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Scout: Man too angry to die (white bostonian)
Str: 4 Dex: 20 Con: 9 Int: 10 Wis: 18 Cha: 12 (what the ♥♥♥♥ is "con"?)
What about some modified rules to make it feel a bit more like TF2? For instance, having critical damage rolls deal triple damage rather than double.
Also, will you be incorporating any elements from Scream Fortress into this campaign? Monoculus, Skeletons, Marasmus, the Bombinomicon, etc?
https://www.youtube.com/watch?v=IVAJrYOOtwI
If you don't have time to watch it, theres a comment near the top of the comments section that briefly explains the different stats using tomatoes:
"Strength : how many tomatoes can you crush
Dexterity: how many tomatoes can you dodge
Constitution: how many rotten tomatoes can you eat before you get sick
Intelligence: knowing that a tomato is a fruit
wisdom: knowing that a tomato does not belong in a fruit salad
Charisma: the ability to sell someone a fruit salad with tomatoes in it"
I’m planning on introducing the Halloween bosses throughout the campaign, with Merasmus being the big bad. Kinda play him like Strahd in that he kinda toys with the players and interacts with them while not really engaging in combat with them yet. Monoculus and HHH are gonna be the bosses near the end of some chapters, I’m not sure yet. Many be Monoculus on 2Fort and HHH in Badlands but again I just came up with this today
Ok. So which edition of D&D are you using? I'd like to make suggestions for how various TF2 mechanics could be homebrewed into D&D, but I'm not as familiar with the D&D roleplay system as I am with GURPS, Fudge, and whatever system Stars Without Borders uses. I can learn the rules of D&D, but it would be a bit easier if I knew which version you plan on using.
In TF2, we have max HPs ranging from 125-300. D&D has starting HP ranging from 6-12. Now, there are multiple ways we could go about this, but I think the best way would be to take TF2Cs average HP (166.7) and divide it by the baseline value of D&D HP (8), which gives us a ratio of 20.83:1. Using this ratio, 125 HP becomes 6, 150 HP becomes 7, 175 HP becomes 8, 200 becomes 10, and 300 becomes 14. So the HP of each class in D&D becomes:
Scout: d6
Soldier: d10
Pyro: d8
Demoman: d8
Heavy: d12; +2 con
Engineer: d6
Medic: d10; -3 con (since Medic has a passive heal factor)
Sniper: d6
Spy: d6
For distance, TF2 uses hammer units, which luckily easily convert to feet in a 16:1 ratio. D&D has a feet to square ratio of 5:1, but since it always lists feet alongside the number of squares, I'll convert each class' base speed to both feet and squares, once again rounding up to the nearest whole square:
Scout: 25 feet; 5 squares
Soldier: 15 feet; 3 squares
Pyro: 19 feet; 4 squares
Demoman: 17 feet; 4 squares (I know 17 is closer to 15 than 20, but since guns won't be present Demoman would probably be wearing booties, which would up his speed to 19)
Heavy: 14 feet; 3 squares
Engineer: 19 feet; 4 squares
Medic: 20 feet; 4 squares
Sniper: 19 feet; 4 squares, but when his bow is drawn he only moves 10 feet; 2 squares
Spy: 20 feet; 4 squares
Edit; those speed values are based on their speed per second. D&D technically has 6 seconds per turn, so if we wanted to be more accurate we could multiply all their speed values by 6, but that would have the slowest class in TF2 moving 17 squares (87 feet) per turn, which is just rediculous in the world of D&D
Fire resistance would be easy to convert, since D&D already has a trait for being resistant to fire damage. I'm less certain about blast resistance, but that would be pretty simple to homebrew into existence if it doesn't already exist.
The charge mechanic is more interesting; we could just convert seconds to turns using the D&D standard of 6 seconds, but since TF2 has a significantly faster pace than D&D, it would be more reasonable to use a 1:1 second to turn ratio. So charging takes you 47 feet (9 squares) forward in one turn and an additional 23 feet (5 squares) forward at the start of your second turn. We could then have any attack made in that turn always deal critical damage, and limit you to only one attack during that turn. To prevent enemies from repeatedly taking a step to the right and dodging your charge, you could allow the player to adjust their destination by one square to either side during their second turn. It would take 12 turns to recharge, and the shield bash would deal 2 hitpoints of damage, with an additional unit of damage for every 2 heads collected with the Eyelander. Speaking of which:
For D&D, the health downside would equate to -1 constitution. The HP and speed increase per head would be 1/2 HP and 1.5', respectively. This would give Demoman a max HP of 10 (11 with boots) and a max move speed of 23' (4 squares), or 25' (5 squares) with boots.
For D&D, it's just a matter of unit conversion. So it would take 29 damage to charge, affect allies within a radius of 28 feet (6 squares), and last for 10 turns (can be lowered as far as 2 turns for balance purposes). Maybe add the Bard's "inspired" feat to it?
The Bison has 4 shots before it has to be recharged, can be fired once per turn, recharges one shot in a full turn (can't fire until the next turn) and 2 shots for the next turn unless you fire it again. It deals 1d4 damage every 0.2 seconds, and travels at a rate of 75' (15 squares) per second. It penetrates players, and has the downside of only dealing 20% damage to magic constructs.
4 shots that can be fired once per turn. Projectiles travel at a rate of 67' (14 squares) per turn, and have a blast radius of 9 feet (2 squares). Normal projectiles do 1d8 damage, and are incapable of dealing critical damage. The user can use all 4 shots in a single blast that takes 2 turns to fire, deals double damage, lights enemies on fire for 6 turns, and disables magic constructs for 4 turns. Just like the banner, these times can be reduced for balance purposes. Both normal and charged projectiles only deal 20% damage to magic constructs, just like the Bison. I guess lasers and magic don't mix. Oh yeah; if the Mangler is crit-boosted by something, it will only deal double damage.
It's late; I'll do the rest of the classes tomorrow.