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Showing results for tags 'dungeons and dragons'.
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I know that there's MAG (Mistborn Adventure Game), but I just love Dungeons and Dragons, especially when I get to play with my family But I also really love Mistborn; I love the story, I love the magic, and I love the worldbuilding. So I'm currently making a homebrew overhaul of 3.5 D&d to better accommodate a Mistborn style setting, and I think I've got some good ideas, but I'd like some advice/suggestions if anyone is willing. I'm thinking about removing the class system and instead implementing a focus on Metalborn powers, where you could take Allomantic, Feruchemical, and Hemalurgic feats (in addition to general feats, of course) to build a more customizable character. For example, a Pewterarm could take a feat that allowed them to use Pewter dragging on top of the basic abilities provided by their Allomancy, increasing their repertoire. I think that I've got a good handle on most of the Allomantic and Feruchemical abilities, but Allomantic iron and steel in particular have got me worried; I want them to be cool and useful, but figuring out how to handle telekinetic powers is always a struggle in RPG games. Not to mention, I know I want Hemalurgic spikes to be an option for the players. In fact, they'd almost be necessary if they really want to mix powers and get the coolest builds available (no natural Mistborn or Full Feruchemist are in the setting as I have it right now). I just don't know how I want the penalty of the spikes to work (i.e., what they actually effect negatively). And don't even get me started on Koloss-bloods; I feel like there should be a special benefit or two for playing them, but I don't know yet how to balance it out properly with non-Koloss-bloods. Should it be like a Metalborn power on its own? Should it take a Feat at first level? Should it be a racial option and the other non-Koloss-bloods should get something to help boost them to compensate? Anyway, it's still a pretty young idea right now, so it will take a while to polish up, but I sure wouldn't mind some ideas or suggestions from others in the meantime
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Hello everyone! I've been a Sanderfan for several years and it's so great to finally join the Shard! If you want to know a little about me, I'm a ballerinaEdgedancer and an Allomantic baker. My current craziness is trying to adapt the eight basic Allomantic metals to work as part of the Dungeons and Dragons Pathfinder system. I'll be seeing you all around!
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- brandon sanderson
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Calling all D&D fans, especially experienced players and DMs! I've written a Knight Radiant class, inspired by a similar attempt by some 17th Sharders in the past. Theirs wasn't a caster class, though, and I wanted mine to be a half-caster class. So I borrowed a few ideas and then started from scratch. Now I just need you folks to tear it apart for me. Some friends and I are starting a campaign in a few weeks and I'll take that opportunity to do some playtesting. Any edits and power balances you can suggest before then will make the experience that much more valuable. If you can construct a broken multiclass with one of the orders, do it! That way I can take away your fun by fixing the exploit. Suggestions to bring the abilities more in line with standard 5th Edition language are helpful too. Spoilers for all four books, obviously. I completed a full reread as part of the process of writing this, since some of the orders still aren't super deeply explored. Knight Radiant Class Manual.pdf
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Hey 17th Shard, I started myself on a bit of a lengthy project, converting the rules for Mistborn Adventure Game to the Dungeons and Dragons format, specifically, Fifth Edition, as it is the edition I am most familiar with. I've completed some rough drafts for most of the Allomantic powers, with the exception of Atium, Lerasium, Cerrobend, Cadmium, and the God-Metal alloys. I know for sure that they'll have to be revised a lot more, but to refresh my brain I decided to start thinking about some Feruchemical powers, specifically Feruchemical Gold, and I've run into a bit of a problem. In typical D&D play, as players advance from level 1 to level 20 they gain HP, and quite a lot of it. Generally at level 20 a character will have well over 15 times their level 1 HP. In typical MAG play, health doesn't change that much, with someone maybe doubling their health over the course of a long campaign. This is causing a bit of a problem with figuring out rules for Feruchemical Gold healing, especially Compounding. In MAG, restoring 6 HP via Compounding is always going to be a massive chunk of HP no matter what, because HP stays fairly consistent in MAG. I've already lined up some equivalents for damage in D&D versus MAG by comparing the weapon damages of items like daggers, clubs, and swords. +1 damage in MAG seems to be about 1d4 in terms of D&D. The easy solution, therefore, is to make the 6 HP restore of Feruchemical Gold equal to 6d4, which averages to around 15 HP restored. For a lower level character, up to level 5 or 6 (depending on class and physical scores), that's a comparable chunk of HP regeneration to how it's intended to be in MAG. As levels progress, however, it rapidly becomes a smaller and more negligible amount. Any ideas, folks? I have a couple, but since I'm diving more into homebrew and winging it here, rather than just converting distances and action economy to 5e terms, I'd like some external input. Also, I'm assuming posting my conversions here would be frowned upon because in this early rough draft stage a lot of text is directly copied from the MAG rulebooks rather than reworded or abridged. If I am mistaken, please let me know, and I'd be willing to PM users my conversions if that's allowed.
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So, having looked at the adventure game, it looks fun, however, being the stubborn d20 enthusiast I am, I want to build dungeons and dragons 3.5 or 5.0 classes, races, feats, etc. for mistings, twin born, ferrings, and mistborn. anyone know how to write balanced classes? Or can help me start parsing the physics of allomancy?
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