Can You Make Genshin Impact into a TABLETOP RPG (specifically Dungeons and Dragons 5e?)

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  • Опубликовано: 26 дек 2024

Комментарии • 73

  • @wordsmith6154
    @wordsmith6154 6 дней назад +50

    The irony. When I'm in the middle of writing a Genshin DND one-shot for my table. 🤣🤣Aster, you seem to always provide!!!

  • @rubix212
    @rubix212 6 дней назад +27

    My take is that some DnD rules already bake-in solutions to some of the issue presented here.
    Vision system: There's the magic initiate feat that allows players to choose their spells and cantrips, though you can tweak that further for flavor.
    Reaction turn order: Characters can simply 'hold action', letting set ups happen with if/and statements and never really waste a turn. Though enemies in Genshin usually favor using certain tactics anyway ala self applicating elements. Or conspicuously standing next to an explosive barrel. While holding a torch.

  • @jorgev6623
    @jorgev6623 6 дней назад +24

    In genshin you can earn reputation with the official government of each nation, you could adapt it so you get specific advantages depending the nations you decide to side with

  • @donovan421
    @donovan421 6 дней назад +17

    Firstly, this is an interesting thought experiment. And you've done a pretty good job of considering the changes needed, so well done.
    Second, if you're not overly attached to using D&D 5e to play a Genshin Impact TTRPG, then I'd suggest taking a look at Fabula Ultima. Said system is very strongly inspired by classic JRPGs, but the class system is flexible enough to account for most of the playable character types without needing to futz with a lot of things. Only thing you'd need to consider implementing is elemental reactions and the Dendro element, but I imagine that wouldn't be too difficult for FabUlt.

  • @Ruyi_Moonlight
    @Ruyi_Moonlight 6 дней назад +5

    I did give this idea some thought and so far i think i made a reaction table that could work (of course, this would need to be tested)
    Melt - Same as the game, additional damage from the element triggering the reaction.
    Vaporize - Same as Melt.
    Burn - Deals additional fire damage at the start of your turn, and you're still affected by the Pyro element (meaning it can trigger additional reactions). Goes away after its second damage tick or when you're affected by Hydro.
    Overload - Fire damage in a small area around the target. Can knock you prone if you fail a CON save.
    Freeze - You can't do anything. You can use your reaction to make a CON saving throw to break free at the end of your turn, if you choose not to, you will unfreeze at the start of your next turn. Will end if Shatter is triggered.
    Superconduct - Ice damage in a small area around the target. The affected targets have Vulnerability to Slashing, Piercing and Bludgeoning damage until the start of your next turn.
    Electrocharged - (i was thinking something similar to by idea for Burn, but i like your idea better)
    Bloom - Spawns a core that explodes and deals damage in a small area at the end of your next turn.
    Hyperbloom - Destroys the affected core and targets a random enemy. Prioritizes those affected by Electro.
    Burgeon - Detonates the core dealing a huge amount of damage in a bigger area.
    Quicken - Marks the target, same as the game.
    Spread - I had the idea of literally spreading the mark and have it working like Nahida's skill, but just for 1 tick of damage (mostly to give some variety)
    Aggravate - Detonates the mark to deal additional damage
    Swirl - Expands the triggered element. Applies vulnerability to said element and resistance to its opposite until the start of your next turn (or a chain system like Pyro-Cryo-Electro-Hydro-Pyro but that seemed too much work; for example, if it triggers a Pyro swirl the target would be vulnerable to Pyro but resistant to Cryo)
    Cristalize - Creates a crystal that a character can acquire as a bonus action. The crystal adds temporary hit points and resistance to the triggered element while there's temporary hit points remaning.
    Shatter - Deal double damage to a Frozen creature. The creature must succeed in a CON saving throw with disadvantage or get prone until the end of its next turn.

