Homebrew, 5th edition D&D in Kanto


Recruitment


That's right, we are traveling to Kanto, but Pokemon do not exist. Instead it was just a story told in the forgotten realms and other places like Earth to cover up what really went on. You know team rocket, they are much more evil than what they appear in the Pokemon games. You know the gym leaders, those are evil other beings as well, and the elite four, well you don't want to know. Rogue trainers in the wild are really bandits and other dangerous people out there. Pokemon in the wild, what Pokemon in the wild? How about monstrosities in the wild created from laboratory experiments and unleashed into the wild. And what about TM's and HM's? Most of them are really the magic items, but don't expect them to be found in the same exact locations, and don't expect necessarily 50 and 5. Flamethrower could be the Flame Tongue for instance.

You are all from the Forgotten Realms, and you all took a magical flying ship to search for other planets within your realm. Somehow, you landed in Kanto. Although video games do not exist, stories do, and you have all heard of Kanto. And this is not he fantastical fantasy you were all told Kanto was. You never thought Kanto was real, but it is, and you are facing the same dangerous that previous adventures fought hundreds of years ago. In the story, you remember the hero failing to catch Mewtwo, or rather in this case, maybe they failed to kill a God, a God who probably resurrection all the evil beings or created replacements given enough time. Evidence shows the previous adventures did not die, but that the god escaped, ie. story told that Mewtwo was knocked out by accident instead of Mewtwo wiped out a party of six pokemon.

Rules.
1. This is 5th edition
2. Standard 27 buy points, the 15,14,13,12,10,8 is a 27 point buy in case you ask. And take the standard equipment by background and class.
3. All wizards of the coast 5th edition material is allowed, PHB, Swords Coast, Monster manual 2 (or whatever that is called) and anything else that would be allowed in adventures league is allowed here.
4. Yes you know what Kanto is, but you don't know the real and dark version, if you have the original red/blue/yellow guidebook at home or even the firered/leafgreen one, even better and you may use it. I'm also using the original Kanto Map, so ignore the seven islands if you own the firered/leafgreen book. The only thing that will be the same is the map, and of course the location of the gym leaders and elite four. Don't expect anything else to be the same, including the trainers on the map, in fact I might only use like a quarter of them or place them elsewhere. Don't say yeah, I only have to enter house A and not b or c, because I might just place something interesting in house C or there might be an extra house d and all the goods are there.
5. You have until the 21st to create your character, and I can only take six of you max, because just like in the Pokemon games, six is a full party.


Hah this is an really cool idea!


Well, if you are interested, go ahead and make a character, than hopefully a bandwagon will follow.


Sadly I don't know my way around 5th ed (or have opportunity to learn in the near future) otherwise I would pounce of this, rest assured : )

Lantern Lodge

Are you looking for power builds or just fun fluff?


Make whatever you want Alecak, you really can't be that overpowered in 5e anyway, professionals looked over the system very well in this, as a lot of people say a lot of classes are the same in power in different ways. I still have yet to write a lot of it up, but how powerful you are won't affect how powerful the enemies are. I do want a good backstory, but min/maxing does not make a whole lot of difference in 5e, so feel free to do so.

@Lessah, just let me know what class (all core classes that you find in pathfinder are available) you would play, what skills you would like pathfinder or 3.5 wise(I'll translate them for you), and what kind of subclass, like a mind control wizard, a cannon wizard ie. burning hands, one for necromancy or whatever. Or say a ranged ranger versus a melee ranger. And write a good backstory, I can create a character for you, but you have to write the backstory. If you know 3.5/pathfinder, it is not that much different.

To be clear about skills, lets say you pick Druid, and you would make him with 14 intelligence, since skill is 4+int. Non human lets assume. Tell me what the six skills would be that you would put ranks into at first level and I'll translate it. Or if you want to use the 3.5 system. (4+int)x4 at first level, tell me what ranks you would do at level 1 using the 3.5 system, and I'll translate it.
Also, almost every spell that is in 3.5/pathfinder is in 5th edition.

Lantern Lodge

There are builds where a rogue is garenteed SA every round. Almost all the caster classes are overpowered.

5th edition was not completed as they leave alot of rules unanswered or homebrewed. In tyranny of dragons there are places that say the party gets surprised. Yet you can get a feat that says you can't be surprised. Traps in hallways with no DC to find or disable. 5th was not finished when it was released.


You can still build what you want though. All caster classes are more powerful, but so are all the other classes. A fighter can take 2 swings at level two using an action surge where as 3.5 you would only get 1 attack. Burning hands does 3d6 dmg, where in 3.5 it deals 1d4 dmg, but increases by 1d4 for every 2 levels, though you don't have to use a higher level spell slot to do so, it goes up as your caster level goes up, where in 5th you use a higher level spell slot to increase the dmg.
Fireball does 8d6 in 5th edition, versus 5d6 in 3.5 but it increase to 10d6 without increasing the spell slot. Just remember though, since player casters are powered up so are enemy casters. An 8d6 fireball sounds good when you cast it, but when an enemy casts, that is different. Also consider resistances in 5e. Resistance is half. In 3.5 you could cast that 5d6 fireball at six enemies with resistance five or even ten to fire. In 5e you could cast an 8d6 fireball at six enemies with resistance to fire and resistance means you take half in 5e. Still think casters are op, maybe yes, but I still think Wizards used other means to balance that out.

As far as surprise rounds go, you would roll initiative like you would normally, or that is how sage advice puts it. Surprise round is considered round 0, and if you have Alert, you act in that round 0, and so do all the enemies, in the initiative order, then you go to round 1's init.
So in a normal case it would be 3 enemies and say 3 party members. The enemies go in round zero, while the heroes don't act. Then in round 1 you go in init order which may be a hero first or an enemy. A possibility exist of enemies going twice before any hero goes first. Now let's say 1 party member has Alert. You roll init for heroes and enemies. That 1 party member may or may not go before the three bad guys depending upon your init and goes in round zero, and it is guaranteed that he/she will go once before the bad guys go twice assuming you don't go down in round zero. Then All three heroes and all three bad guys act in round 1, assuming everyone is still alive that is.

As far as traps with no DC, yeah the DM would have to make one or say it can only be found with creative perceptions, like the player would have to specifically say I look at the statues hands.

As far as rules clarification, I try to use sage advice as much as possible.

Sczarni

This game still need people? It sounds very interesting and I have wanted to try making a Warforged for a 5e game.


It will probably not happen, not enough interest. Also warforged are not allowed, even though they appeared in the playtest.

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