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Thread: Design Philosophy and Halflings
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2019-06-24, 03:32 PM (ISO 8601)
- Join Date
- Feb 2019
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- Iceland
- Gender
Design Philosophy and Halflings
When I'm designing (or redesigning) a feature, I try to look at it through the player’s eyes. I try to capture a specific feeling. For example take the following features.
- You gain an additional 1st level spell slot
- Once per long rest, you can regain one used 1st Level Spell slot.
- The first time you roll a natural 20 after a long rest you regain one spell slot
All have the same effect, but are presented to the play by different means. This affects how the feature feels in the hands of a player. I sometimes try out different versions of the same feature, just to see what the effect of the change is.
Now, for the halfling part of the thread. I used a set of revised races, and I was comparing my half orc and my halfling race. Nothing that you need to see to understand my train of thought, though.
I noticed that the half orc features felt very ACTIVE while the Halfling's lucky, walk through creatures and advantage against fear effects felt very passive. This makes the halfling FEEL less powerful, since the player can't choose when these effects come into play.
I thought of a new version of lucky, which only works because crits don't increase damage dealt in my game:
Lucky
When you roll a d20, you can automatically roll a Natural 20. You regain the use of this feature at the end of a long rest.Last edited by Bjarkmundur; 2019-06-24 at 03:39 PM.
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2019-06-25, 05:47 PM (ISO 8601)
- Join Date
- Aug 2018
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- Between SEA and PDX.
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Re: Design Philosophy and Halflings
It would feel a bit too powerful, being nearly identical to the Rogue's capstone.
I think a better way of doing it is "Once per Short or Long Rest, you can change a roll that you'd make with Disadvantage to instead be made with Advantage".
This does make it circumstantial, but much less circumstantial than the 5% chance per roll of the normal Lucky, but also less powerful than your example.
It'd also be important to understand exactly what a critical does in your games, as some classes (champion, hexblade, barbarian) have mechanics that modify criticals.
5th Edition Homebrewery
Prestige Options, changing primary attributes to open a world of new multiclassing.
Adrenaline Surge, fitting Short Rests into combat to fix bosses/Short Rest Classes.
Pain, using Exhaustion to make tactical martial combatants.
Fate Sorcery, lucky winner of the 5e D&D Subclass Contest VII!
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2019-06-25, 08:09 PM (ISO 8601)
- Join Date
- Oct 2010
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