Hello, I'm a huge fan of the European theater in WWII and I have begun to try and merge a WWII theme with D&D mechanics to create, what I have titled, Blood and Bullets (B&B). I still have quite a ways to go in all aspects of crafting it but I would like some feedback from a bunch of nerds (No offence
) who'd be able to tell me what content is good, what content is okay, and what content is bad/unbalanced. This is the first time I've ever done something like this so I'm very worried about, currently, too powerful or too useless abilities.
There are no fantasy elements and I'm trying to keep it as realistic as possible without resulting in a one-shot-one-kill type scenario where everyone dies immediately because they were, say, shot point blank with a Walther P38. Base HP is 20. For perspective a Karabiner 98k does 2d6 damage (For now. Could change depending on how mechanics evolve).
I will probably continue posting content in this thread in the future so that I can get more feedback on different stuff. As it stands, the list of abilities I've gathered (some are from D20 Modern or plain ol' D&D adapted to fit, others I've just made up) is rather short, so if anyone would like to suggest some good abilities feel free.
Just A Bush
You know how to set ambushes for greatest effect.
Prerequisite: Wisdom 14+
Cooldown: Passive
Benefit: When setting an ambush, any enemy attempting to spot you with Perception receives disadvantage on their roll. As well, both of your major actions, if used to attack, count as sneak attacks (Roll for damage, add the die, then multiply that number by two.)
Hit the Dirt
You quickly dive towards the ground to avoid incoming fire.
Prerequisite: Dex 15+.
Cooldown: Every five rounds of combat.
Benefit: Can be activated after an enemy's attack roll. Roll a 1d10. The roll value is subtracted from the enemy's attack roll. Instantly become prone. Constantly slamming yourself into the ground can have consequences, of course, especially if done in rough terrain. If done more than twice before a long rest, you must begin making Constitution checks, succeeding on a 16 or higher, to see if you take half 1d4 damage, rounded down if a decimal number. If done in rough terrain, take half 1d4 damage (rounded down if decimal number) regardless of how many times you've used the ability beforehand.
Favored Terrain
Through experience or special training, you favor one type of terrain.
Prerequisite: Partisan, Marksman
Cooldown: Passive
Benefit: Choose one type of terrain from the following list: Forest, Mountain/Hill, Flatland, or Urban. When in this terrain, you gain a +2 bonus on Survival checks and any cover bonuses you gain are increased by +1. You may take this ability multiple times. Each time you take this ability, it applies to a different terrain.
Quick
The character can move much faster than the average person.
Prerequisite: Dex 15+
Cooldown: Passive
Benefit: The character gains a +10 bonus on movement speed and any reaction attacks on the PC when moving get a -2 to the roll.
Endurance
You’re able to keep on going, even if you’re worn out.
Prerequisite: Constitution 15+
Cooldown: Passive
Benefit: Exhaustion modifiers only take effect upon reaching Exhaustion Level 3. As well, you get to roll a Constitution check to determine if you move up in exhaustion levels starting at Level 3. The roll succeeds on an 18 or higher.
Builder
You have a knack for constructing, deconstructing, dismantling, and crafting things.
Prequisite: Combat Engineer (Intrinsic)
Cooldown: Passive
Benefit: You gain the ability to use two major actions over the course of two turns to dismantle, or at least downgrade, higher difficulty fortifications like entrenchments.You may also use your bonus action to dismantle simple-medium difficulty enemy fortifications. As well, you get a +1 to your Engineering skill.
Alert
You keep an eye out at all times, so it’s harder to get the drop on you.
Prerequisites: 14+ Wisdom
Cooldown: Passive
Benefit: You get a +2 bonus on all Perception checks and the first sneak attack against you at the beginning of a combat encounter does not deal extra damage to you.
Aggressive Push
Prerequisite: Assault Trooper (Intrinsic)
Cooldown: 3 turns
Effect: Upon activation, you gain an extra major action which can only be used to advance towards the enemy. If using the given movement action and one of your major actions to dash forwards, enemies don’t get to take a reaction shot at you. Using this ability more than three times in one encounter will result in Level 1 Exhaustion.
