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# Genshin Impact Homebrew for DND 5th Edition
Intended for 2024 Rulings, but might work with PHB14 and posibly erlier editions
## Genshin to DND interpitation table
| Genshin element | DND damage type |
| --------------- | --------------- |
| Pyro | Fire |
| Hydro | Acid |
| Electro | Lightning |
| Cryo | Cold |
| Anemo | Wind based actions(example Gust of Wind) |
| Geo | Force |
| Dendro | Poison |
| Physical/Non-Elemental | Bludgening/other types of damage |
## At DM's digration thay can chose to put
### Necrotic
---
- Acid
- Cold
### Radient
---
- Lighning
- Force
This however is only lose recomendation since genshin lack somthing good to interpreat them as
## Reaction modifier
- This works as an Ablilty modifier based on Constitustion(CON), as such a charecter can both be perficent and have expertice in it
- Referd to as REM
## Reactions:
- Vaporize:
- Fire + Acid: 2x
- Acid + Fire: 1.5x
- Overloaded:
- Lightning + Fire: DEX save(8+REM) 10ft 2.75x damage Fire
- Superconduct
- Lightning + Cold: 1.5x
- Melt:
- Cold + Fire: 2x
- Fire + Cold: 1.5x
- Burning:
- Fire + Poison: Dose avrage REM+1d4 on the begining of eatch turn aslong as the partical remains
- Bloom:
- Acid + Poison: Creates avrage REM+1d4 Core's around the target that explodes and deels avrage REM+1d8 Poison damage in a 5ft radius after 3 turns
- If Fire is present before the turnes are up thay explodes and deels an extra Fire REM+1d4 as Fire damage
- If Lightning is present the Core's deel an extra Lighning REM+1d8 for each round before the Core explodes
- If Acid and Ligtning is present cread 2x Core's with the same Particles as the exising once
- Frozen:
- Cold + Acid: Cuases the creature to be Frozen(Paralised) for avrage REM rounds, each round can make a STR(or DEX if a monk) with DC of avrage REM+12, if hit with a Bludgening attack dealing etleast half of REM+12 the creature is no longer Frozen
- If a Fire attack hits it deals 2x damage
When a reaction is trigerd the new dammage is calculated by
- damage*(modifier+AREM%)
- In case of no damage to base the final damage on use somthing like the damage used for the last attack related to the reaction or use somthing like 1d4 for each avalible pair of particals
AREM% is short for Avrage REaCtion modifier percentage and is calculated by tacking the avrage of the highest REM's invloved in a reaction then devide by 10, keep the signd part (+ or -)
Example:
- 1 fire partical, and 1 acid partical both has a REM of +2 will have a AREM% of +0.2 so the final damage is calculated by DMG*(2+(+0.2)) the modifier of 2 is derived from the fire partical being there first
Elemental Particles:
A partical is added as a result of an attack, the amount of Particles to add is done by one of these formulas depening on who/what caused it:
- Melee focused attacks/classes: adds the attackers hit die of the spesific type
- example a dagger that deels fire dammage adds the hit die amount of Particles, so for a 1st level Rogue thats 1d8
- Spells: adds Particles of the dammage type acording to this table
| level | Amount to add |
| ----- | ------------- |
| Cantrip | 1 |
| 1st | 1d4 |
| 2nd | 1d4+1 |
| 3rd | 1d4+2 |
| 4th | 1d6 |
| 5th | 1d6+1 |
| 7th | 1d6+2 |
| 8th | 1d8+2 |
| 9th | 1d10+2 |
- One partical of each involved type as a cuase of an reaction
- One partical of each type is removed at the end of a creatures turn
When to check for a reaction
- At the begining of the turn for some reactions like Frozen or Burning. And when an attack hits that whuld add etleast one partical
AoE/Envirmental adding of Particles:
- When an attack that deels somthing other then non-elemental damage followes this:
- If it hits a wet surface(Water, a damp cloth, ext)
- and it whould deal Lighing, to the bounds of that serfice or in a 5ft radius each creature takes 1d4 Lightning damage and adds 1 Lightning partical
- and it whould deal Poison damage create 3 Cores with the effects explained in the Bloom effect
- If it hits a burnible surface(Hay bale/stack, wooden objects) will cuase the object to burn and will cuase 1d4-1d12 Fire damage and add 1-5 Fire Particles depening on what is set on fire and how hot that thing whuld be expected to burn
- If a creature dose somthing along the following lines add the correct type of partical
- Enters a body of water, puts on wet cloths or in other terms whuld get wet, add 1-4 Acid Particles each turn that thay stay wet
- Steps into fire, is set on fire or similar that might cuase Fire damage but ther dosnät due to AC or resistance/imunity add 1-4 Fire Particles depening on what whuld add then and what resistances exists
- gets spores or other nature "things" on them add 1-4 Poison partical based on suverity of the "things"
Note:
A partical is it's own system, and is not related to the original dammage type mutch, more then how things are converted and what makes sense. example having Fire partical dosn't mean that you are burning, same as having Acid Particles don't make you slowly corode or surcome to poisining
How shuld reactions be checked?
