I put out this redesign just to get different opinions and find out what others think of my proposals. If you have any suggestions I would be delighted to hear them.
I created a series of clothing, a bit of a clothing style to enhance the player's imagination and at the same time give a bonus, which could be identified as a malus in some circumstances.
I redesigned the weapons because I think in 5e the critical is not exalted enough. In 3.5e there were more options in the weapons and I wanted to bring them into 5e as well.
I idated a system of creating magic items based on their rarity.
It's not clear if I can use clothes and armor at the same time.
For the critical effects, you might want a line that explains that they effect is based on the type of weapon and is indicated on the table. I missed that the first time through and was confused as to how you determined which effect happens on a crit.
A dumb-but-RAW mounted build is able to dual wield lances. I think it would be a good revision to state that you cannot wield two lances at once due to their length.
Nets kind of suck because of that last line that overrides all weapon action economy. Just removing it altogether might be too much in the hands of a high level fighter, but I really think they need a change to be relevant in combat.
I assume "Unarmed Body Parts" is all one entry, but it looks confusing because it takes up two rows in the table. I think Unarmed or Unarmed Strike is sufficient, and the description below says you can use various body parts anyway.
The katar has an "Unarmed Strike" property but the descriptions don't include what that means.
The dagger can do everything the iron fan can do, it's lighter, it's cheaper, and it can be thrown. A martial weapon should have benefits over its simple equivalent. While you're at it, you could fix the silliness that the trident is an exact copy of the spear but more expensive and harder to learn.
Iron fist knuckles have a Special property but are not addressed in the Special section.
Some weapons can "grab their opponents flesh" but you don't explain what that means mechanically. Grapple?
Maybe just my opinion, but you could allow thrown weapons to be drawn as a part of an attack made with them. It's very hard to build around thrown weapons in 5e and this would help a little bit.
Design/Defensive Objects says rivecere in place of receive
Bracers of element say 1d8 in the table and 1d6 in the description. Also, typically after "choose an element" you would list the options to choose from. Some people might have disagreements over whether poison or thunder counts as an element, for example.
You say runes require "magical knowledge" to activate but that is not specified. Spellcasting? Training in Arcana? Must have the spell on their class spell list?
For tattoos, the body "may" explode if craft level exceeds character level. What is the likelihood of explosion? What is the overall risk of this? If you want it to be up to the DM, sometimes it helps to say that.
I don't really understand the Crafts Point table. For example, it seems 1 charge of a 7th level spell should be 8 craft points, but the table says 3. Then it says 4 for 3 charges of a 7th level spell. Also the spell levels all have "st" after them instead of "2nd," "3rd," "4th," etc.
It's not clear if I can use clothes and armor at the same time.
For the critical effects, you might want a line that explains that they effect is based on the type of weapon and is indicated on the table. I missed that the first time through and was confused as to how you determined which effect happens on a crit.
A dumb-but-RAW mounted build is able to dual wield lances. I think it would be a good revision to state that you cannot wield two lances at once due to their length.
Nets kind of suck because of that last line that overrides all weapon action economy. Just removing it altogether might be too much in the hands of a high level fighter, but I really think they need a change to be relevant in combat.
I assume "Unarmed Body Parts" is all one entry, but it looks confusing because it takes up two rows in the table. I think Unarmed or Unarmed Strike is sufficient, and the description below says you can use various body parts anyway.
The katar has an "Unarmed Strike" property but the descriptions don't include what that means.
The dagger can do everything the iron fan can do, it's lighter, it's cheaper, and it can be thrown. A martial weapon should have benefits over its simple equivalent. While you're at it, you could fix the silliness that the trident is an exact copy of the spear but more expensive and harder to learn.
Iron fist knuckles have a Special property but are not addressed in the Special section.
Some weapons can "grab their opponents flesh" but you don't explain what that means mechanically. Grapple?
Maybe just my opinion, but you could allow thrown weapons to be drawn as a part of an attack made with them. It's very hard to build around thrown weapons in 5e and this would help a little bit.
Design/Defensive Objects says rivecere in place of receive
Bracers of element say 1d8 in the table and 1d6 in the description. Also, typically after "choose an element" you would list the options to choose from. Some people might have disagreements over whether poison or thunder counts as an element, for example.
