Overwatch in 5e Cooldown Abilities Abilities marked (Cooldown X-Y) have a period of time where they must recharge after use. These abilites, once used, cannot be used again until the designated number of turns have passed without it being used. When the ability is used, a d20 is rolled to determine whether the cooldown is short or long. On an 11 or greater, the cooldown uses the smaller value (X), on a 10 or lower, the larger value is used (Y). Ultimate Abilities Certain abilities are extremely powerful, and define their users. These attacks, however, cannot be deployed immediately. Whenever a character deals damage, restores hit points, or takes damage, the value of that damage is added to a counter that the player keeps track of. When that counter reaches the value specified by that character's ultimate or above, they may use that ability by reverting that ultimate counter to 0. Any damage or healing caused by the ultimate ability does not contribute to the ultimate counter of the character using the ability. Melee Attacks All characters have access to a melee attack, which deals 1d6 + Strength modifier in bludgeoning damage. This melee attack cannot be used to make opportunity attacks unless otherwise stated. A note on Shotguns The mechanics of shotguns in DnD tend to be hard to design simply. Explanations for their mechanics can easily become wordy and unclear, and their mechanics have the potential to slow gameplay too much. In this set of characters I have made most shotguns work simply as ranged attacks with very short ranges. This is not necessarily the best way to do things and is, admittedly, quite lazy. However, this is so much simpler and quicker for writing and combat that I've opted to use this method for now. In the future I'd like to adapt a universal system for shotgun mechanics that applies to all shotguns in the game, or if I'm feeling industrious, individual shotgun mechanics. Regardless, this simplification is the system currenly in use. Level, Bonus, and a Note on Difficulty All of these characters have a Proficiency Bonus of +4, making them a CR of roughly 10. This is untrue however as these monsters were not balanced around the CR's of the Monster Manual, but rather around each other. As such these characters should play fairly against one another, but will not compare favorably to a CR10 creature from the Monster Manual. For example: In the Monster Manual, a Young Red Dragon is CR10. This creature's AC is 18, its hit points are 178, and it has 3 ability scores above 18. Comparing its defensive stats to the tanks of this document, its AC is higher than almost every character, and its HP is almost double that of the highest in this document. Its attacks do similar damage to those of the characters, but it has a multiattack feature which amplifies its damage far above anything seen here. Included Heroes: Offense Tank Doomfist Genji D.Va Pharah Reinhardt Reaper Roadhog Soldier: 76 Support Sombra Tracer Ana Lúcio Defense Mercy Bastion Moira Hanzo Symmetra Junkrat Zenyatta 1.
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