Each time there exists multible particals that toghether form a valid reaction, the DM decides how things shuld go
1. Prioritize by Potency:
- Check reactions in order of the highest number of matching particles first.
- If multiple reactions are possible, prioritize the one that causes the most damage.
2. Follow a Fixed Order:
- Go down the reaction list from top to bottom (as written in the rules).
- Each reaction can only trigger once per check—no double-dipping.
3. Use Narrative or Situational Logic:
- Decide based on what makes the most sense in the moment.
- The DM (or players, if agreed upon) can determine which reaction occurs based on context.
## Partical Infustion:
- This is similar to magical weapons but is insted an item, like a neckless with a crysal orb or similar with a Dammage/Elemental Types symbal embeded in it with a background of an associated color
- This item adds a set of abilities at the DM's discration that is embeded with an attack, although not required to be used
- An Infustion works as there effect's uses an Infustion Action insted of a Bonus Action or Normal Action, most of them adds dammage to an attack, others works as an action or requires multible actions
- How do thay work for the players?
- In multible ways
1. The DM gose thru the players back story and decides one that thay simce fit
2. Let the player's roll a die to see what thay get
3. have an introductory dungen where thay find them
4. Let the players pick one
- Or another method that the DM simce to fit the narativ
- Some Partical Infustion's
- Fire Infustion:
---
| Ability | Cooldown | Effect |
| ------- | -------- | ------ |
| Flame of Hell | 2 turns | Adds 1d8+REM Fire damage to next attack |
| Falling flames | 1 turn | Adds 1d4 Fire damage to next attack, if it hits creatures within a 2ft radius except yourself takes 2 Fire damage
| Rising Sun | 4 turns | This also takes an Action and is first activated on your next turn, then deals 2d8 per REM to each creature that failes a DEX save DC REM+Proficency+8 |
- Ice Infustion
---
| Ability | Cooldown | Effect |
| ------- | -------- | ------ |
| Ice of Dawn | 1 turn | Adds 1d4 Cold damage to next attack, If it hits the ground in a 10ft radius frezes over and becomes difucult terain for 1d8 turns for evryone except you. If in a slanted area on each turn an affected creature needs to succedes a DC 14 Athletics check on a fail you slide 2ft down hill, on success you get disadvantage on checks invloving movment |
| Icecles | 2 turns | Shots 1d4 Icecles that deels 1d2+REM Cold damage |
| Avalange | once per short rest | An avalage appers, each target creature in a 30ft radius around you needs to make an Athletics Saving throw with DC of 8+REM+Proficency+SD(Size Dificulty) on success the terrain becomes dificult for the rest of combat and gets 2 Cold Particals each turn, each non target crerature within the radius needs to succeed a DC 4+REM+Proficency+SD, else thay get sweap away with the avalange(moves 40ft in a direction chosen by the user) and for them the train becomes Dificult Terain, and take 3d8+5 Cold damage aswell as needing to succeed a DC 10+REM+Proficency+SD Athletics saving throw or gets burried in the snow for 2d10 rounds, and gets 2 Cold Particles each turn, thay also becomes Paralysed. <br> If a Large creature succedes a Saving throw all creatures that are smaller in a 2ft wide 10ft long line behind automaticaly succedes, if it's gargantuent the line is insted 10ft wide and 20 ft long |
## Size Dificulty (SD)
This is a number added to a DC when Size can impact how hard/easy it is to succeed
| Size | Modifier |
| ---- | -------- |
| Tiny | -1 |
| Small | 0 |
| Medium | +1 |
| Large | +2 |
| Huge | +4 |
| Gargantuan | +6 |