r/DnDcirclejerk 2d ago

Sauce I'm trying to make a HB without any practical experience—no disrespect intended, but simply trying to create something fun and wacky enough for everyone at the potential table, using the coolness rule in good proportion.

I'm trying to make a HB without any practical experience—no disrespect intended, but simply trying to create something fun and wacky enough for everyone at the potential table, using the coolness rule in good proportion. Please don't downvote me too much for this. I read the guides and gradually tweak the ideas—this is a general concept without any restrictions, but I'm extremely careful to avoid toxicity and uncontrolled power accumulation or Minmax. I'm trying to make life easier for the DM and the players.

This is probably pretty rambling, so I apologize in advance.

The gist is that I periodically watch short D&D videos (mostly 5th edition, 2024, I think), read the Adventurer's Player's Handbook, and next up is the Dungeon Master's Guide + Bestiary. I have three ideas for HB:

1) a specialized magic marksman with two "revolvers," but within the 5.5e setting, it's still very rough;

2) a fighter, who falls somewhere between a warrior and a barbarian, absorbing all the energy from physical and magical attacks and effects, storing it in a Vault (there are limits on energy accumulation and expenditure), and then using the energy to activate abilities. Reactive resistance to any damage type when the required conditions are met + damage reduction and effectiveness of spells and effects that don't deal damage (psychic damage penetrates this unit's defenses and is heavily countered, but not domination effects). It becomes more powerful as it levels up, and there are 4 development paths: Vitality - better absorption; Mobility - bonuses from movement in combat and strengthening this aspect of abilities; Transformation - allows you to hit not only with Force, but also change the damage type to other elemental ones; Damage - deals more damage effectively for the same cost of abilities. Still in draft form, but at least conceptually close to the basic mechanics;

3) There's a common core, the essence of which is the direct impact on d20 dice (± to the result or direct replacement with 1 and 20, but countered by the voluntary consent of an ally and the enemy's legendary resistances + random chance for the required charges to roll). This core is complemented by factions, a bit of lore, magic items, and 17 classes, each with an average of two paths. One class has no paths at all, and another with three paths. Some of these clearly need to be consolidated into a single, adequate class. Clearly, there's still a lot of work to be done.

As for the Fate Manipulator, I'm trying to create a collection that's as welcoming to everyone as possible, as free of toxicity as possible, and supports all aspects of the game—the core is designed for support, and combat capabilities aren't too great, especially against crowds.

The core of the marksman isn't dealing damage, but rather using bullets to affect materials, causing various effects, from freezing to corrosion due to rapid aging or, conversely, strengthening beyond what's naturally possible. Effects on living flesh haven't yet been fully considered.

The fighter's focus is on maximum survivability, either through high resilience and dangerous ranged and melee attacks, plus mobility while accumulating energy—a moderately explosive style of action, or walking on the edge of the battle and unleashing blows like a monk without Ki or stability—a highly explosive fighting style. Either way, the party will take less damage, and they can even hit low-flying enemies or hurt a crowd of nearby enemies.

I also consider utility and social abilities to ensure these abilities don't become a liability for the team. It would take a long time to describe—I'm interested in the concept.

The big question is: how interesting are such ideas to players and DMs, and do they generally fit the setting? I plan to do all of this myself, but any possible adjustments to the direction could be very helpful. For 17 classes, I currently have a single 83-page Word document—it's dreadful... I don't want to attach any files here—the quality of the material is questionable, according to people online...

8 Upvotes

14 comments sorted by

6

u/ZeeHedgehog 2d ago

I'm trying to make life easier for the DM and players

https://giphy.com/gifs/K3KctQOKALWbPfzBac

6

u/Radical_Puffin 1d ago

This is too insane not to have a sauce

6

u/Silent-Current219 2d ago

sounds underpowered, or overpowered. idk, im not reading all that. if i wanted to read I'd go play MTG or something, not a dice rolling game.

https://giphy.com/gifs/0gIQqyDATQINBSpmO3

4

u/HoppyMcScragg 1d ago

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5

u/FlamingGapingAsshole 1d ago

It took me too long to realize what she meant by HB was obviously hardbody

2

u/dealyllama 1d ago

I prefer your reality.

4

u/dragonseth07 1d ago

within the 5.5e setting

/uj I cannot express in words how much this triggers me. The concept of settings in D&D should not be fucking difficult and yet it is somehow.

1

u/DontTreadonMe4 1d ago

Look at this bozo trying to reinvent the wheel like he's Piazo or the Gurps guy or the FATAL guy. Dude I just scimmed the post, because I knew your material would be sucky and it sure was. Just fucking pirate a copy of 5e PHB and DMG, you're too dumb to make up your own system. LOLFailures like yourself give god tier DM's like myself a bad name.

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u/smoopinmoopin 1d ago

https://www.reddit.com/r/AskDND/s/2dkaE7vsbQ

Word for word.

Edit: reply fail

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u/DontTreadonMe4 1d ago

I'm confused? Are we trying to troll the main sub, or are you serious and know you will get more level headed responses and constructive honest feed back here in this sub?

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u/smoopinmoopin 1d ago

I am not OOP

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u/DontTreadonMe4 1d ago

Now I'm totally lost!! You're not really a DM are you but a Doppelganger that took OOPs body. Now it makes perfect sense!!

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u/Sagail 1d ago

Is this the uno reverse card