I play 4E at the moment, and, after about 6 of those "premade adventures" i decided to do homebrew, now im a giant guy with a class set up to use counterattacks. Do you make your own races/classes? Go on, share your creations!
Exactly. I wanted to play a large, 2x2 character, so i created oneletterbomber223 said:Make whatever the hell you want. One time I couldn't find anyone else who had done what I wanted so I wrote my own system. Think about what you want, and if you can't find it, make it.
Yes, but premades don't feel as fun as doing it yourself. Its just a matter of changing some minor stuff to fit your homebrew characters. Bioshock D&D sounds awesome, thoughx434343 said:YOU CAN USE THE PREMADES?
OT: The DnD game I'm in is homebrew. And I'm making one, based on BioShock's setting.
It's mostly gonna be settings, I am using the d20 Apocalypse rulebook.Shadowfaze said:Yes, but premades don't feel as fun as doing it yourself. Its just a matter of changing some minor stuff to fit your homebrew characters. Bioshock D&D sounds awesome, thoughx434343 said:YOU CAN USE THE PREMADES?
OT: The DnD game I'm in is homebrew. And I'm making one, based on BioShock's setting.
Sounds fun. Im not keen on the 4E critical rules either, but my DM always says no "Natural 20- instant success" on skill checks, because it just feels stupid. how can my giant succeeed on a DC40 heal check with 3 heal? like i say, just feels stupidThe Amazing Tea Alligator said:We're doing an adventure with a Dr Seuss 'Who' style race set in whatever year has bits of gunpowder. It takes place on Australia, and whenever a PC kills an NPC with an acid spell, they can collect the goop in a vial. The vial, should it be thrown at someone, deals 1d4 acid damage and has the potential to melt a weapon on a critical. Speaking of criticals we didn't like how they were done in v4. Now, whenever someone rolls a 20, they get to do 'something badass'. It's their choice, and as long as it makes sense within the confines of the situation and it's fine with the DM, it's good.
We do a fair bit of home-brewing here.
With my group we all take turns being the DM. It's like those 2 word story things, and it makes it so that the DM makes decisions that the player will find fun, because he'll be the player next session.Shadowfaze said:Sounds fun. Im not keen on the 4E critical rules either, but my DM always says no "Natural 20- instant success" on skill checks, because it just feels stupid. how can my giant succeeed on a DC40 heal check with 3 heal? like i say, just feels stupidThe Amazing Tea Alligator said:We're doing an adventure with a Dr Seuss 'Who' style race set in whatever year has bits of gunpowder. It takes place on Australia, and whenever a PC kills an NPC with an acid spell, they can collect the goop in a vial. The vial, should it be thrown at someone, deals 1d4 acid damage and has the potential to melt a weapon on a critical. Speaking of criticals we didn't like how they were done in v4. Now, whenever someone rolls a 20, they get to do 'something badass'. It's their choice, and as long as it makes sense within the confines of the situation and it's fine with the DM, it's good.
We do a fair bit of home-brewing here.
Thats a good way to do it. My group just say "we are attacking this town because we are evil. Make the story later"Housebroken Lunatic said:I don't like the various settings in D&D, and I also don't like the rules system of it.
But I homebrew frequently. It's just that churning out and running a good full homebrew adventure takes a lot of time and effort, which I rarely have the time for to do (aside from the other inherent problems of getting a good adventure/scenario off the ground). So we often resort to prewritten adventures in my gaming group.
However, we constantly tweak them and particular rules that we don't like or feel we can improve upon.
DC 40? What are you doing, curing a bullet wound to the face?Shadowfaze said:how can my giant succeeed on a DC40 heal check with 3 heal?
Well, its best to stick with the original classes and use them as a template, strength wise. That way you aren't OP, or pathetic. Even at lvl 29 I dont go further than 7W unless theres a big downside. Most home brewers just make god classes. Whats the point? if the game is rediculously easy, why did you bother? challenge is what makes it fun.Scarx said:a GM friend of mine made a homebrew race based of the Diclonius from Elfen Lied. it turned out well, except the only person who played that race sucked at DnD.
other then that, i dont really like to homebrew, for the stuff normally turns out OP, which i am not in favor of.
Hehe, ok. We try to be a bit more elaborate than that. Also, we like to have some character conflicts in our group. Thus all the PC's are rarely all good or all evil, but it varies, and some of us like to make up backstories and reasons for why they are the way they are, and also reflect a little over how the course of any scenario/adventure might change the characters outlook on things.Shadowfaze said:Thats a good way to do it. My group just say "we are attacking this town because we are evil. Make the story later"
i completely agree. i enjoy a challenge. It's just that people i know who homebrew (or should i say just one person) just want to make either god classes or overly-complicated classes. and when they play that, and i just choose a fighter that likes to hit things, it just ruins the fun for me.Shadowfaze said:Well, its best to stick with the original classes and use them as a template, strength wise. That way you aren't OP, or pathetic. Even at lvl 29 I dont go further than 7W unless theres a big downside. Most home brewers just make god classes. Whats the point? if the game is rediculously easy, why did you bother? challenge is what makes it fun.Scarx said:a GM friend of mine made a homebrew race based of the Diclonius from Elfen Lied. it turned out well, except the only person who played that race sucked at DnD.
other then that, i dont really like to homebrew, for the stuff normally turns out OP, which i am not in favor of.
I was going to enter that too, but my stuff was... well, pretty mediocre when i had a look around. I don't like Ebberon that much though. What was your Setting like? im intriguedHiphophippo said:I'd wager most people use at least a little homebrew. Hell, the entire tabletop gaming world is almost built on it. You're given the broadest sense of the rules and turned loose into your own imaginations. To expect zero is just naive. It will happen eventually.
I ran a game in my own campaign setting (one I even entered into the contest that Eberron eventually won) for going on six years straight, that I like to think is pretty fleshed out.