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Mundonnable
United States
เข้าร่วมเมื่อ 20 ม.ค. 2013
Just a casual gamer who loves to play games and explore many topics!
This kind bugged me about no kill rules and guns
#vtuber #envtuber
Check out my twitch at www.twitch.tv/mundonn
We have a discord! discord.gg/We6fRCmUaS
Check out my twitch at www.twitch.tv/mundonn
We have a discord! discord.gg/We6fRCmUaS
มุมมอง: 92
วีดีโอ
This has question about vampires plagued my noodle
มุมมอง 521 วันที่ผ่านมา
#vtuber #envtuber Check out my twitch at www.twitch.tv/mundonn We have a discord! discord.gg/We6fRCmUaS
So much Mystery with the Zen Master in cyberpunk 2077
มุมมอง 1028 วันที่ผ่านมา
#vtuber #envtuber #cyberpunk Check out my twitch at www.twitch.tv/mundonn We have a discord! discord.gg/We6fRCmUaS
This ending so good in Cyberpunk
มุมมอง 2828 วันที่ผ่านมา
#vtuber #envtuber #cyberpunk Spoilers!! Remember this is just my opinion Check out my twitch at www.twitch.tv/mundonn We have a discord! discord.gg/We6fRCmUaS
king of swords ending of Phantom Liberty is bad
มุมมอง 9หลายเดือนก่อน
#vtuber #envtuber #cyberpunk Spoilers!! Remember this is just my opinion Check out my twitch at www.twitch.tv/mundonn We have a discord! discord.gg/We6fRCmUaS
This confuses me so much in D&D
มุมมอง 154หลายเดือนก่อน
#vtuber #dnd #dungeonsanddragons Sorry if I explained my line of thinking poorly Check out my twitch at www.twitch.tv/mundonn We have a discord! discord.gg/We6fRCmUaS
Thoughts on Cyberpunk's "no happy ending in night city"
มุมมอง 111หลายเดือนก่อน
#vtuber #envtuber #cyberpunk Just kinda felt forced, maybe a little bit? Check out my twitch at www.twitch.tv/mundonn We have a discord! discord.gg/We6fRCmUaS
Something that bugs me about cyberpunk 2077
มุมมอง 830หลายเดือนก่อน
#vtuber #envtuber #cyberpunk Just kinda felt forced, maybe a little bit? Check out my twitch at www.twitch.tv/mundonn We have a discord! discord.gg/We6fRCmUaS
Question about Lucy and David in Cyberpunk: edgerunners
มุมมอง 1012 หลายเดือนก่อน
Question about Lucy and David in Cyberpunk: edgerunners
New breath weapon idea for Dragonborn?
มุมมอง 352 หลายเดือนก่อน
#vtuber #dnd #dungeonsanddragons Check out my twitch at www.twitch.tv/mundonn We have a discord! discord.gg/We6fRCmUaS
Something occurred to me about Dragonborn
มุมมอง 5322 หลายเดือนก่อน
#vtuber #dnd #dungeonsanddragons Check out my twitch at www.twitch.tv/mundonn We have a discord! discord.gg/We6fRCmUaS
I made a class for D&D 5e! The chained!
มุมมอง 142 หลายเดือนก่อน
I made a class for D&D 5e! The chained!
Thoughts on new archetype changes in D&D
มุมมอง 162 หลายเดือนก่อน
Thoughts on new archetype changes in D&D
Quick question I have about "the mummy"
มุมมอง 143 หลายเดือนก่อน
Quick question I have about "the mummy"
This avatar is possessed. | mundonn on #Twitch
มุมมอง 83 หลายเดือนก่อน
This avatar is possessed. | mundonn on #Twitch
Time to get crabby with this crab race for D&D 5e
มุมมอง 223 หลายเดือนก่อน
Time to get crabby with this crab race for D&D 5e
A fun homebrew fighter archetype for D&D 5e
มุมมอง 463 หลายเดือนก่อน
A fun homebrew fighter archetype for D&D 5e
I made an annoying bug race for D&D 5e!
มุมมอง 783 หลายเดือนก่อน
I made an annoying bug race for D&D 5e!
I think this is a fun D&D campaign idea!
มุมมอง 624 หลายเดือนก่อน
I think this is a fun D&D campaign idea!
Something I miss from older editions of D&D
มุมมอง 1164 หลายเดือนก่อน
Something I miss from older editions of D&D
The Panam and Judy in this ending are very much out of character. Everything else tracks fine, but they sorta written themselves into a corner with these two - neither of them would just leave without 100% knowing your fate - and bar that, Judy probably would unalive herself (you can see her reaction in the unalive ending, she is just fully broken) while Panam - i just don't see her EVER stopping search for you, even with her ties to family restored. Rogue saying that thing about legacy is too feels jarring, because THAT'S LITERALLY WHAT HAPPENED TO HER. She got into "accident" in 2045, got damaged hard, to the point of being unable to being a solo even with all the chrome in the world. So what she did? She fucking became queen of fixers. Come ooon. I get that she didn't fallen off of face of the Earth for two years, but there still should be plenty of contacts and ties in V's disposal. Hell, only the favor of Hands could place V onto a good start with that! They managed to paint even bleaker NightCity of 2079, but the ending itself could still use some time in the oven. It got to the point that people argue if this ending is the worse or the best for V, because both are equally possible - and that's not the result of careful craft, but the sign of quite the opposite - too many conflicting factors.
