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Nov 1, 2022 at 8:03 comment added Jay Lemmon @CérylWiltink no it could just be a one-off thing. However I have been trying to balance one-off things like this as if they were magic items, to keep to a power creep budget. Also, originally I was thinking that it could be an interesting sort of item to get in a loot drop but the consensus is definitely that that wouldn't be a great idea.
Nov 1, 2022 at 7:48 comment added Céryl Wiltink Just as an aside, does it need to be an item specifically? If it is intended as a one-off increase as your dormancy idea describes, and you want a side-quest or some in-game justification, maybe it can be a special ritual that needs unique reagents or is only known by a hermit who lives one side-quest away, or maybe there exists one special rune in a far-away cave that does this when touched and then disappears? No need for any rarity or trouble when they want to sell or lose the item.
Oct 31, 2022 at 9:00 comment added Jay Lemmon @SeriousBri sure, that would be another way to go. But requiring 13 presents an interesting opportunity: the player wants something and needs to engage with the world to get it. As a DM that's a plot hook to attach something to.
Oct 29, 2022 at 20:45 comment added MivaScott @SeriousBri, I was going to post an answer revolving around m last comment and the option of "just let it happen". My concern of "just do it" can be fine if they are dedicating to the new class, but tricky if they are just taking a dip. Imagine a Divine Soul Sorcerer, with only a 10 Wisdom, but a high Dex and Cha. If they take a 1 level dip into Life Cleric, it boosts all of the Sorc healing spells, but they didn't need to sacrifice their primary/secondary stats to get there. Multiclass has two primary balances; slower progression and multiple abilities scores. This would remove that check
Oct 29, 2022 at 6:42 comment added SeriousBri Have you considered not caring it they don't have 13 in a stat? It really makes no difference
Oct 29, 2022 at 6:00 history tweeted twitter.com/StackRPG/status/1586236423174225920
Oct 29, 2022 at 0:47 comment added Jay Lemmon Not every player has a plan for their character before the first session. Some just roll up a character based on random rolls or a cool idea for level 1 and play it by ear after that. As they play the character and flesh it out they might realize that multiclassing would be interesting narritively for their character (eg: a rogue becomes the defacto leader of the group and goes mastermind archetype, then wants to pick up bard), but they hadn't originally planned on multiclassing so the relevant stat is at 10. If they take an ASI to get there I don't mind meeting them halfway with an extra +1.
Oct 28, 2022 at 23:44 comment added MivaScott My concern is if they have an ability score of 10 or less, and use the ASI to get to 12 then they didn't have multiclassing in mind with this character. If they have 11, why didn't they spend both ASI points to get 13 on their own? Have you talked to the player(s) about this ability to multiclassing? It sounds like this is a magic item to give an option that no one would take except to "game" the system. Unless there a narrative reason why someone wants/needs to change classes? Like a Warlock loses their patron, or a Cleric forsakes their deity.
Oct 28, 2022 at 23:10 comment added Jay Lemmon I have a rarity budget of how much loot I want to hand out based on character level. My concern is I don't want to oversaturate players with too many magic items or too powerful magic items for their level. Even if something isn't an item (eg: a faction reward, or just a mountain of gold) I've been trying to equate it to one to fit within the budget. If I'm giving out a reward for a quest that isn't an item I'm still reducing the items they'll find later to compensate. I don't know if this accountancy is a good way to DM but that's probably a different question :)
Oct 28, 2022 at 22:26 comment added Mołot @JayLemmon i'm not sure if giving this item a rarity, or even limits etc, would help you in any way? Like, just be sure to give other players similar favours if they ask?
Oct 28, 2022 at 20:55 comment added Jay Lemmon Specifically trying to enable someone to multiclass if they're willing to use an ASI to improve the stat to 12 first. Basically instead of just giving them the multiclass at 12 I was going to let them do a small solo sidequest to get access to such an item so their stat is 13. But also I'm trying to flex my homebrew muscles and theorycraft how such an item would fit in the game if I gave it out as random loot, potentially. It'd be unlikely to ever find more than one in a campaign, just because there are so many other magic items to potentially get.
Oct 28, 2022 at 16:21 comment added MivaScott Is there a specific problem you're trying to solve with this item (as in a player asked for it), a homebrew item that fits into the theme of your narrative, or is this just making a homebrew item for the sake of making a homebrew item?
Oct 28, 2022 at 15:15 history became hot network question
Oct 28, 2022 at 14:27 answer added Dan B timeline score: 8
Oct 28, 2022 at 13:33 answer added Darth Pseudonym timeline score: 2
Oct 28, 2022 at 12:23 answer added SeriousBri timeline score: 16
Oct 28, 2022 at 12:20 answer added user2754 timeline score: 17
Oct 28, 2022 at 9:17 history edited Nobody the Hobgoblin CC BY-SA 4.0
linked ddb
Oct 28, 2022 at 7:10 history edited Thomas Markov CC BY-SA 4.0
edited tags, it’s abilities, not attributes, in 5e
S Oct 28, 2022 at 7:07 review First questions
Oct 28, 2022 at 7:22
S Oct 28, 2022 at 7:07 history asked Jay Lemmon CC BY-SA 4.0