pokemon daggerheart prep
Comments
-
My thought was a Sawk with a Choice Scarf 🤣
1 -
But yeah to return back to our class perks for a second, our Ranger and Rogues are probably going to be spending Hope like crazy. Be it to boost their Evasion to avoid getting hit after making an attack(costly though) or striking additional adversaries given the Longbow's range(seriously that is OP given you can hit something at 8 squares but then also hit something at 24 because your weapon can reach that far is nothing short of nuts. Unless its restricted to an 8 square radius but I don't know combat or this Hope Feature well enough).
My Hope Feature probably will never be utilized, Ditto our Seraph since they have a cheaper alternative. Our Seraph's Prayer dice though can generate a solid chunk of Hope for himself or us so that class feature is probably the best of the bunch given it can go as high as 5 prayer dice at level 8 if you upgrade Strength each Tier(level 2-4, again at 5-7 and finally when hitting level 8). This doesn't factor in potential equipment that can yield a Strength bonus(not aware of any but who knows).
I can generate a modest chunk of Hope via my channel raw power class feature but it's a one time use. So in terms of getting Hope to use, I'm relegated to Duality rolls(as is everyone for the most part). Yet thankfully my primary spell uses Stress to replace the damage tokens so that's a minor resource that I'll be using(hence why I have a Stamina Potion). Ranger will be using Stress too if they want to use Fearless Predator for an extra damage dice in the hopes it yields severe damage on their target(Severe damage forces them to mark a Stress and should apply even if the target isn't your focus. The Focus marks two Stress if they take Severe damage, hence that's kind of strong). Meaning the Ranger is a Stress inflictor that can result in bonus HP damage if the targets stress is exhausted. Just remember it goes both ways so if you run out of stress, you take HP damage as a result.
I should also point out that Pokemon moves cost Hope to use so if you enjoy using those, that's something to consider. Not sure if we are capped to two uses like on D&D though because of that cost. Our Pokemon abilities may cost Hope to use too.
2 -
I could be wrong since it's Homebrew. Then again it's supposed to be Daggerheart with a Pokemon twist. If Pokemon moves didn't cost Hope to use, you'd be spamming them left and right. Plus the moves on D&D ignored the hit check. That may apply again on Daggerheart, hence justify the cost while also benefitting from the Type chart(x2 or x4 if applicable). Pokemon abilities could behave like a class Hope Feature or simply be once per rest(or something really good in Moxie's case).
2 -
My idea for Moxie is that when dealing the final blow to an opponent, gain a D6 that can be applied to all future damage rolls. This bonus can stack up to 6 times(6D6) and resets at the end of combat.
Granted I don't know how to do Intimidate or moves like Growl or other debuff moves.
2 -
For Overgrow/Torrent/Blaze, when you are down to your final two HP slots, all Grass/Water/Fire moves are boosted. This boost yields an improved damage die(ex: D4 → D6) for Grass/Water/Fire moves but cannot exceed a D8. HP threshold is increased to 3 HP slots at Tier 3 and 4 HP slots at Tier 4.
Tried to think of something reasonable but not super OP. I mean can you imagine Pokemon moves that yield D8 getting D10 damage or heck D10 going to D12?
1 -
Ah. Sounded like Greninja.
2