That is what I was thinking! Judy: Moved on I think pretty quickly in this ending, like to quickly. in a short amount of time (like what..1-2 weeks apart?) she lost 2 people she cared about and one she was actually lovers with, and in 2 years she moved on, found someone, and got married. I don't know. It seemed kinda quick to me. Panam: I 100% believe that she just wouldn't cut you off completely. No ifs ands or butts, with how close you were to her and how close you were to the Aldecaldos. I think Panam and the rest would 100% want to see you. Rogue: I do think would help you out cause as you said she went through the same thing. I think she would at least help you get started. I don't think she would just say "Listen you are welcome here but if you want your legacy to stay intact maybe don't". WIth how many favors V would have had and with Rogue's and Mr. Hands (Yes I think he would 100% help, you helped him a bunch and he is generally a good guy from what it looks like) would become a good fixer pretty quickly. What I think this ending really does is highlight how good of people Misty, Vic, and Kerry are. The three truly want to help you but just can't cause their hands are tied. I think that the writers wanted to make the saddest ending and just wrote it like that even if it was against their character. They tried to put a tiny bit of hope in for V but for me I think it was just overshadowed by literally everything else that happened.
From my reading/understanding of the interaction, this is how it works: 1. Light Weapon: Uses your action and bonus action. Make two attacks, with two different weapons. Both weapons must be Light. The second attack doesn't add your modifier. 2. Nick Mastery & Light Weapon: Uses only your action. Make two attacks, with two different weapons. Both weapons must be Light. The second attack doesn't add your modifier. 3. Duel Wielder & Light Weapon: Uses your action and bonus action. Make two attacks, with two different weapons. Only the first weapon must be Light. The second attack doesn't add your modifier. 4. All Three Options: Uses only your action.. Make two attacks, with two different weapons. Only the first weapon must be Light. The second attack doesn't add your modifier.
Reasons Why: 1. Duel Wielder uses almost the exact same wording as the Light Property when describing the extra attack, with the only change being "A Melee Weapon that lacks the Two-handed Property." This implies that Duel Wielder is not giving a "3rd attack", and instead modifying the Light Property. 2. The Nick Mastery would normally provide a method to get three attacks. Two attacks with the Light property, one attack with Duel Wielder. However, the sentence "You can make this extra attack only once per turn," prevents that, since it seems to be referencing the "extra attack of the Light property". Conclusion; This is super unclear wording, and if they were trying to mean something else, like three attacks, they definitely should've done another pass on the editing.
That was another option of how to interrupt them! I am glad that it isn't just me. After some thought there is three different ways to interrupt this and you can make an argument for each, I believe. 1) with two light weapons with nick you can get three attacks cause nick frees up bonus action. What is preventing you from using that bonus action for a light weapon property attack? Just choose not to use nick cause it says you "can" and you can make "this" attack once per turn this attack referring to the nick attack. Dual wielder lets you use more weapon options. 2) light weapon and nonlight weapon with duel wielder and nick. You get 2 attacks on your main attack phase, much like you said. 3) a light weapon (with nick) and a non-light weapon gives you two attacks on your main and dual wielder gives you another one as a bonus action, giving you three attacks. (which is what I think they meant for it to happen) Conclusion: I think Nick is the problem child in this whole thing. Cause it is either a) giving you a new type of attack (going back to interruption A) or B) uses up the "attack" part of the bonus action (going back to how you interrupt it or interruption B in this post)
I think it's perfectly fine to only have bittersweet or bad endings to your game. I do however agree that not all endings seem to address the themes of the story and give an answer to the game's thesis, to have a point to them beyond "it's another not good ending". It's particularly blatant for the "new" Tower ending where it seems they just got tired of people asking for a cure ending and decided to Monkey's paw them instead of making a good thematically resonnant ending. It feels deliberately mean spirited and meta rather than just being another appropriate ending for the game. They could have made it about becoming a nobody but life still being worth living thanks to the emotional ties to other people even if you've had to give up on now unreachable goals, there's definitely something you can say about living as an anonymous nobody in a giant society that fits thematically with the cyberpunk universe of a megacity puppeteered by megacorps beyond your control or even understanding. But instead they do their best to fuck that up as much as possible by making everyone leave or spit on you. You're left with a single "friend" who's as depressed as you are for similar reason and cannot bring any answers to the themes of the story, he's such a mirror to your character that you might as well be alone. Of course having a support system would be contingent on having treated all those people well, but if you didn't treat them well and get a terrible, bleak ending because of your own actions, that's fine, that's how tragedies work: you created your own downfall, it's not forced. But in the ending we got, no matter how good a friend you are to everyone, you just get left behind because... you wanted a cure. And you don't even need to be a double crossing bastard to get it, you can give up SoMi after she admits to have betrayed you even though you supported her fully before her betrayal.
I am fine with bittersweet or bad endings as well. They can be really good and fun to see. However when you have like 6 endings all of them are bittersweet at the very least. There is a "happy" ending but it's at a catch. I understand that having a truly happy ending might ruin the theme of Cyberpunk/Night City. But like I don't think it would hurt it either. Especially when you have to do a lot of work for it or easily missed. Just felt like kinda I don't know stupid because as you kinda said. Doesn't matter how nice you are or anything you are just kinda left behind.
@@Mundonnable While I agree with you on part of the premise (some of CP's ending being sometimes needlessly depressing just for the sake of being depressing and a general lack of having anything meaningful to say about the cyberpunk themes) I do disagree with you on a good ending not ruining the vibe. Even though I don't think endings should be bad or bittersweet for no reason, I also think it's thematically appropriate for there to be no "good" ending. Because there are already "good" endings, in some you leave the city with your family and people who love you in search of a last hope but even if you don't get it, you get happiness until then. In others you achieve your greatest dream of becoming a legend, then go even further in a heist that will either have you go in a blaze of glory or actually get a cure to your illness and be the greatest legend Night City has ever seen. Those are pretty good ending, especially by Night City's standards and if you really want an ending that feel better than those, an ending that's not bittersweet, you basically enter the territory of ending with no real downside and those have a lot of issues depending on the game and the genre: 1) they become considered the "canon", "real" or "best" ending. Even if someone doesn't follow the discourse surrounding the game, most people will probably google "how to get the best ending" when you finish the game. That's a huge blow to meaningful choices. It can be fine if there are two main endings, one good one bad, cause even if the bad one is only played by a minority that's still quite a few people, but with 5 endings who are cannibalising each other, when only one will statistically matter, that's a problem. Now this isn't a insurmountable issue in itself, games have managed to thrive with a better ending despite this issue but it's not the only one: 2) You've got the blow made to the meaning of other endings: Let's go back to the ending I was dreaming about last post, an ending where you learn that giving up on a dream is heart wrenching, you can also live a life beyond that, maybe even a happy one surrounded by people you love (essentially a better Tower ending). How can the message of this ending feel genuine when with a few different choices you can get an ending where you have all those things and don't have to give up on your dreams? It makes no sense, no the message of that ending feels fake, instead you feel "I can have everything if I make good choices" as a message. Games with multiple endings are better offered in two variants: The first type is those with exclusively good and bad endings, when it's unambiguous that you fucked up and got a bad ending or succeeded and got a good one. This is a classic and it works well although even it can be criticised for a lack of meaningful choice (Dishonored for example was criticised for this, but I personally loved the "bad" ending so I liked this approach there). The second type is those where even the best endings are bittersweet. It's the only way the message delivered by the bittersweet endings can feel truthful and resonate. If there's a genuinely good ending, the bittersweet endings become just another "bad" and "suboptimal" ending and its meaning will inevitably get contradicted by the existence of the objectively better ending. And if the other ending isn't objectively better, then it's not a "good" ending, it's just another bittersweet one so we go back to not having good endings.
