Surviving Castle Heterodyne: 5e redesign

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BadgeAddict
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Re: Surviving Castle Heterodyne: 5e redesign

Post by BadgeAddict » Thu Jan 09, 2020 11:06 am

Sorry..I meant race.

And how could you not play a spark in this world

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spiderwrangler
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Re: Surviving Castle Heterodyne: 5e redesign

Post by spiderwrangler » Thu Jan 09, 2020 1:13 pm

I'm anticipating multiclassing!
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Lurks_In_Shadows
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Re: Surviving Castle Heterodyne: 5e redesign

Post by Lurks_In_Shadows » Sun Jan 12, 2020 12:55 am

Hmmm....
Maybe handle sparks as a steampunk variant of a wild mage? Seems to be a certain amount of unpredictable effects to using spark powers in GG.

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spiderwrangler
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Re: Surviving Castle Heterodyne: 5e redesign

Post by spiderwrangler » Fri Jan 17, 2020 11:53 am

Will certainly be some glitch tables or the like!

Just bought the Eberron book...


To try some proof of concept stuff on the "CONSTRUCT TABLES" I've put together, could I get some rolls from folks?

1d6
1d6
1d42
1d42

(The d42 will likely end up as a d100, eventually. )
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BadgeAddict
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Re: Surviving Castle Heterodyne: 5e redesign

Post by BadgeAddict » Fri Jan 17, 2020 12:30 pm


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spiderwrangler
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Re: Surviving Castle Heterodyne: 5e redesign

Post by spiderwrangler » Fri Jan 17, 2020 12:32 pm

Thanks badge! Soooo...


Constitution +1
Strength +2

Hold Breath. You can hold your breath for up to 15 minutes at a time.
Talons. You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit.


Just a test, but a way to randomly generate "constructs" from published racial traits. Justification can be flavored in various ways, and appearance would be up to the player. For example, +2 Strength could be someone big and beefy, or could have implants that make them more efficient, etc.

Feel free to give me more!
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NotStickFigures
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Re: Surviving Castle Heterodyne: 5e redesign

Post by NotStickFigures » Fri Jan 17, 2020 12:47 pm


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Rodgeir
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Re: Surviving Castle Heterodyne: 5e redesign

Post by Rodgeir » Fri Jan 17, 2020 1:02 pm


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spiderwrangler
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Re: Surviving Castle Heterodyne: 5e redesign

Post by spiderwrangler » Fri Jan 17, 2020 1:08 pm

NSF:
Charisma +1
Dexterity +2

Flight. You have a flying speed of 50ft. To use this speed, you can't be wearing Medium or Heavy armor.

Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.

Rodgeir:
Dexterity +3

Hold Breath. You can hold your breath for up to 15 minutes at a time.
Healing Hands. As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.
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Re: Surviving Castle Heterodyne: 5e redesign

Post by BadgeAddict » Fri Jan 17, 2020 1:13 pm

1d6 - 4
1d6 - 5
1d42 - 22
1d42 - 17

Didn't realize there was a way to do this.. Nice.

_: 1D6 = [3] = 3
1D6 = [5] = 5
1D42 = [7] = 7
1D42 = [34] = 34

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spiderwrangler
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Re: Surviving Castle Heterodyne: 5e redesign

Post by spiderwrangler » Fri Jan 17, 2020 1:37 pm

Intelligence +1
Wisdom +2

Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.
Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.



Constitution +1
Wisdom +2

Mask off the Wild. Can attempt to Hide when only lightly obscured.
Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can seor hear. You must end this move closer to the enemy than you started.
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Rodgeir
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Re: Surviving Castle Heterodyne: 5e redesign

Post by Rodgeir » Fri Jan 17, 2020 1:46 pm

Seems like a smooth way to build monsters.

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spiderwrangler
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Re: Surviving Castle Heterodyne: 5e redesign

Post by spiderwrangler » Fri Jan 17, 2020 2:00 pm

Well, these would potentially be PC 'races', for anyone who wants something more interesting that +1 to all ability base human.

Probably have you roll a couple combos, and choose from that, if your were interested.
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Re: Surviving Castle Heterodyne: 5e redesign

Post by BadgeAddict » Fri Jan 17, 2020 2:04 pm

So you kill off the party in sundered way so we can play this instead. :D

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spiderwrangler
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Re: Surviving Castle Heterodyne: 5e redesign

Post by spiderwrangler » Fri Jan 17, 2020 2:29 pm

It's not an either or!
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Lurks_In_Shadows
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Re: Surviving Castle Heterodyne: 5e redesign

Post by Lurks_In_Shadows » Fri Jan 17, 2020 7:03 pm

So are you going to allow for sparks to work cooperatively? That could allow whole new levels of mayhem... :P

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spiderwrangler
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Re: Surviving Castle Heterodyne: 5e redesign

Post by spiderwrangler » Fri Jan 17, 2020 7:43 pm

Yup, sparks will be able to collaborate as much as their egos allow...
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Re: Surviving Castle Heterodyne: 5e redesign

Post by BadgeAddict » Sat Jan 18, 2020 6:45 am

It'll be like a game of pandemic except instead of trying to work together to win, you each have separate goals

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spiderwrangler
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Re: Surviving Castle Heterodyne: 5e redesign

Post by spiderwrangler » Sun Feb 02, 2020 8:35 am

The Spark class I'm currently envisioning as being similar in function to the Prestige classes of earlier editions. Essentially, there are some prerequisites to taking Spark levels, and I think it will cap out at 10 levels. Anyone with spark levels will be multiclassing to do so.

Still noodling about on the design, but I have a manuscript that we are trying to get published, so my round of edits on that are going to be taking precedent in the short term.
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