Dungeons and Dragons Megathread

And of course is still a fighter archetype so you get Tsubame Gaeshi at level 11 :D
 
In a star wars rpg? Probably quite often, especially for people that come in from more out there settings like DnD or Pathfinder.

I know my group in the Star Wars game I run has a droid player who specifically looks like a protocol droid but has the skills and chassis of an assassin droid.
 
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How often does shit like this happen?

Oh dear god, droid characters.

All the damn time.

My last Star Wars game had a droid character that was basically a cluster of floating remotes with a hologram projector to look Cortana-ish. And I've heard requests for nearly everything else under the sun. Droid characters are absurdly versatile, and more depends on how much your GM is will to bend to accommodate you then anything else.
 
Oh dear god, droid characters.

All the damn time.

My last Star Wars game had a droid character that was basically a cluster of floating remotes with a hologram projector to look Cortana-ish. And I've heard requests for nearly everything else under the sun. Droid characters are absurdly versatile, and more depends on how much your GM is will to bend to accommodate you then anything else.
Are you saying that, if I am going to play Star Wars the Tabletop Game, I should make my character a droid?
 
Are you saying that, if I am going to play Star Wars the Tabletop Game, I should make my character a droid?
If you feel like it?

Like, I can only speak to FFGs version, but droids have some very specific strengths and weaknesses- their amazing for min maxing (purpose built machines) but much less good at being generalists. They don't play that mechanically differently then most other characters- most of the weird stuff you can do is combination of fluff manipulation and gear. You also straight up are never getting Force powers, which is a thing to consider.

Their a lot of fun, and pretty balanced, but their a bit of headache for GMs the more weird and exotic you go. I'll allow some pretty out there stuff at my tables, but many GMs will draw lines much closer to canon.

Now, I personally tend to play weird aliens, but if you want to play an oddball droid... their a classic for a reason.
 
If you feel like it?

Like, I can only speak to FFGs version, but droids have some very specific strengths and weaknesses- their amazing for min maxing (purpose built machines) but much less good at being generalists. They don't play that mechanically differently then most other characters- most of the weird stuff you can do is combination of fluff manipulation and gear. You also straight up are never getting Force powers, which is a thing to consider.

Their a lot of fun, and pretty balanced, but their a bit of headache for GMs the more weird and exotic you go. I'll allow some pretty out there stuff at my tables, but many GMs will draw lines much closer to canon.

Now, I personally tend to play weird aliens, but if you want to play an oddball droid... their a classic for a reason.
Okay, that's pretty cool.

Also, isn't their a race of crystalline force-weilders in cyborg suits in the EU? Or am I wrong?
 
Cool, though probably not in tabletop.
Easy to fluff for the Fantasy Flight game. Take a droid, subtract like like 10xp from starting xp, and add some specific weaknesses. There, it works and is generally balanced.

No clue what the weakness would be, would need to read up on the fluff of those guys.


It's also possible to put your soul in a robot and use the Force as a robot with entechment tech from the Ssi-Ruuvi Imperium.
 
Easy to fluff for the Fantasy Flight game. Take a droid, subtract like like 10xp from starting xp, and add some specific weaknesses. There, it works and is generally balanced.

No clue what the weakness would be, would need to read up on the fluff of those guys.


It's also possible to put your soul in a robot and use the Force as a robot with entechment tech from the Ssi-Ruuvi Imperium.
That sounds pretty badass and like it could possibly be used in some rather broken ways.

However, I'll be discussing something else soon, something I brought up early: a clown class for 5e.
 
[5e]

Some basic info I've come up with for my clown class:
Hitpoints
HD: d8 per clown level
Hit Points at 1st Level: 8+Constitution modifier
Hit Points at Higher Levels: d8(or 5)+your Constitution modifier per ranger level after 1st level.