You say runes require "magical knowledge" to activate but that is not specified. Spellcasting? Training in Arcana? Must have the spell on their class spell list?
For tattoos, the body "may" explode if craft level exceeds character level. What is the likelihood of explosion? What is the overall risk of this? If you want it to be up to the DM, sometimes it helps to say that.
I don't really understand the Crafts Point table. For example, it seems 1 charge of a 7th level spell should be 8 craft points, but the table says 3. Then it says 4 for 3 charges of a 7th level spell. Also the spell levels all have "st" after them instead of "2nd," "3rd," "4th," etc.
Thank you for your valuable advice Scatterbraind.
Clothes can be worn with armor. Ineffects are designed to style the equipment the characters wear, and this is to increase immersion in the game. An ex-prisoner or prison escapee will have studded armor, perhaps have handcuffs used as bracelets, a prison keepsake, etc. A nobleman, on the other hand, might have armor with very fine materials and aesthetic designs that symbolize his noble origins. Clearly the style of dress has its advantages or and disadvantages. Imagine a Criminal trying to enter the gates of a city, this will surely be stopped and targeted by the guards protecting the entrance. While a nobleman will be the first prey of theft if he enters bad places or criminal areas. We can say that clothes are a bonus for the player to better express how they appear in the game and help the master to initiate events in the story.
Should I put the critic more prominently to the reader, perhaps at the beginning of the explanations or otherwise in a more obvious place?
I corrected the lance, but I think it is allowed to use two lances in the mount because part of its weight is supported by the mount itself (Take a look at it and tell me what you think).
The nets are complicated because they offer an absurd advantage if you are allowed to attack immediately after casting the net since the test to free is only during the turn of the creature trapped in the net. So I am still pondering how to solve this problem. If you have any advice they are welcome.
For throwing weapons there is already a fighting style that solves this problem, but I assume that small weapons (dagger and darts) can be made an exception.
I am trying to solve all the problems you mentioned. I sincerely thank you, these are problems that without outside support it would have taken me forever to find.
Hello everyone,
I put out this redesign just to get different opinions and find out what others think of my proposals. If you have any suggestions I would be delighted to hear them.
I created a series of clothing, a bit of a clothing style to enhance the player's imagination and at the same time give a bonus, which could be identified as a malus in some circumstances.
I redesigned the weapons because I think in 5e the critical is not exalted enough. In 3.5e there were more options in the weapons and I wanted to bring them into 5e as well.
I idated a system of creating magic items based on their rarity.
I introduced new magic items.
LINK: https://homebrewery.naturalcrit.com/share/f2tlSoZgkEA6
Some very interesting ideas here. A few notes:
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
Thank you for your valuable advice Scatterbraind.
Clothes can be worn with armor.
Ineffects are designed to style the equipment the characters wear, and this is to increase immersion in the game.
An ex-prisoner or prison escapee will have studded armor, perhaps have handcuffs used as bracelets, a prison keepsake, etc.
A nobleman, on the other hand, might have armor with very fine materials and aesthetic designs that symbolize his noble origins.
Clearly the style of dress has its advantages or and disadvantages.
Imagine a Criminal trying to enter the gates of a city, this will surely be stopped and targeted by the guards protecting the entrance.
While a nobleman will be the first prey of theft if he enters bad places or criminal areas.
We can say that clothes are a bonus for the player to better express how they appear in the game and help the master to initiate events in the story.
Should I put the critic more prominently to the reader, perhaps at the beginning of the explanations or otherwise in a more obvious place?
I corrected the lance, but I think it is allowed to use two lances in the mount because part of its weight is supported by the mount itself (Take a look at it and tell me what you think).
The nets are complicated because they offer an absurd advantage if you are allowed to attack immediately after casting the net since the test to free is only during the turn of the creature trapped in the net.
So I am still pondering how to solve this problem. If you have any advice they are welcome.
For throwing weapons there is already a fighting style that solves this problem, but I assume that small weapons (dagger and darts) can be made an exception.
I am trying to solve all the problems you mentioned.
I sincerely thank you, these are problems that without outside support it would have taken me forever to find.