What the fuck is this video
I just choose to see that as river needing therapy and getting attached wayyyy too easy.
You know that is an excellent point, it could because he needed therapy. Could be the last case really got to him or something.
I always felt that River was the most poorly thought out of the romance options. He gets less time in the story than panam and even Judy and as a result the romance sub plot with River just shows up out of nowhere and moves much too quickly. Sort of a shame the only romancable male character feels so rushed
Yup I totally agree. I think I said this in the video but it felt like they remembered they needed and/or forget to put a straight male romance option so they picked River as the romance option. I said straight male romance option as he is the only option. The only other male option is Kerry and he the gay option. I can't comment on that story since I haven't really done it.
@@Mundonnable I didn't even know Kerry was a romance option, great video by the way. You have a unique style 👍
JUDY IS THE BEST ROMANCE IN THE GAME 🗣️🗣️🗣️🗣️ WHAT THE FUCK IS AN XBD 🗣️🗣️🗣️
Judy is great and I think her romance is amazing. XBDs are "extreme braindances" that involve extreme stuff like snuff and other stuff like that. If I said XBDs in the video I meant BD as those are just normal stuff people might want.
River's romance is definitely very awkward and a bit forced when it comes to fem V, considering that Judy's quest line and romance is much more fleshed out and personal when compared to the rest of the cast? There is never something as intimate as Judy's dive to Laguna Bend for the other characters, Panam has a small moment that ultimately gets interrupted for the sake of hitting the convoy, and then you are interrupted again in the tank. Even Kerry's and River's like scenes are super intense, lot's of like quick cuts and fast motions. Bam bam bam kind of thing. But with Judy, her questline is the only one that has like a slow burn kind of component to it, you can really take your time with the dive and have V flirt with her openly the entire time, and her scene later is also very like slow and lingers a lot. This isn't t say that like, fast sex scene = bad or anything, but the emotional build up that exists in Judy's questline is nonexistent in everyone else's. And I think that's why it feels so forced, not just for the fact that River's questline is kinda long and tedious and that the writing does feel really weak, his questline lacks any sort of romantic build up. This could also partially be because of the fact that River (like Panam) is one of the characters that was tweaked so that the player didn't get locked out of any possible romance if they decided to mix and match body and voice. Judy's romance questline is very specific to fem V, if you play as male V Judy very much holds you at an arms length, and all the banter and dialogue is reserved for fem V. So that might be why it's a little lacking in that way? I'm just speculating at this point, but it makes a little sense since the dynamic between River and V can vary between choom and output. Long story short: Writing kinda bad LOL
I couldn't have said it any better honestly. I did feel like Judy's was the best. The next best one was Panam's I think. But yeah that is what I thought as well, just bad writing. Could have been better if they let it slowly build a little bit longer (for River) instead of it just kinda showing up out of nowhere.
Put simply poor writing. Game doesn't handle intimate relationships well at all. Doesn't help that a lot of people don't like the river stuff to begin with. Even if you like his character, you have to sit through the actual quest. The story portion is fine if not fucking disturbing, but the gameplay for his quests is just boring. Feels forced because it is imo. Just like the rest of the relationships you can have. Realistically V would be searching for a cure. Not having family time with river or masturbating in a tank with panam.
Honestly yea you can most likely just chalk it up to bad writing. I guess each one could be a little awkward I suppose this one stuck out the most cause it was it felt more spur of the moment. Actually that did get me thinking, realistically I don't want V to go out of their way to much. So from what I understand the only one that goes along with the main story for the most part would be Panam, right?
This got recommended to me idk why, but cool visuals, maybe organize your thoughts a bit more before, it feels a bit slow and clumsy and not very articulated if you compare this video to more successful videos. good luck on making your future content
@este_marco you are 100% right I need to do this
Yo, Do you have a discord server?
I do! discord.com/invite/KNGskBN4eM
bot people doing bot things honestly quit
I'm trying this and after i got to the mimic veil part Radahn disappears but he hadn't died yet? I've been waiting like 20 minutes and nothing happens. I even unveiled myself, ran around, cast some spells, summoned Spirit Ash, etc. And nothing. Did the latest update break it?
@Omnywrench unless they updated it here recently. I did it last night. I used assassin's gambit and unseen form. Crotched walk along the left side. I stopped along the rocks to about where I was in the short. I threw 1 rot hefty pot and 2 poison hefty pot. Get close but don't hit him, any damage will slept him edit: you can use rot pots, for me it took about 2 pots to proc rot and about 2 or 3 of procing rot to get him to transition
@Omnywrench you gotta get him to second phase first phase he will just stand there
@@Mundonnable I did get him to second phase; i was mimic veiled, he turned and walked away while fading in and out, then disappeared completely. I waited for like 15-20 minutes and nothing else happened. I eventually used the Pureblood Knight's Medal to teleport out of there, but when I went back and tried a second time the same thing happened.
