Re: Warcraft RPG 5th Edition...
Posted: Sat Dec 02, 2017 11:52 pm
Cool, would love to see race stats for the half-giants (aka Vrykul).
The forum for discussing the worlds of Dungeons & Dragons...and more
Under the engineering skills section it saysDarthManu wrote:Thank you so much for the help man. I'm about to DM for the first time to 5 people, so I'm bringing all the player's doubts. Here is another one... In order to Use itens and weapons from the Engineering skill such as bombs and rifles, does the character has to be trainer in the Engineering skill? Or it only require somethink like an attunement with such weapon or construct? Does all firearms Use agility in damage as well? The other technological itens like mines and others have a atribute added to damage? Alchemy and Engineering count as Skills(like insight, perception, acrobatics) or tolls? How does a non Tinker character gets more EP beyond the initial 2? Hope I'm not annoying you...
EP is only used when creating the items as a Tinker or Engineer I believe. Though all mechanical items have a Malfunction Rate which causes them to fail depending on the dice roll.Using Technological Devices. Devices can be used automatically if one knows how to use them (point and shoot, press a button, etc.) as a Use Object action unless otherwise stated. All devices also have a have a chance to malfunction when activating.
Any Death Knight can prepare runes as spells (although they have to prepare them separately, as other array spells). That means that if your player can prepare 3 spells, they'd have to prepare Blood Rune and Frozen Waste Rune in two out of their three spell slots.LordRevos wrote:1) Frost and Blood Death Knights, each of them get their own [Strike] ability (Blood Strike and Might of the Frozen Wastes). Do these [Strike]s cost any mana or you just need to declare them (using your bonus action) to be able to use them?
Once--the trigger is falling below one-half hit points.2)The spell Hammer of Wrath can be used again on a creature as long as the creature is below half its health or only when it hits that health threshold?
Soon, I hope. The Alchemist is finished, but I'm still working on the subclasses.3) When is that new edition coming? We almost can't wait.
Yes. They will be a necromancy-focused alchemist.4) Considering that you're going to release an Alchemist class soon. Will you rework the Apothecary subclass into the Alchemist?
Do you think they should be?5) Will you make Demon Hunters as their own class?
Once the PDF is finished.6) Will you open a discord or similar as it was mentioned before to discuss more about the game?
Version 2.5 adds Fel damage, and makes the distinction between Unholy damage (cast by necromancy spells) and Fel (cast by spells with demonic origin). I've relented to previous suggestions.I have done a few changes into my game as homebrew that I would like to share here, just because of making game play a bit more like lore. In my game I renamed 'Fel' damage into 'Shadow' damage. (This is mostly because these two come from totally different sources, for example Third Generation Death Knights are not known for being able to use the Fel. And Necromancy and the power to raise the dead does not come from the Fel.)
We use Fel as its own subtype of damage for certain spells. (Like Chaos Bolt)
I should check that out. Thanks!A few of the Racial Feats from the PHB, I changed the prerequesites like allowing Night Elves to earn Fey Teleportation. Or Dark Iron Dwarves having access to Flames of Phlegethos.
I'd like some feedback on how they work right now, since I'm considering reforming them to work in a more uniform way.Regarding debilitate and invigorate spells, I feel like some of these spells could be changed to be less versatile but instead making them more simple. For example: Curse of Agony, it could be changed so it deals damage and maybe give the ability to cause poisoned status as a reaction from Curses to Affliction Warlocks.
There are a lot of additions and changes to the next version. I'll add a changelog and make it as detailed as possible.The mana system I like the way it is so far, but it would be nice to hear what you have to that system now.
So with healing spells will the characters need to pass or fail a saving throw to maintain an invigorate effect?Arrius Nideal wrote:No problem.
Alright, here's the proposed overhaul to debilitate/invigorate spells. I'd love some feedback for it.
1. Instead of being called [debilitate] and [invigorate], both are changed to [sigil] spells
2. Instead of consciously choosing to spend a debilitate or invigorate use to deal the secondary effect, the spell automatically deals its secondary effect at the beginning of every round, saving throw negates. While the target suffers from this, they also have a secondary condition.
The overhaul applies to healing spells as well, in which case a successful saving throw keeps the spell going on for another round (otherwise it ends prematurely). In terms of spells that affect debilitate spells (such as combustion or shadow bolt), they deal the damage again and force another saving throw.
This hopefully simplifies the spells and make them more accessible, even though it takes from their flexibility.