Concealed Weapon
You are never without a weapon, even if you’ve been searched or patted down.
Prerequisite: Partisan (Intrinsic)
Cooldown: Passive
Benefit:
-Concealed Weapon Level 1: You get an article of equipment of your choice that can covertly hold a weapon (Has no real impact, just for flavor). You may choose one size 1 weapon to be concealed and if being searched the individual doing the search must roll a Perception check at or above 17 to discover the weapon. If a gun is stored, then you can only have the one full magazine in the gun.
-Concealed Weapon Level 2: You get another article of equipment of your choice that can covertly hold a weapon (Has no real impact, just for flavor). Taking this feat again allows you to hide either one size 2 weapon or two size 1 weapons on your person. The searcher must roll at least an 18 to discover your Size 2 weapon. If you have concealed two Size 1 Weapons, then the searcher must make two separate Perception skill checks. You may have a spare magazine for each concealed firearm.
Crack Shot
You are capable of lining up deadly shots.
Prerequisite: Dexterity 14+
Cooldown: 3 turns
Benefit: Before making a ranged attack, you may take a major action to line up your shot. This grants you a +3 bonus on your next attack roll. Once you begin aiming, you can’t move, even to take a 5-foot step, until after you make your next attack, or the benefit of the feat is lost. Also, if your concentration is disrupted or you are attacked before your next action, you lose the benefit of aiming.
Paramedic
You're always ready in case any of your allies nearly kick the bucket.
Prerequisite: Medic (Intrinsic)
Cooldown: 3 turns
Benefit: When activated, you gain one movement action in the direction of any ally that is downed or at half their max HP. Using this more than three times before taking a short rest will result in Level 1 Exhaustion.
Resilient
You’re no chump. You can take a hit and keep on going, even if that hit is a bullet.
Prerequisite: Strength 14+
Cooldown: Passive
Benefit: The character gains +4 hit points. A character may take this ability multiple times. Its effects stack, but you must increase your strength by at least two before taking it again.
I.e.
Level 1 Toughness = Strength 14+
Level 2 Toughness = Strength 16+
Level 3 Toughness = Strength 18+
etc.
Rallying Call
You call out to your allies in order to rally and inspire them to turn the tide of battle.
Prerequisite: Squad Leader (Intrinsic)
Cooldown: 5 turns
Benefit: By spending an action point, you can give a number of allies equal to your Charisma bonus one of the following benefits:
-A 1d4 “Rally Dice” bonus to be used at any time during a one hour period on attack, skill, or saving rolls.
-Immediately shake off a stunned condition.
-A free movement action towards the squad leader which must be used on the recipient's’ turn else it “spoils”.
The same benefit must be given to all affected allies, and they must all be able to hear and understand you. Anyone farther than 40 feet must make a Perception check above 12 to see if they hear and understand the call to receive the bonus and anyone farther than 70 feet will not understand the rallying call. This ability can not be used more than four times before a long rest must be taken to replenish the ability.
Can be taken 4 more times after Level 1. Each time you take Rallying Call, you must choose which of the three options to “upgrade”
Level 1:
-1d4 “Rally Dice” -Immediately shake off a stun. -A free movement action towards leader
Level 2:
-1d6 “Rally Dice” or -Immediately shake off stun and give a minor action. or -Free movement action any direction
Level 3:
-1d8 “Rally Dice” or -Immediately shake off one non-bleeding condition. Or -Free major action
Level 4:
-At Level 4 onward, only the “Rally Dice” value is affected by upgrades.
-1d10 “Rally Dice”
Level 5:
-1d12 “Rally Dice”
Instinctive Shot
You can take a shot even when surprised.
Prerequisite: Wis 14+
Benefit: When a target surprises you, you can still take an immediate reaction shot against them.
Light Step
You are agile, lucky, and always careful.
Prerequisite: Dexterity 14+
Benefit: +2 to Dexterity saves against ground-based traps, landmines, pitfalls, etc.