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Found 2 results

  1. 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.
  2. 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?