  • @BHistory1
    @BHistory1 5 дней назад +10

    Hi. I'm the author of the Vision Bearer homebrew class. As a DM, I intentionally break the game to learn more about it and mainly do Homebrew settings and test out custom classes with my players.
    Everything Aster has mentioned, I already incorporated into a class, rather than setting mechanic, depending on if a DM/GM wants to use elemental reactions or not. Every Vision Bearer has a vision item that acts as the spell focus. If they lose the vision, they get a severe DC check to lose their ambition, but a DC 5 to remember it once reaquired. The class is a half-caster (to answer Aster's open-ended question), given its martial aspect, and I haven't seen anything in Genshin to date that calls for full caster status (able to cast 6th-9th spell slots). I also defined what a catalyst user's damage type is, based on what element the player goes with. I have an ideals guide to help decide on an element for folks unsure as well.
    Moving on, I know there's an incomplete Genshin class doc on Reddit that takes the more traditional route. To differentiate, I have a detailed section with some examples of doing a cookie-cutter design to create and flavor your elemental skills and bursts, rather than being restricted from your vision, I mean your character concept. Basically, the first trait, like Elemental Strike is your primary trait that shapes the skill or burst's shape. Then, depending on a range of traits that affects your cooldown, you could add Area of Effect to make the elemental attack become an AoE. The doc has other examples, but they are not an exhaustive list, given the plethora of combos. All cookie-cutter traits were broken down and analyzed from Base game to Fontaine characters. Lastly about the class, I structured it to make it feel like a Genshin character page, where with the Constellation’s Zenith feature, you can customize your Elemental Skill or Burst with one trait at 10th and 15th levels apiece.
    Aster's 3 base elements is an interesting gray area. Interesting concept, but slows down the combat flow to more than I would like if I ran that mechanic, and adds more work for the DM to keep track of with multiple battlers/enemies. While not implied in my doc, I intended in my doc that a base element sticks and another, non-trigger element replaces it, allowing for frustrating or fun failure in shorter time.
    If interested to research or use for your table, it's on the DnD Homebrew Reddit: www.reddit.com/r/DnDHomebrew/comments/18q0iic/the_vision_bearer/

    • @amandaslough125
      @amandaslough125 5 дней назад

      I read through your vision bearer class, I think it was about 6 months ago when I randomly found it online. I remember thinking it being very well put together even if I'd love to compare it with other systems genshinfied. It honestly made my mind click better with how other IPs would work better if adapted, like magical girls, and a few other concepts.
      Not that I have much experience with late game ttrpg anything, despite experiencing various systems but how much more scaling would be needed to count for full caster status? Do none of the newer mechanics count enough to dip into that status? I'd figure the more catalyst-catalyst like Yae would count as "full" casters. But if the power scaling is "Ningguang chucking the Jade Palace", "Wriothesley dams the quantum flood" levels or even higher, then that probably makes more sense.

    • @BHistory1
      @BHistory1 4 дня назад +1

      @@amandaslough125 Hi. Thank you for your feedback. I appreciate your kindness and thoughtfulness. I just have a bit of a knack for transcribing different IPs into D&D 5e as a hobby.
      From what I've learned, D&D 5e's late game scaling isn't really playtested enough and can break a module or homebrew setting easily. The highest I've had my players do was level 28 out of 30 max, with access to a few Epic Boons between 21st and 27th lvls. Most people I've heard tend to stick to 1st-5th, 3rd-7th, 1st-10th, or 5th-10th, roughly speaking, as the first ten levels have been play tested enough to be commercially viable for players.
      I am holding off introducing new mechanics until all the Natlan characters are released, and are both developer explained and player reviewed before transcribing said character mechanics into the doc. But while working on Sumeru and Fontaine characters, I recall there were some reused mechanics, reducing the amount of unique effect types to add as mix-n-match traits or effect types for elemental skill and burst creation.
      In the meantime, when I say the Vision Bearer is a half-caster class and not a full-caster one, I'm thinking of things like when Morax and the Adepti managed to pull off something similar to the 9th lvl spell, Imprisonment, on Azhdaha. Then there's Havria, the Salt Archon or goddess. Upon her death, those within a certain range of her perished body were turned into salt. Just change the 9th lvl spell, Power Word Kill, from just killing to transforming into dead salt statues in an area wide effect to achieve Havria's death mechanic. On a lower order of scale, there's Hexenzirkel's Rhinedottir using a similar spell to 5e's 6th lvl spell, Create Homunculus. I would reason full-fledged Archons and members of the Hexenzirkel are capable of full caster status.
      I like your inquiry from your examples. So, let's see: 1) Yae Miko's elemental skill can be recreated using Construct Deployment as the primary effect type and could increase its damage output with Elemental Projectile as the second effect. To recreate her burst, you would use either Elemental Projectile or Artillery Bombardment as the primary effect and Area of Effect as the secondary effect. 2) Ningguang's chucking of the Jade Palace is a gray area, as we don't know if she's just using a lower energy teather and just manipulating the hover capability of the Jade Palace to move on its own in a simple direction, or if she is capable of Jedi force level of spatial manipulation. Without more details, I'm leaning towards the former, with context to other characters with normal visions. 3) Similar case with Wriothesley. Furina's obsession with the prophecy had a byproduct of developing a more technological society to monitor the prophecy. So, is it Wriothesley's gauntlets that empower his vision power to freeze the primordial seawater or not? Even if he was unaided by his gauntlets, freezing the primordial water, iirc, was a temporary measure, given pressure buildup as the Teyvat version of Murphy's Law was out to get Fontaine.
      As for Natlan character mechanics on whether that breaches into full-caster status or not, a prime example I can think of is the ability to fly for a short duration, such as Chasca, Mavuika, and Citlali. In 5e, the Fly spell is 3rd level, and that's being generous as I don't know if those three's gun, motorcycle, or pillow aid in the flying or if it's just their vision power.

