I am not a fan of homebrew most of the time. I have been to some games over the years with some rules that just seem weird and take some of the peaks and valleys out that make character progression fun. I have taken a couple characters to tier 4, one to 20, and a number into tier 3 also have DM'd all tiers of play. A lot of the tables I have seen homebrew rules and classes are mostly inexperienced players and DM's but on occasion are super advanced and intricate like Tal Dorei.
At what point should you look have a grasp of the game to begin making your own classes and rules?
In my opinion you should be wary of altering the core rules unless you have a very good understanding of 5e as a whole. For example messing with how advantage/disadvantage, concentration, or bonus actions work will have far-reaching implications. Keeping track of what changes you've made to the game is also extra work for players. I recommend sticking to the rules until you notice that a particular rule is causing problems or dissatisfaction for your group.
I'd also be wary of homebrew classes. It takes a lot of work to add a full class to the game that's not going to step on the toes of other classes, introduce game-breaking features or multiclassing combinations, and that fits well into any D&D setting. There's also the problem of figuring out which magic items the class should be able to attune to. In my opinion most of the homebrew classes out there are better off as a subclass of an existing class.
The safest kinds of changes are those that have very limited scope. Desigining a new playable race, subrace, spell or magic item isn't too difficult and is unlikely to break the game while you fine-tune it.
The most I’ve considered home brewing now are items, and that’s just more for variations on current ones. Ya should be able to have a flame tongue great axe or a +2 ring of defense that drops off the saving throw bonus etc. Class wise I think some cap stones could be reworked too as most are underwhelming.
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I am not a fan of homebrew most of the time. I have been to some games over the years with some rules that just seem weird and take some of the peaks and valleys out that make character progression fun. I have taken a couple characters to tier 4, one to 20, and a number into tier 3 also have DM'd all tiers of play. A lot of the tables I have seen homebrew rules and classes are mostly inexperienced players and DM's but on occasion are super advanced and intricate like Tal Dorei.
At what point should you look have a grasp of the game to begin making your own classes and rules?
In my opinion you should be wary of altering the core rules unless you have a very good understanding of 5e as a whole. For example messing with how advantage/disadvantage, concentration, or bonus actions work will have far-reaching implications. Keeping track of what changes you've made to the game is also extra work for players. I recommend sticking to the rules until you notice that a particular rule is causing problems or dissatisfaction for your group.
I'd also be wary of homebrew classes. It takes a lot of work to add a full class to the game that's not going to step on the toes of other classes, introduce game-breaking features or multiclassing combinations, and that fits well into any D&D setting. There's also the problem of figuring out which magic items the class should be able to attune to. In my opinion most of the homebrew classes out there are better off as a subclass of an existing class.
The safest kinds of changes are those that have very limited scope. Desigining a new playable race, subrace, spell or magic item isn't too difficult and is unlikely to break the game while you fine-tune it.
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The most I’ve considered home brewing now are items, and that’s just more for variations on current ones. Ya should be able to have a flame tongue great axe or a +2 ring of defense that drops off the saving throw bonus etc. Class wise I think some cap stones could be reworked too as most are underwhelming.