@@Mundonnable There was an update today, i think it might have broken this cheese strategy.
@@Omnywrench Oh I just looked and yeah they did change some stuff with him. So I guess I sneaked it in right before the patch haha
Yes, homebrew is that easy. Welcome to the unlimited universe before you.
I reflavored a white Dragonborn beast barbarian into a winter wolf lycanthrope. Didn’t have to change anything besides the description.
Thats a good idea and yeah I would imagine you wouldn't with something like that.
magma is like flame flavoured poison with a range of fire surrounding the magma
Huh I never thought of it like that, how magma is just flame flavored poison. I always seen it as like an alternate form of fire.
@@Mundonnable well you can't really walk on lava and it will obviously burn the surrounding when dropped, cutting out a part of the zone possible to walk on. As for the poison, it obviously do tick damage each round if touched and, well it's fire so that hurts. You could even give it a cobweb effect since it is super dense.
I like the effect and it would make complete sense for it to have like a slow effect. You could easily accomplish that cobweb type effect by making it rough terrain. I am just concerned about making it to powerful to now have it outshine the other breath weapons dragonborn's can pick. I suppose you could easily make it a feat they can pick up though.
@@Mundonnable or you could make it cost hp in addition to the regular breath stuff since it's molten lava, which hurts even with a fire resist. Like, try to make it like a Damocles blade
@@Mundonnable make the damage like alchemist fire. If you do that in addition to a quickened spell metamagic with something that causes rough terrain, I believe it will achieve the effect you want.
After talking to someone we figured that the 4th one might be the best option. We also thought it would be good for a new type of breath weapon. We figured it would work better if you can lob a glob of magma up to 60ft away. Said glob of magma takes up a 5ft radius. We felt that 5ft might be too small but 10ft might be too big and there isn't really anything in between.
Maybe you could make magma breath weapon deal less damage but create a zone of magma on the floor for a few turns? You could take inspiration from hazard spells to determine how much damage it should do (just make sure it isnt a strict upgrade to regular breath weapon).
Yeah, I thought of that, and if I would do anything I think it would be something like that. You know to make it unique from the default fire breath. I would even consider if they were like the way of the ascendant dragon monk to do something similar to that as well.
@@TriDFan18 could use alchemist fire effect
i dont know why but this resonated with me a lot and helped me thanks for putting your thoughts out there even if it is just "overthinking"
@sunderdance oh well I am glad that you liked it so much!
couple of errors I noticed, it says I love to earn money and do not want to spend much of it, after darkvision, the you has an extra y. pretty cool subrace, really powerful early game and make great spell casters due to its innate AC. the stun stuff with its DC of 14 is nice early game but as the creatures get higher and higher saves, it just falls behind, especially since its single target. Looking my best is really weak, since when you get hit by rays, you MUST make a Dex saving throw. so its a once per short rest situational you don't even get to chose when you do it or where it goes. my suggestion is no limit reflects it directly back the direction it was fired cause there are only 3 ray spells in the game; ray of sickness, ray of enfeeblement and ray of frost. that way, when it does come up the player feels more ok with using it and it still doesn't make them immune cause its a dex saving throw or once(or half proficiency bonus) per short rest when the player gets hit by a ray, they can choose to redirect it, shooting a target within range (maybe roll ranged attack or ranged spell attack). that way it can be used offensively to further the reach of ally spell casters as well. also you really ought to specify DCs more, in ur previous race and in this one u mention reflex saving throw and stuff but u don't mention what the save should be.
Thanks for the catch in errors! Yeah I tried to make them a little bit more powerful so they could still be viable later game as well. Figured it would be easier to make it a little bit more powerful than try and do a scaling thing. That was one of the things that was left over before (as this is a race that I had sitting around) I think I left it because I wasn't to sure. Ill just change it to the standard save formula. Well looking my best I tried not to crazy with. Since that effectively gives you another save it would be that then whatever ray does. I also think there might be a couple more rays like scorching ray and disintegrate but yeah you are right, there isn't many. With that being said that isn't a bad idea though. Being able to redirect it as an attack isn't a bad idea. I didn't even realize that I put reflex saving through, that is a habit that I just can't seem to break. Ill change to what it should be. To clarify if you don't know by chance (and sorry if you do) reflex is what is used in 3.5 and pathfinder 1e (not sure about 2e). It is a dex saving through effectively.
how do classes work with this, I assume the class follows the parasite so say ur aa paladin you can smite when in bug form or as wizard you can cast spells. however this leads to a bit of conflict with necromancy wizard who's 14th level feature states that hp max cannot be lowered. mental assault feels a bit weak considering the low damage and the saving throw, perhaps it levels up as you do like many cantrips. leech feature seems a bit weak too as you can only use it when grappling an opposing creature, you also forgot the 1 in 1d4. hit points seem counter intuitive, it would be weird for a commoner's hp to match the hp you have as say a lvl 20 barbarian, especially since your base form has 1 hp but its not really a problem. good race, wish you could keep some racial features from races u inhabit like as a sub thing. perhaps a table with nerfed attributes where ur inhabited body falls under u get a buff, like (almost) everyone gets dark vision, flying races get 15 feet fly speed and so on
Great feedback! Yeah, I had in mind tha classes followed with you while you are in bug form. So yeah they would still be a paladin or wizard while in bug form. So technically you could still smite while in bug but all your physical stats are set to one (dex, strength, and con). Your HP is also set to 1 so it's not exactly recommended but you could still do it. That does actually raise a good point that you could still carry a good amount of things. As carrying capacity is still like 15 pounds or something so I might change it so you can't carry stuff while in bug form As for casting spells I did look around and from what I have seen. You couldn't cast most spells as you cannot speak, you only have telepathy. The spell requires the sound as verbal components say "The words themselves aren’t the source of the spell’s power; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion." So unless you are like a sorcerer who can cast subtle spells or cast a spell that doesn't require verbal components I would rule that you can't. I was worried about the leech feature, yeah I did think about doing it when you attacked someone you gain health, much like the dhampir bite. But I wanted to do it like an actual leech so I gave them an attack plus that and try and make it more unique. I suppose it can be turned into like a touch attack or something. That would open it up to be used outside of grappling. For the HP thing, I did forget about the necromancy wizards when I made that. In my gut I wanna say the racial thing overrides that for balance? I honestly have no answer for that one. Also yeah it does seem weird but at the same time I find it weird that a little parasite might have almost 200hp. Plus the idea is that as a parasite you need to find a body and try and stay in one as much as you can. So I tried to make your base form really perilous to be in. Yeah I thought about trying to keep some of the racial features when I was first making this race. I was even gonna have them keep some of them, like tortle's shells or the wings from the Arakocra as they are just default and actually part of their body. I was a little worried about making the race to broken/op. I can however look into a nerfed attributes table cause that's not a bad idea, might have that as an option at the bottom or something for both subraces.