Proficiencies
Armor: Light
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Disguise Kit, two musical instruments

Equipment
  • (a) a rapier, (b) a shortsword, or (c) any simple weapon
  • An entertainer's pack
  • Any musical instrument
  • 2 daggers
  • A costume
Tumbling Roll
As a reaction, Clowns may use their preformance check to attempt to evade getting hit, instead of using their armor class. This can only be done, however, when unarmored.

Tricks
Clowns all have a light element of magic to them. This is called "tricks". They tend to lack much of the power of regular magic but are very useful for diversions. They are made with either a performance or deception check.

A clown may use tricks either as an action or a reaction. At first level, a Clown may use only one trick per round.

Note that this is merely the start and I am planning to add a list of tricks available.

What do you think so far?
 
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[5e]

Some basic info I've come up with for my clown class:
Hitpoints
HD: 2d4 per clown level
Hit Points at 1st Level: 8+Constitution modifier
Hit Points at Higher Levels: 2d4(or 5)+your Constitution modifier per ranger level after 1st level.

Proficiencies
Armor: Light
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Disguise Kit, two musical instruments

Equipment
  • (a) a rapier, (b) a shortsword, or (c) any simple weapon
  • An entertainer's pack
  • Any musical instrument
  • 2 daggers
  • A costume
Tumbling Roll
As a reaction, Clowns may use their preformance check to attempt to evade getting hit, instead of using their armor class. This can only be done, however, when unarmored.

Tricks
Clowns all have a light element of magic to them. This is called "tricks". They tend to lack much of the power of regular magic but are very useful for diversions. They are made with either a performance or deception check.

A clown may use tricks either as an action or a reaction. At first level, a Clown may use only one trick per round.

Note that this is merely the start and I am planning to add a list of tricks available.

What do you think so far?
Why 2d4 instead of 1d8?

IIRC, the number of Hit Dice is used as a simple way to evaluate how powerful a certain foe is, and is an important part of short and long rests. By basically giving them double but smaller hit dice, they have a lot more control over how much healing they get in Short Rests than pretty much every other class.

In addition, IIRC a few spells care about a Creature's Hit Dice rather than anything else, so this is going to mess with those spells as well.
 
Why 2d4 instead of 1d8?

IIRC, the number of Hit Dice is used as a simple way to evaluate how powerful a certain foe is, and is an important part of short and long rests. By basically giving them double but smaller hit dice, they have a lot more control over how much healing they get in Short Rests than pretty much every other class.

In addition, IIRC a few spells care about a Creature's Hit Dice rather than anything else, so this is going to mess with those spells as well.
True, it does make them quite powerful. I suppose I should change that then, especially with their Tumbling Roll feature in play.
 
[5e]

Updated with skills:
Hitpoints
HD: d8 per clown level
Hit Points at 1st Level: 8+Constitution modifier
Hit Points at Higher Levels: d8(or 5)+your Constitution modifier per ranger level after 1st level.

Skills
May select 3 of any

Proficiencies
Armor: Light
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Disguise Kit, two musical instruments

Equipment
  • (a) a rapier, (b) a shortsword, or (c) any simple weapon
  • An entertainer's pack
  • Any musical instrument
  • 2 daggers
  • A costume
Tumbling Roll
As a reaction, Clowns may use their preformance check to attempt to evade getting hit, instead of using their armor class. This can only be done, however, when unarmored.

Tricks
Clowns all have a light element of magic to them. This is called "tricks". They tend to lack much of the power of regular magic but are very useful for diversions. They are made with either a performance or deception check.

A clown may use tricks either as an action or a reaction. At first level, a Clown may use only one trick per round.
 
As a reaction, Clowns may use their preformance check to attempt to evade getting hit, instead of using their armor class. This can only be done, however, when unarmored.
Can you explain what this means mechanically? Is it like AC becomes 10 + Dexterity + Charisma(Performance), or do they literally roll a D20, add their Performance modifier, and make that their new AC for the attack?
 
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