Using My Monsters

Friday, 24 October 2014

My Homebrew 5e Warforged vs Mr Baker's Homebrew 5e Warforged

So, Keith Baker invented my fave official game setting, the amazing world of Eberron, and within that, one of my favorite races, the Warforged. So, with 5e, I decided to make up some stats for PC Warforged, and came up with the following. Today, Mr Baker published his own stats, and I have to say, apart from a few differences, they are pretty similar. See what you think!

My version;

Ability Score Increase: Your Constitution increases by +2

Speed: Base walking speed of 30'

Living Construct: A warforged gains advantage when saving against necrotic damage or effects that would put them to sleep. Necrotic damage against them is also reduced by an amount equal to their Constitution modifier +1. They are immune to Exhaustion and Poisons, and do not need to breathe. A warforged gains the benefits of a short rest after only 10 minutes, and a long rest after only 4 hours. Warforged only recover half as many hit points when receiving healing spells. They do not naturally heal all damage after a long rest. Warforged are considered to be both Humanoids and Constructs for the purposes of effects.

Machine Stability: When reduced to 0 or fewer hit points, a warforged automatically stabilises, and does not have to make death saves. They can still be killed by being reduced to minus their bloodied value (half total hit points) or more.

Mantled: Bludgeoning, Piercing and Slashing damage against the warforged are reduced by an amount equal to its Constitution modifier (minimum 1). It has a natural AC of 12 + Dex Mod, and when hit by a critical hit, has a 25% chance of reducing it to a normal hit.

Natural Weapons: The warforged's armoured fists allow it to punch for 1d4 + Strength mod bludgeoning damage. 


Tuesday, 21 October 2014

Update...The Future Holds Many Things...

Howdy! How's it going?

So, I've been very busy with RL things, and have not had much time to get anything done for here. I also have not been able (for a variety of reasons) to play ANY D&D for 7 damn weeks...which is...painful.

This Thursday a few of the regulars and I are going to take a little break from the 4e campaigning to play a short 5e game. I want to see how it plays, feels and GM's, and have thrown together a little adventure to do this. I'll obviously keep you all informed, share some stats,and may even post a recording of the games if we can keep the language to an acceptable level.

There has been a LOT of talk about D&D editions amongst my players. Over all, the opinion is that as long as we play together, the edition doesn't matter, and most of my players seem quite excited at the chance to play Next. At least one is very reluctant to leave 4e, and I have promised him that the current campaigns will be finished, and that we will definitely still be playing 4e in the future as well as 5e (4e is still, at the time of writing, my favourite edition, and there are so many, many options that players have not yet looked at, I am determined to play more).

However, this unexpected shift in my worldview RE; editions (many of my players would argue this was in no way unexpected), means a definite shift on here too. I will continue to post 4e stuff, but will now also be posting a lot more 5e bits and bobs.

Actually, I will try, as much as possible to do all stats for both games.

I hope this is cool.

Game reports will continue as usual, with the next campaign (a 5e one set in the magic scarce early 4th Age), starting as soon as Ormid and the gang finish their adventures.

Anyway, that's what the plan is. Me and mine are in the middle of a house move, and I work looooong hours, so at present, things, as I said above, are a little slow. Promise to have something for you soon!

Until then, roll lucky...

Friday, 3 October 2014

Faster GM! Faster!!

One of the primary things I am looking forwards to in 5e is faster combat. I LOVE 4e combat (and fully intend to bring elements of it into 5e, the base combat seeming a little bland for my tastes), but with both my groups heading towards the pinnacle of their stories, the battles are getting more massive, more complex - and, if I do say so myself - more awesome. However, the speed at which these battles happen is slowing right down.

This is, I think a combination of things, including the wider variety of powers available to the players, and the larger numbers of enemies they tend to face. Also, despite my player's character's have massive damage output, but the hit point total of the mundane monsters outpaces even their inflated (by base 4e's standards) killing ability. This doesn't bother me when we have boss / demi-boss (solo and elite) fights, as they are supposed to be long, painful affairs. However, when fighting the rank and file servants of these monsters, I don't really want a battle lasting three sessions (as the latest Ormid et al battle has).

So, what to do?

I don't want to continue to inflate player damage output, as that can get way out of hand, and present massive problems further down the line. Instead, I intend to halve the hit point total of "mundane" enemies, with a few tougher guys getting their full allocation (including all solos and elites). I'm hoping that this will allow the massive battles that are going to occur to unfold, without us getting bogged down in long, boring battles that loose their fun factor.

Also, as we don't use XP, there is no game impact beyond quicker fights!

I also use the amazing 4e Combat Manager,  which lets you adjust monster starting hpts with a single click. This is fabulous!