quick question, wild shape in bug form, would timer still apply? if ur afraid of the leech feature being too powerful if not in grapple, perhaps you could give them a grappling feature as part of the tentacle feature like you may grapple as a bonus action or instead of attacking. or you could limit it to a number of times per short or long rest. tbh I don't think it levels up well enough with it being still 1d4 at level 20. I see that worrying about the power of this race is a big concern for you, in my opinion make the race how you want and then if its too powerful nerf it later. its easy to scale down the damage dice or take away fly speed. also it'd be weird if you took over the body of an adult dragon and it just became a normal guy, which raises the question, what happens with creatures of larger size. I'd suggest giving the go-ahead but making things at disadvantage or something like exhaustion levels for each size larger.
ummm that is a good question. I suppose it wouldn't apply as you are transforming into something that can live without a host. I would say that the timer is simply just paused and resumes once it falls off. I thought about that and yeah you are right I don't think it does apply very well at later levels. So yeah maybe giving a grapple as a bonus action would work out. I might also add a scaling to it to help keep it valid. I tried to do that, I tried to make a race that I think would be fun to play. It's really only after it is done that I am more worried lol. But as of right now you can't take over creatures that are large size or bigger. I did that to prevent being to busted cause if things didn't really have a size limit. You could technically take over like an ancient red dragon or even the tarrasque. Granted I can see that happening in the story though if you had enough or something. I see it as them just being too big to control.
So this just randomly algorithm'd itself into my feed. I'll give you my advice on it based on my own experience with 5e, keeping in mind that I've been playing D&D since the mid-late 90s and have mostly moved onto other systems but still have a pretty good grasp of the 5e baseline: For the most part this is a pretty neat concept. I like that the host is altered and isn't just you swapping your way up to more and more powerful bodies, and that the GM has a degree of say as to how well you can disguise yourself as a specific host's former self. The only things I'd recommend nerfing down a little are your subclass abilities: Mental Assault should probably require line of sight or a bonus action to activate, though I don't think it needs both given it's an Int save VS 1d4. Mental leech should probably be reworded since it's basically "1/long rest you can grapple an enemy and then cast detect thoughts on it, but a failed save causes psychic damage" but is fun in terms of flavor. For Rogue Parasite's abilities it seems rather fair, but I might consider how you'd do the life regen ability in Leech to either work like the Lizardman's Hungry Jaws or the Dhampir's Vampiric Bite. Definitely less of a balance problem and more of something in need of refined wording. I can see some potential hazards from your being able to effectively repossess a body you've lost in battle or being able to easily just continue with your character after losing a body and crawling into someone else, but it wouldn't be the wildest hurdle for most GMs to deal with. I might recommend a host body breaks down rapidly after it dies or that for whatever other reason it is no longer usable as a host body, and potentially remove the ability to take over a corpse that's been dead for more than ten minutes. This will allow a (relatively) ethical solution to your party mate who's renting room in their head to you while they find a new host but also make your pickings much slimmer and more deliberate choices.
You bring up some good points for sure and something Ill have to totally try and work in. I was a little worried about mental leech, I was working on that ability and once I was done I thought "fuck this is pretty close to detect thoughts" I wasn't to sure how to balance it and make it different enough. I did notice I didn't put an action or anything on it so yeah I do need something for it take up, maybe action. Ill have to try and rethink it a little bit to make it different alittle different for sure. I will also need to apply an action to mental assault yeah. For Rogue Parasite's ability I did try and take inspiration from Dhampir's bite. Dhampir's bite does work kinda similiar as its "d4+str (or con) piercing on hit, plus gain damage as health or bonus to ability check" This I gave them the ability they can use while grappling that lets them do d4+str and gain half health. I mean I guess you can add the leech as part of just a base attack cause I did give them just a normal tentacle attack. I suppose I was trying to mimic what an actual leech does. For jumping into the same body I suppose I didn't think about saying the body becomes useless once it dies. I did say that it becomes withered and empty when you leave it which the DM could say that its useless. Something that could spark arguments and the classic "as written vs intended" debate, ill go ahead and add that just to be safe regardless. I also do like shortening the time frame, as its like 2 days now I believe.
@@Mundonnable That's okay, homebrew takes a lot of editorial oversight to get good so it's good that you're looking to get some eyes that can tell you how to make it better. Giving someone a non-damaging level 2 spell like Detect Thoughts as a 1/long rest ability isn't so terrible either: You could honestly just make it that if you grapple an enemy or touch a willing target, you can use Detect Thoughts on them as per the spell and while it's strong it isn't ridiculously OP or anything.
