this post was submitted on 10 Feb 2025
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[–] [email protected] 1 points 4 months ago (4 children)

Ah, ok, I see what you mean, personally I like that those kinds of abilities get disrupted like that - it puts more considerations on players for how they approach the unknown, forces communication and teamwork to synergise their abilities, and occasionally forces major changes of tactics in unexpected situations.

[–] [email protected] 1 points 4 months ago (3 children)

The thing is that players don't really choose when initiative gets rolled, so this is just to ease them a bit on that front.

[–] [email protected] 1 points 4 months ago (2 children)

That's exactly what I'm talking about - it makes them meaningfully engage with questions like party order and positioning, attempting stealth, and keeping the group together. If a fight breaks out where they can't use it, I ask what they could have done differently beforehand that would have let them use it, and how can they use that knowledge going forward.

For me it makes diegetic sense too - it's an instinctive reaction to a fight breaking out (rolling initiative) before they consciously react (their turn starts), so they can't just save it for after they've consciously reacted. If the user is in another room to the enemies it's not going to have the same effect as if they were having that scream directed at them personally.

It's also worth considering how it changes the balance - by letting the fighter save it until their turn, it becomes more powerful against foes that act before the fighter instead of ones that act after. It's not a huge change overall, but worth thinking about.

[–] [email protected] 1 points 4 months ago (1 children)

I meant it that you can only battle cry as free action the first time a foe is in 30 feet range, so it's actually worse if an enemy runs up to you to strike as frightened is only for their turn then instead of until the end of their next turn if you gap close

[–] [email protected] 1 points 4 months ago

Good point, that swings the balance in all kinds of directions - if the enemy acts before and moves in to attack it's basically the normal effect, but if they're ranged or a caster or something and the battlecryer closes the distance it becomes much more debilitating. It's still weakened against enemies acting after the fighter if any of the party act before the fighter though.

It's not a homebrew I'm going to use for the first 2 reasons I gave (and frankly my players don't need the scales tipping in their favour), but I'd probably change the wording to "The first time in a combat that you have at least one opponent within your line of sight, you can yell a mighty battle cry and Demoralize an observed foe as a free action." It keeps the unlimited range of the original version while giving that second chance with weird balance.