DnD: How to Balance Your Homebrew Class

Homebrew courses are fun to create for a Dungeons & Dragons campaign, but it’s important to make sure they don’t leave players overloaded or underpowered.

While Dungeons & Dragons offers a variety of class and subclass options that players can use to create their own unique characters, there are still a lot of character ideas that don’t really fit into Fifth editionthe rules of. Fortunately, D&D is a flexible game in which anyone can create their own content as long as they have the creativity and understanding of the rules to do so.

Creating homebrew classes is a popular pastime for many gamers. Unfortunately, a lot of homebrew designs end up being horribly overpowered or incredibly boring. It’s hard to strike a balance between a homebrew class that’s fun to play and also balanced with the rest of the game. This is where things like game testing and balancing come in, allowing players to make sure that their personalized content is of high quality and enjoyable for everyone involved.

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Think about upgrading, not upgrading

Mordenkainens casts a spell.

The goal of a homebrew class should be to create a unique experience that is not already in the base game. Therefore, dungeon masters and players who create new classes and subclasses should view their new content as a secondary evolution, and not as an upgrade of the existing game. An upgrade is when a character or item is improved without inconvenience. For example, gaining more attack points or health without damage is an upgrade. This is what gamers want to avoid when creating homebrew classes.

A sidegrade, on the other hand, is when one thing gets better at the expense of another. For example, a class that is significantly faster than average may also be vulnerable when hit or unable to do much damage. Adding weaknesses alongside strengths keeps a class from getting too powerful. Limits can be a lot more interesting than strengths, and just because a class has weaknesses doesn’t automatically mean it will be less fun to play.

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Don’t make your classroom the best choice

It is a testimony of Dungeons & Dragons that there are already so many courses, each of which has its merits for those who want to take the time to learn how they work. What’s not fun is when a class is so overpowered that players realize that they will be at a disadvantage if they play like anything else. This deprives players of their freedom of choice and takes D&D from one game that values ​​self-expression to one that has a planned method of play.

A homebrew class needs a mix of good and bad qualities. It may be better in some things and worse in others, but it should fit neatly into the current list of classes already present in the game. If a homebrew class is considered the best way to play D&D, then other players might feel annoyed or deceived that this original class has an inherent advantage over theirs.

Make sure your class fits into the world

Not only does a homebrew class have to be balanced and fun to play, but it should also feel like a natural extension of the world. D&D Usually takes place in fantastic settings, but there are still themes and styles to follow, which may vary from game to game. For example, if the party is playing through a campaign inspired by medieval Europe, it wouldn’t make sense to have a class focused on the use of futuristic technology. Likewise, if the game is set in a world where magic does not exist, then there is no point in creating a homebrew caster class.

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How to test your D&D Homebrew class

No matter how much time someone spends designing a homebrew classroom, there will be details that will escape their attention. The class’s special ability might look good on paper but end up being too powerful in practice, or a certain buff can end up trivializing boss encounters. Worse yet, players might find that the class is just not fun to play.

To prevent such situations from occurring over the course of a longer campaign, it’s important to test homebrew creations like classes to make sure they work as expected. The best way to do this is to perform short one-shots with friends or seek the advice of experienced Dungeon Masters. The more tests are done, the more improvements can be made.

Homebrew courses have the potential to elevate a D&D experience and make it more fun for everyone involved. However, unless these kinds of measures are taken to ensure that the class balances the fun of playing and the fun of interacting with the rest of the group, the creation of new content can end up causing more harm. frustration than anything else.

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