For zombie campaign ideas, maybe have a look at some of these? Chaosium's Call of Cthulhu Chronicles of Darkness (the new world of darkness core rules for humans) FFG's latest entry in their 'End of the World' RPG series: Zombie Apocalypse. Savage Worlds + War of the Dead campaign setting Also Ghostfire Gaming dose an interesting take on making the undead more challenging in general ((Make Zombies & Undead Formidable in Your D&D Campaign! | DnD 5e | TTRPG | Grim Hollow | Ben Byrne))
What you're describing is basically a plains walker campaign. The backrooms would also work well with Farrealm, Shadowfell and Feywild. Like the Feywild and Shadowfell will even share landscapes and buildings from the prime material plane. For example the upside down from Stangerthings is basically the shadowfell. This kinda horror works really well with the twisting of familiar things. So what I would do is take a place that the players know and feel safe in and twist make it so the longer it takes for them to find the exit the more strange things get. It would be a great time to use mimics in the form of their personal possessions. Maybe the players can't recognize each other and have to figure out friend from foe. Rooms may spontaneously move hall ways that expand. Slowly add rooms and enemy's from previous dungeons. It's a good excuse for a fun house dungeon.
Huh yeah I suppose you could do a plains walker type of thing. Thinking about it, unless you wanted to copy the backrooms completely, that is most likely the most logical way to do it. I don't even think it would be that much of a stretch to have like doors or whatever in whatever area they are in that leads to another plain. Describe it as an "exit" or whatever.
When my chef dwarf ascended to godhood I decided their afterlife would be a backrooms-esque of infinite taverns, inns, resturaunts, etc.
Thats really neat and very fitting for a dwarf if you ask me haha!
I whole heartedly agree
The way ive sorta ran it is that elves are unfathomably airheaded, i have ran an elf who was juuust about 100, maybe less, and literally all they cared about was frolicking around, make their house cozy and prepare a good feast, elves may be intelligent but thats by force of quantity of years lived, otherwise theyre ditzy bimbos with poor time management skills Also i figure a good chance to recommend Frieren, really explores the longevity of elves
that is how I think a lot of elves should be ran I think. Just kinda poor management skills or just not really in a hurry to do a lot of things. I think a common thing that should be shown is elves reaction to the like human society. I would figure with how much they do and how skilled they can be at things. You would think humans compared to elves, are like busy bees almost on the move all the time.
Could be a fun way to play a college of lore bard, actually!
Yup I think so as well!
This is a somewhat commonly requested change that though i understand i tend to not like because it appeals to logic and completely discards abstraction. First theres the mechanical prowess , constitution is too strong to be a main stat, since it governs HP, which would make multiclassing quite nutty, and even erode weaknesses in single classed sorcerers. The second is that more than bloodline, there is a potent mixture of potential and souls along with any blood heritage. Sorcerers cast with charisma because charisma is the willpower stat (we'll talk about wisdom another time), wizards learn magic, but sorcerers ARE magic, and they command magic to follow their directions. They share this similarity with warlocks, they cast with charisma because they must put their soul on the scale against a powerful entity, and be mighty enough to command magic that is not theirs. Warlocks could still cast with intelligence though! Some ua playtests allowed for it and id made for different interesting narratives My sorta conclusion is that equating constitution casting to the strenght of your bloodline starts feeling iffy in an eugenics-y kind of way
I can kinda get what you mean and you do make valid points! 1) I don't think it would be to much of a problem really, It kinda helps sorcerers in not dying as much cause they would stack con first. I do think it would make certain multiclasses work a bit differently. Like the sorlock would still work but with sorcerer spells using con they would have to focus on both cha and con. 2) That is true if you look at it way, cause you are using your force of will or personality. Cause the stronger your will the more you can force or weave your spells together. But the points you brought up is kinda why I think Con can also work well for it as well. Like you said sorcerers ARE magic. The magic comes from themselves unlike wizards where they pull magic from the weave. So sorcerers being more hardy or have more stamina they can put more effort into the spells. I think I said this in the video but if you look at pathfinder kineticist make a good example of what I mean. Kineticists draw power from the area around them and from their own body, the healthier (more con ) they are force they can put into their abilities. You can see it that since the magic comes from them not much commanding has to happen since its their own magic. also from what I been told I think warlocks were almost int but was changed last minute or something. but yes Cha sorcerers work just fine and makes total sense! I also don't think it would break that many things either but you can easily go back and forth. I would almost say that you could give them a choice which is their main stat.
@@Mundonnable oh yeah, when you make your own homebrew campaign, all those fun choices that would make for fun narratives are on the table! If i recall, ther eused to be a couple Sorcerer UA subclasses that prominently used Constitution, one was Stone sorcery (related to runes too) and another was Giant sorcery, which was really dependant on physical size. I havent fully seen the kineticist but there was a narrative I saw one of someone commanding the elements, but more as in "the planet is a part of their body", it was very earth/earthquake/plants themed but it made a lot of sense and it didnt stop being spiritual. I think what Im actually trying to say is that something like Con-casting should be based on a fun character narrative rather than just because it would be mechanically optimal to cast with the same stat that gives you HP and concentration
Admitedly its a bit underwhelming but i figure thats what the way of the open hand monk is based on, with the knocking prone, erasing reactions, and later adding in stunning strike. Even the last milestone is inspired by the pressure point techniques from fist of the north star. If anything it should be a little more expansive
Hmmm you might have a point about the way of the open hand. It is something that they might have made with that sort of thing in mind. To me it seems like its not quite what I had in mind/wanted when I think of pressure points. However I suppose you could argue that its hard to make that into an archetype or a complete one, I am not sure.
@@Mundonnable perhaps a more fun way of doing it would be a sort of "target points abilitites" that inflict debuffs on the target, lowering speed when targetting legs or halving damage they deal when targetting arms
Hey, bro. You got a valid point, I think it could be fun :D
Yup and I think it could be an archetype more about control and less about damage. I think it could be fun!
@@Mundonnable absolutely :D even though the Monk has some powerfull attacks, i feel that it comes "online" really late, so, at least having some crowdcontrolling skills/attacks/abilities would be both useful and fun :D
yeah I do believe that monks come online late in the game. Plus I am of the belief that you don't need to do a bunch of damage to really pull your weight. Like I believe (like I even seen it happen)someone could do 0 damage but single handily win the fight by stunning people and just controlling the area.
