this post was submitted on 08 Oct 2023
10 points (91.7% liked)

DnD Homebrew

625 readers
1 users here now

A community to share and workshop your DnD homebrew. Feats, classes, subclasses, races, items, pretty much everything is welcome.

/c/DnD Network Communities

Rules (Subject to Change)

Posting Homebrew

Offering Feedback

founded 2 years ago
MODERATORS
 

drive link

the samurai is a versatile martial class that channels the mystical arts of their ancestors.

please give feedback.

currently I'm thinking of restricting the uses of stances to one minute and a number of activations equal to 1/4 level rounded up, let me know what you think? and if you have any ideas for subclasses let me know?

and I'm sorry for not holding up to my commitment to writing the articles I promised. I will work on them but I got caught up in planning for the game I'm running and helping a friend with a project and reviving my classes of sokoku (a series of classes I made for a rokugan game some time ago)

you are viewing a single comment's thread
view the rest of the comments
[โ€“] Aielman15 2 points 1 year ago (1 children)

You think the stances are balanced as an at will ability?

With how they work, you'll never activate them on turn 1: giving up your action means you can't attack, making them useless; Giving up your movement means you can't get to the enemy, which in turn means that you can't attack, making them, again, useless. Despite being at-will, you're only activating them from turn 2 onwards, and with the average combat only lasting about 3 rounds, you're probably not getting the mileage you'd get from, say, battle maneuvers (or your samurai techniques).

The effects themselves are fine. In my opinion, you could have them work alongside fighting styles and the balance wouldn't be too far off. The strongest is undoubtedly the fire stance, reliable flat damage that scales with levels. The others are mostly situational, with lightning and water being good but hampered by the Wisdom requirement (usually a dump stat for normal fighters, and only tertiary in samurai builds after STR/DEX and CON). The other stances offer minor benefits which are nice to have but not game breaking by any means, and are even weaker than the incoming masteries in 1DnD, which are also at-will, work from turn 1, and trigger on every attack.

[โ€“] TakeoWolfe 1 points 1 year ago

Alright yeah, thanks for the breakdown. Currently I'm worried about current game balance even though everyone homebrews martials to have maneuvers for free anyway as of current... But this is useful feedback for me, as I think I'm in an outlier crowd who prefers combats lasting around 10 rounds but leaning towards more than less.

Fire stance I think can be tuned down to just wisdom or just prof yeah. And probably treat immunity as resistance. But I added the ignore resistance because I think by a landslide fire is the most resisted type, I might be wrong.

There are definitely options for what stats to focus on with this class, wisdom and dex as primary I think is the strongest but you can forgo wisdom entirely and go for intelligence or charisma, as long as you don't pick the options that scale off of wisdom. And because of the heavy armor proficiency and the option to use strength for your ancestral weapon (even if it's a longbow) you can build strength and pass up dexterity too.