Video game mechanics that can be used for Homebrew rules


Dungeons & Dragons was important in the history of video game development, with many terms from the tabletop game still used in video games to this day. There are a lot of mechanics in video games that can be incorporated into D&D campaigns like homebrew rules, for groups who want to add something new to their experience.

There have been a lot of D&D Video games have been released over the years, but they have adapted the rules in different ways, with the developers making a few changes to improve the gameplay. More D&D the games don’t let gamers have divine powers, but the original Baldur’s Gate The games transformed the protagonist into a child of the deceased murder god, giving them abilities the average character wouldn’t have. This idea fit the video game format perfectly, as it gave the main character exciting abilities to use in battle, while also associating them with the events of an epic story. The same concept might not work as well in a standard D&D game, because having a character that is much stronger than the others would cause a lot of problems, especially if the player lets his drop of divinity go up his head.


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There are a lot of video games that have unique mechanics, which would fit well into the fantasy world of a D&D campaign. They require a bit of work on the DM’s and player’s part to use properly, but they can add an interesting twist to the game. This is especially useful for spicing up a homebrew campaign in a new way.

D&D Homebrew Rules Could Use Final Fantasy Limits

Cloud faces Sephiroth for the last time

The Final fantasy series technically introduced the concept of Limit Breaks into FF6, but the system that fans are familiar with got its start in FF7. Limit Breaks are incredibly powerful attacks, which are usually tied to a character taking a lot of damage and unleashing their strongest moves in a fit of anger or desperation. These attacks are generally cinematic, with Cloud’s Omnislash, Squall’s Lion Heart, and Lightning’s Army of One being some of the most visually impressive and memorable moves in the series.

In a D&D homebrew adventure, Limit Breaks should also be rare, appearing only once per campaign or character level, as a regular appearance would decrease their effect and essentially turn them into a normal character ability. A Limit Break is something that would trigger once a character drops below 20% health, similar to how Bloodied Status worked in the Fourth Edition, representing how they perform an all-or-all attack. nothing. The effect can be something as simple as a guaranteed critical hit, a reloading long rest ability, a spell that deals maximum damage, the ability to cast two full spells in a single action, a healing power group-wide or the invocation of a powerful outsider in D&D on the party side. Players who really want to emulate the Final fantasy The series could come up with an elaborate attack for their Limit Break, as long as the DM approves it.

D&D Homebrew rules can add Xenoblade Chronicles’ Monado vision

In Chronicles of Xenoblade, a young man named Shulk becomes the chosen bearer of the Monado, which is a sword that grants a number of different abilities to its user. One game mechanic-related ability of Monado is his power of vision, which allows Shulk to see the future. In mechanical terms, this warns Shulk when an enemy is about to perform a heavy attack against the party. The player can then warn party members of the attack, allowing them to prepare for it, in order to avoid damage, or at least mitigate it during combat in Chronicles of Xenoblade. This power was then adapted to the Super Smash Bros. series, as Shulk uses his Monado vision to perform a counter, as long as the player is correctly timing the movement.

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The official D&D campaign worlds have their fair share of prophecies and omens, with some divination spells even allowing casters to get a glimpse of things to come. In the case of using Monado Vision, the player receives a direct sensory warning about something that is going to happen. This power does not need to be object bound and could be the effect of a blessing (or curse) that a party member has. Their future vision will let them know if the group is about to be hit by something powerful, allowing them to use their reaction to counter the attack or warn the group.

This can be used as a homebrew tool for DMs who run a group that is new to D&D, giving them a little extra help in combat. The player must also receive the vision details via a note or DM, with restrictions on how they can convey the information to their allies. The group may have the advantage of a prophetic party member, but are they smart enough to read their warnings in the heat of the moment?

D&D Homebrew rules could add destructive Monster Hunter body parts

The Monster hunter the series pits groups of four hunters against massive monsters, many of whom wouldn’t seem out of place in a D&D homebrew campaign. These monsters have a number of natural weapons at their disposal, including massive claws, horns, tails, wings, and breathing attacks. Hunters have an advantage that D&D players don’t, as they can break or cut pieces of the enemy’s body, in order to remove these perks. There are a number of weapons in the Monster hunter series, and some of them are better suited to this task than others. A hunter who wants to remove a monster’s tail will need a blade, while one who wants to break a monster’s horns will need a hammer.

It would be possible to adapt the system of partial destruction of Monster hunter in D&D. This can be incorporated by distributing a large monster’s health points and special attacks among its members. This gives players the ability to disable a monster’s attacks, as long as they are able to hit the body part in question. Body parts will need to have a higher AC current to accommodate the extra precision needed to hit them, as players usually just hack into the nearest bit.

Players should also use D&D weapons to deal the right kind of damage to the body part in question, with the clubbing used to shatter horns and plates, the sharp edge used to cut limbs, and the piercing used to deactivate breathing weapons. The dragons that inhabit the Dungeons & Dragons The universe would fit this rule perfectly, as they are large enough to survive many attacks from party members and have enough natural weapons to make using this particular homebrew rule worth it.

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