I agree, honestly
It would be cool but to balance it I would make them use hp to perform certain sorcerer features. In 5e at least it will be very powerful since its make them essentially needing only 2 stats which is CON and dex that is only +2 at most situations. They will be very durable with their saves. It will make the MAD classes feel even worse. There is a vampiric sorcerer homebrew subclass that allow you to use your max hp instead of sorcery point. It might work for that one since its balanced around your main subclass feature being using your hp to fuel sorcerery and spells. So you end up with much less hp then a regular con based sorcerer. Also 5E really lacks hail merry abilities. Stuff that harm the player in exchange for something in a clutch situation.
I think a lot of dm's just allow players to do stuff related to their stats such as allow you to jump over stuff or climb without rolls if you are a monk or barbarian or just have the stats. Perception for some reason got the specially made stat that other skills didn't. But yea I will think rouges for example could do stealth without rolls if the situation is something that within their skill level and not difficult for them. But its really more of a table dependent. I do think giving every skill a passive one might add clutter and stuff to follow that I believe should be handled naturally by dm discretion. I think many rules should be added, expanded upon and not be vague. In this case I am not sure if I more in favor of expanding passive skills or removing them entirely.
The nation of Asphodel from Dominions
Poison Ivy
That sound fun. Just imagine whole cities overgrown with plant and wild life, the devastation and navigating it.
Depending on how detailed and horrific you want to get. You can even have people hanging or covered in brambles. The dark side of nature!
Oh yeah, they'd make great villains. You can play the slow game with it. Have characters attacked by their own animals. Have a natural disaster occurring way too often to be just the weather. Why stop with just one druid? Have an entire clan decide that maybe nature isn't going fast enough with running its course. So that circle just accelerates it. Show the end result of a town overgrown with flora, the vines wrapped everywhere, strangling what used to live there.
Heckin right!? Its such a fun idea and you have it be real spooky and everything! The players would have to fight actual forces of nature!
Basically Bronson
I actually had to look up who that is but from what I seen basically yeah. lol.
Yeah... It's a bit of a waste they haven't done it. But then again, 5e design is streamlined to a restrictive degree That said, you could always just grab that one Tasha feat that gives you a fighting style to be an unarmed barbarian... Or play Pathfinder 2e, where Barbarians are great at grabbing trying and thrashing them around to death with their bare hands
Yeah I thought it was a bit of a waste and honestly I thought it wouldn't be that hard to do either. Yeah you could take the fighting initiate feat which is most likely your best bet if you wanted to do an unarmed barbarian. I haven't played much of pathfinder 2e but what I did I actually did do a feral/unarmed fighting style and it was fun. So yeah that is an option!
I can't talk for older editions, or One DnD since I stopped playing when they tried to update 5e, but for many years 5e had the framework to allow Barbarians to be a good unarmed fighter already. The Tavern Brawler feat made your unarmed strikes 1d4, gave proficiency with improvised weapons, and allowed you to grapple as a bonus action if you hit with an unarmed strike or improvised weapon. With Variant Human to start with a feat at Level 1, this allowed you to be a good pugilist before level 5 for Extra Attack. In 5e, grappling is simple but effective if you work as a team. Barbarian Rage gives advantage to Str checks, which means you have advantage on all of your grapples and shoves. A grapple or shove also counts as only 1 attack as part of Extra Attack. So by level 5, you can rage, grapple, then shove prone an enemy. Shoving prone doesn't break your grapple. The grapple makes their speed 0, so they cannot stand up from prone. This means to get free they either have to shove you (which they typically cant out-athletics you) or waste their entire action for an acrobatics check. If they can't break the grapple, you and all of your allies within 5 feet have free advantage on all attacks, and the prone enemy has disadvantage on all attacks. Typically, you want ally with the Great Weapon Master feat so that they can abuse the advantage to still hit despite the -5 to hit and reap massive damage. You can also drag a grappled enemy without breaking the grapple or ending the prone condition. This means you drag the enemy back into whatever harmful area spell that your ally caster is concentrating on. I typically go Bear Totem barbarian so that I resist all damage except psychic. This means I can also risk being in my allies' harmful area spells to ensure the enemy stays in them (as some DMs rule that since you're grappling them, your arms will be in the area and still suffer damage). You can control up to 2 enemies, 1 for each hand, and still hit with 1d4 unarmed strikes.
The key weakness to this idea is that your unarmed strikes aren't magical, so at higher level you will suffer against resistances/immunities. There is an item that makes your unarmed strikes magical, the Insignia Of Claws. While it is from a specific module, I'm of the belief that standard DnD will let you have a magic item of that power level by Level 7, and certainly Level 10, if your DM isn't a hardass and you explain that that is the build you want.
I should also mention that your allies can cast Enlarge/Reduce to make you Large, allowing you to grapple Huge creatures. Or they can cast Silence, so that when you grapple an enemy spellcaster in there, they can't use verbal components (and afaik all teleport spells require verbal components). This is coming from someone who DMs, but in the DMG there are additional combat options that one might use/allow players to use. One is to Climb Onto a Larger Creature, which applies when they're too big to grapple - it grants advantage to all of your attacks and you stay with them if they try to get out of range. Another option is to Disarm, using a weapon attack to force the enemy to make an athletics/acrobatics check or else lose their weapon/spellcasting focus. Again I err on the side of common sense as a DM, so I believe that if a player character grapples an enemy and shoves them prone, you can swap the rolls around (ie the grappler makes an athletics check and the enemy makes a weapon attack roll). If they don't allow that, then you can simply use a weapon attack roll (you have advantage since they're prone). You then drag them away from their weapon/spellcasting focus so that they can't pick it back up.
Game balance? A 40 year old human can also be level 1? Most people in verse are level zeros so I guess they never did whatever it takes to push into actual levels until then.
