright seeing through illusions, you instead actually examine those things to determine what they are like anyone else would have to, and you would likely be better at it than the rest of the party. That doesn't cover everything truesight does, especially the see invisibility part of it, but it does give the modron an edge in not getting fooled by cheap tricks.
Maybe instead of truesight, you can have two separate abilities like:
Modron's Sight. You have darkvision up to a range of 60 feet. Magical darkness doesn't impede your darkvision.
Illusion Expert. You are proficient in ability checks to determine that a creature or object is an illusion, and your proficiency bonus is doubled for those checks.
Magical darkness isn't an overly common thing, so I don't think giving Devil's Sight as a racial trait will break anything. Instead of outright seeing through illusions, you instead actually examine those things to determine what they are like anyone else would have to, and you would likely be better at it than the rest of the party. That doesn't cover everything truesight does, especially the see invisibility part of it, but it does give the modron an edge in not getting fooled by cheap tricks.
This is a very good solution I like it.
well, since modrons are constructs are constructs, they will be immune to most healing spells, so getting an short radius of true sight seems like an valid compromise, that being said that is an fair way to nerf it, maybe also adding in a feature so that if an invisible object or creature is within your line of sight, you know that a creature is within your line of sight but cannot pinpoint the exact location of the invisible creature, perhaps even do the same separately for visual illusions, get a similar benefit to true truesight but invisiblillity and illusions are not completely useless against you
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Muls, Thri-Kreen, Half Giants, and maybe some Subraces to fit better with the theme, such as the savage Halflings.
I imagine that Half Giants would be very similar mechanically to Goliaths, and the savage halflings I doubt would require a UA runthrough.
It was just one of the first example that came to mind. All of the races, except human, are very different from their contemporary counter parts. They may not need new subclasses to reflect that, nor would they need to playtest them I guess.
Oh! You are right about the Half-Giant and Goliath, but I would like them to at least try to make them different.
I, too would like them to be different, but given the fact that they made Merfolk be Tritons in Theros, I doubt that they would make a Half-Giant race when they already have Goliaths.
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Muls, Thri-Kreen, Half Giants, and maybe some Subraces to fit better with the theme, such as the savage Halflings.
I imagine that Half Giants would be very similar mechanically to Goliaths, and the savage halflings I doubt would require a UA runthrough.
It was just one of the first example that came to mind. All of the races, except human, are very different from their contemporary counter parts. They may not need new subclasses to reflect that, nor would they need to playtest them I guess.
Maybe they will. Who knows? But you can bet they would most likely benefit by giving something like PC Thri-kreen a run through.
Muls, Thri-Kreen, Half Giants, and maybe some Subraces to fit better with the theme, such as the savage Halflings.
I imagine that Half Giants would be very similar mechanically to Goliaths, and the savage halflings I doubt would require a UA runthrough.
It was just one of the first example that came to mind. All of the races, except human, are very different from their contemporary counter parts. They may not need new subclasses to reflect that, nor would they need to playtest them I guess.
Maybe they will. Who knows? But you can bet they would most likely benefit by giving something like PC Thri-kreen a run through.
Yeah, they would. What would they get? I'm assuming a Dex increase, and 2 extra arms, right?
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So, the next UA is coming out in at most a week and a half from now. Best case scenario, by Friday of this week, based on the dates of previous UA releases this year.
Any guesses as to when it's coming out and what it'll contain? I think that we're most likely to get more revised subclasses.
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It is likely to be indeed revised sub classes, but I also suspect spells and feats will be there. It is possible that some classes will need new subclass UA as they trash older ones.
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More balanced than between 10 and 200 feet of permanent truesight. (Also, it starts out as 10 feet. 2 x 5 = 10)
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I think balanced might be a strong term for that lmao
Again, I said more balanced than the previous version.
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I just don't think Truesight as a racial ability is balanced at all. Its a pretty high level ability to just have on all the time. Obviously you can do what you want with homebrew but I think its pretty clear that the majority of people will think its way out of balance. Especially when you can have 30ft of flight as well. This thing would be crazy high on Detect Balance.
Still way out of balance with other PC races. It should be a temporary thing at most. Max 10-15 feet for max 1 minute at a max of 1ce/LR. That gets it in the ballpark of “balanced.”
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This is a very good solution I like it.
well, since modrons are constructs are constructs, they will be immune to most healing spells, so getting an short radius of true sight seems like an valid compromise, that being said that is an fair way to nerf it, maybe also adding in a feature so that if an invisible object or creature is within your line of sight, you know that a creature is within your line of sight but cannot pinpoint the exact location of the invisible creature, perhaps even do the same separately for visual illusions, get a similar benefit to true truesight but invisiblillity and illusions are not completely useless against you
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
Yeah. My example was just that, an example. WotC could probably balance a Rogue Modron race fairly easily, and put it in a Planescape book.
Quick question, do you guys think they're going to playtest a race/subrace ever again?
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Yes
Think they will eventually. That will be the best way to know if they are working on Dark Sun.
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Muls and Thri-kreen you mean?
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Muls, Thri-Kreen, Half Giants, and maybe some Subraces to fit better with the theme, such as the savage Halflings.
She/Her Player and Dungeon Master
I imagine that Half Giants would be very similar mechanically to Goliaths, and the savage halflings I doubt would require a UA runthrough.
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It was just one of the first example that came to mind. All of the races, except human, are very different from their contemporary counter parts. They may not need new subclasses to reflect that, nor would they need to playtest them I guess.
She/Her Player and Dungeon Master
Oh! You are right about the Half-Giant and Goliath, but I would like them to at least try to make them different.
She/Her Player and Dungeon Master
I, too would like them to be different, but given the fact that they made Merfolk be Tritons in Theros, I doubt that they would make a Half-Giant race when they already have Goliaths.
Please check out my homebrew, I would appreciate feedback:
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Maybe they will. Who knows? But you can bet they would most likely benefit by giving something like PC Thri-kreen a run through.
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Yeah, they would. What would they get? I'm assuming a Dex increase, and 2 extra arms, right?
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
So, the next UA is coming out in at most a week and a half from now. Best case scenario, by Friday of this week, based on the dates of previous UA releases this year.
Any guesses as to when it's coming out and what it'll contain? I think that we're most likely to get more revised subclasses.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
It is likely to be indeed revised sub classes, but I also suspect spells and feats will be there.
It is possible that some classes will need new subclass UA as they trash older ones.