I am currently creating a campaign the revolves around the MHA universe and I’m having trouble creating quirks that don’t obliterate any enemy I place in the way of my players. I want to make the abilities they have as close to the real thing as I can get. An example of an NPC I created is All Might. All might is an empyrean who can turn into a variant human and is a monk/barbarian who is aimed to be a grappler. I’m currently coming up with builds for Deku and Bakugo however I’m running into trouble when it comes to following the rules in the 5e books. I would love any support or help I can get. Criticism is great to when it regards the things that are issues with the builds.
The problem with melding "quirks" with 5e classes is that fully realized characters have a multitude of different features and abilities, especially at higher levels, whereas a "quirk" is a singular power which can maybe be used a few different ways but is otherwise very restricted. Say for example you have someone like Bakugo. The guy explodes stuff. To make his power work within 5e the easiest way would be to choose spells which allow you to explode things or reflavor other spells. In other words he would have to be a sorcerer or wizard with a drastically reduced spell-list he can choose from. Once a "quirk" is defined, you restrict the players' customization options, even within their main class, because they are forced to conform to one particular super power.
The other issue is given the nature of most quirks, alot of players would end up as spellcasting classes, which usually dont have the health or armor proficiencies that would allow them to do drawn-out combat like many of the characters in the show do.
There are ways to make it work for sure, but just be aware that it may leave your players with less options than a conventional game of D&D.
I am currently creating a campaign the revolves around the MHA universe and I’m having trouble creating quirks that don’t obliterate any enemy I place in the way of my players. I want to make the abilities they have as close to the real thing as I can get. An example of an NPC I created is All Might. All might is an empyrean who can turn into a variant human and is a monk/barbarian who is aimed to be a grappler. I’m currently coming up with builds for Deku and Bakugo however I’m running into trouble when it comes to following the rules in the 5e books. I would love any support or help I can get. Criticism is great to when it regards the things that are issues with the builds.
Easy dont follow the rules make your own ive been bsing dnd rules for so long i just dont follow em
The problem with melding "quirks" with 5e classes is that fully realized characters have a multitude of different features and abilities, especially at higher levels, whereas a "quirk" is a singular power which can maybe be used a few different ways but is otherwise very restricted. Say for example you have someone like Bakugo. The guy explodes stuff. To make his power work within 5e the easiest way would be to choose spells which allow you to explode things or reflavor other spells. In other words he would have to be a sorcerer or wizard with a drastically reduced spell-list he can choose from. Once a "quirk" is defined, you restrict the players' customization options, even within their main class, because they are forced to conform to one particular super power.
The other issue is given the nature of most quirks, alot of players would end up as spellcasting classes, which usually dont have the health or armor proficiencies that would allow them to do drawn-out combat like many of the characters in the show do.
There are ways to make it work for sure, but just be aware that it may leave your players with less options than a conventional game of D&D.
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The best way to make Bakugo is multi-class a monk and barbarian instead of being a sorcerer or wizard.