Imma break things down for clarity and I hope I don't sound rude Game balance: When I mentioned this in the video I meant that if they let elves be higher levels at the start of the campaign to reflect the amount of time they had to learn and study. It wouldn't be balanced and would throw things off basically make elves the best race and no reason to be another race really. 40 year old human can also be level 1: Yeah you are right and in earlier editions they had a random starting age. for wizards they did start out older because they had to spend years of training to learn how to do magic. Literally go to wizard collage for it my point in the video for bringing up human age compared to elf age is that. A human can spend x amount of years learning or training while an elf has to spend double, triple or quadruple the amount of time to get to the same level. I felt the classic argument of "time is different for them so they don't try as hard" is a poor one. Most people are level zero: You are right but we aren't talking about most people in verse or at least I wasn't. The only time the age-to-level disparity in that situation is still kinda an issue just in a different way.
@@Mundonnable Used to be humans learned faster. Like, they're racial trait was literally "only people who can duel-class".
That is true, humans were shown to be more naturally skilled. However, you can almost compare any race to elves and say almost the same thing. I mean take dwarves for example they are adults later than humans and live longer. You can have a PC elf be like 200 and still be considered a young adult. While a dwarf of the same age would be old. My point is that the fact that elves are almost twice the age at the minimum of being adulthood than the other races but are at the same level as them. This means they are a REALLY lazy race that don't do jack for a lot of it or just are really slow learners, I think.
@@Mundonnable You're thinking of them as humans+ when you should be thinking of them like dragons; an entirely different species that physically, magically, and mentally mature on a different scale.
Thank you youtube reccomended. Found an awesome vtuber ,subbed
Thanks! That means a lot!
While I get the premise, the example does not work that well. Barbarians are not _exclusively_ instinctual; they still have to learn proper body mechanics, practice aim, etc. While they have a lower emphasis on plays and techniques than a Fighter, there still is a training component. The same is true of the wolf thing. Wolves do not instinctively know how to fight or hunt very well; that is as much socialization and instruction/training as inherent nature. While things are arguably more instinctual for non-mammalian organisms where there is limited to no parental oversight, it still usually takes them time to develop functional competency at most tasks. That said, the premise itseld has merit. Part of the issue is the general assumption is to start play at level 1, though, when for a lot of games and characters, they would logically start out at a higher level. Some of the class features come _far_ later than makes sense for getting to actually play the character concept, though.
You do have a very valid point that its not something people and animals just know when they are born. Some sort of training is involved for them to learn. But I guess my point is that barbarians would have learned it/had the path kinda set for them pretty early on. For example if you make a dwarf barbarian that was raised by wolves. It would kinda make more sense for them to go totem warrior or beast barbarian more then lets say a battlerager (the archetype that specializes in wearing big bulky spiked armor, their words not mine). I know you can flavor the battlerager so it can work for a more feral/animalistic type character. I was more looking at short description that they gave for example. Since it says they are followers of a god of war and wear big bulky spiked armor
@@Mundonnable Battlerager does not fulfill that role very well, anyways (besides being categorically mechanically inferior to other subclasses, when casters are superior to non-casters to begin with). Divorcing fluff as inherent to certain mechanics is extremely valuable in many regards. Earlier editions of D&D had lots of instances-specific rules and character options that 5e was partially a reaction to; 3.5, for example, had several _hundred_ base classes and prestige classes each and _far_ more feats. It got to be too expensive for the playerbase, too difficult to balance around so many non-core books, and too difficult for DMs to keep track of so many specific rules and options. 5e was partially designed as a more streamlined, generalized response. It is ultimately a problem inherently to class-based game design; it inclines towards playing the class and the corresponding roles of the class over making the system support the player's character fantasy unless said fantasy _happens_ to line up well with existing class options. While D&D is not particularly well-designed for that purpose, either, that is a different matter. It sucks when the system does not support a character concept that conceptually works within the setting and game's fiction, yes. That is a problem endemic to 5e at a much more fundamental level than subclasses coming online at level 3, though, and is more an inevitable consequence of the fundamentals of the entire system.
1) Unarmed builds are inherently more difficult to balance around because they generally have lower gear requirements. Grapplers, especially, often are not competing directly because they offend by other means than conventional damage (or else it feels exactly the same and players perceive it as ultimately striking and not grappling) which means an entire additional dimension of offense and defense to design around. 2) Partially due to 1, D&D bas never handled unarmed builds well. 3) In previous editions, there were. While it was not necessarily a Barbarian build, the 3.5 prestige class (had prerequisites like feats do) Reaping Mauler was a specialized grappling class. At the later levels, you could strangle opponents, instigating the suffocation rules. You _could_ enter it with Barbarian as your base class, although I think was easier to qualify through Fighter or Monk.
So there's not really any such thing as a "missed opportunity". There's always the option of simply adding a new archetype in a new book.
I mean you are right but I guess I should have clarified. I meant a missed opportunity on Wizards of the coasts part thus far.
They wouldn't do it, because it would then shine an even greater light over just how dogshit monks are.
You could reflavor Path of the Beast's Claws as punches, but beyond that I 100% agree with you.
That didn't really come to mind but yeah that would be a lot less work. But yeah it still feels like a missed opportunity.
the lvl 10 and 14 features don't really fit the thematic of a pugilist. There's an argument to be made for them being high level features so you're not likely to get to them so it doesn't really matter, but I've never really liked that argument.
Yeah you are right and I don't like that arguement either, its the same reason why I don't like some super late game abilities. But really I think its the closest you are going to get as far as none homebrew archetypes you are going to get.
I definitely think a Druid can be really interesting as a villain. In my campaign the evil villain group is a group of Liches that have all given their souls to various things and one of them is a Druid that seeks to overrun the world with the forest. I can’t wait for the party to think they are wasting their time with a regular bear and then it turns into a plant undead Lich
That is a lovely idea, love the idea of mixing liches with druids!
Hemomancy and necromancy go against the natural order, the bodies and blood are meant to be consumed by nature and continue the cycle, by removing that body from the natural order you are taking away from nature itself, hence why werewolves hate vampires, because they violate the natural laws and its in their instincts to set the laws right again. Its a fun idea and i like it, but for my campaigns it just wouldnt work.