    • @googlrscholar
      @googlrscholar 4 дня назад +1

      hello! i just read your doc and i find the vision bearer class v interesting. however im having a difficult time understanding the energy gauge and recharge mechanic of the elemental skill and burst. if its not ba bother can i get a razor language translation of that certain mechanic ehe. ty!

    • @Laurender
      @Laurender 4 дня назад +1

      @@googlrscholar If I read it right, it works like this:
      Let's say you have two skills, Skill 1 has two effects, and Skill 2 has one effect. So, to rechargee, Skill 1 needs 7 charges, and Skill 2 needs 6 charges. Also, you have a Burst with 3 effects. It needs 8 charge to recharge. Lets say to start with both your skills are charged, but your burst has 0 charge.
      When a fight begins, you use Skill 1. It now has no charge, but you get 1d4 Burst charge (die roll with result 1-4). Lets say you get a 4, so now Skill 1 has 0/7 charge, Skill 2 is fully charged, and Burst has 4/8 charge.
      On next turn, you use Skill 2. It now has no charge, but Skill 1 gets 1d4 charge and Burst does too. Lets say Skill 1 gets 3 charge, and Burst gets 4. Skill 1 now has 3/7 charge, Skill 2 has 0/6 charge, and Burst has 8/8 charge, so it is fully charged.
      Next turn, you use the Burst. Looks like it gives no charge, so Skill 1 still has 3/7 charge, Skill 2 has 0/6 and Burst is back to 0/8.
      Next, we attack with a weapon. We get 1d4 charge, which goes to Skill 1 because it's the one we used first. Lets say you get 3 charge, so now Skill 1 has 6/7 charge, Skill 2 has 0/6 and Burst has 0/8.
      Next, use a cantrip. 1d4 charge, lets say we get 2. 1 goes to Skill 1, which is now fully charged, and the remaining 1 goes to Skill 2. Now Skill 1 has a full 7/7 charge, Skill 2 has 1/6, and Burst has 0/8. And so it goes.

    • @BHistory1
      @BHistory1 4 дня назад

      @@Laurender You read it just fine. : )
      The idea of not giving back for using the Burst is most DMs, from what I'm aware of, will allow you to use a basic attack and a non-spell ability with the Extra Attack feature, so long as the wording agrees with your plan of actions. Not every DM may allow that, though. So, once you get Extra Attack at 5th lvl and at 17th lvl, you can do 2d4 or 3d4 skill charges in a single turn to reduce the skill cooldown further, increasing the rate at which the elemental skills are used to further reduce the burst cooldown. Thus, I felt at the time, there's no further need to enhance the cooldown reduction on bursts by not giving another skill or burst charge for using a burst.

  • @AdamB_29
    @AdamB_29 6 дней назад +6

    I've considered something like this before. The way I got around the vision issue is by making visions a magic item that lets you convert the damage of your attacks into that damage type (pyro as fire, cryo as cold, electro as lightning, dendro as poison/acid (wasn't truly sure which so gave the choice), geo as bludgeoning, anemo as slashing and hydro as force).

  • @isabelleneckel1153
    @isabelleneckel1153 5 дней назад +5

    My take: a lot of custom classes with selectable paths.
    Classes like cleric have a lot of flexibility in the role they can play based on the player’s choice. I’d say make a similar class that has various subclasses for either the different elements or different combat roles. A shielder gets the ability to grant temp HP, a healer gets healing features, a DPS gets an elemental infusion and damage/to hit bonus, things like that. Stat specializations could also possibly work, with elemental mastery maybe depending on wisdom or something (as an example), so maybe once in the quickened state, the next dendro/electro attack adds the trigger character’s wisdom modifier (min +1).
    An example of what this may look like if I were to build, say, Yoimiya as a dnd character and what her custom “pyro vision-wielder” class would look like:
    Level 1: ranged weapon proficiencies. Produce Flame cantrip.
    Level 2: fighting style choice: archery.
    Level 3: choice of shield/heal/buff/dps spec: pick dps
    Subclass feature: proficiency bonus times per day, 1 minute pyro infusion state, add strength modifier to attack damage (even if already applied or ranged); subclass spell Burning Hands/Searing Smite
    Level 4: feat/ASI
    Level 5: subclass feature: extra attack; subclass spell Scorching Ray/Heat Metal
    Level 6: gain “energy points” equal to level, reset on short rest; can spend varying amounts for varying types of “burst”: single-hit damage, duration damage, self buff, self heal, self shield, team buff, team heal, team shield (temp HP)
    Level 7: subclass spell Fireball/Flame Arrows (stacks with infusion state from level 3)
    Level 8: feat/ASI
    And so on (not designing a whole class right now)
    Certain elements will favor certain stats, like I put strength in there as the “ATK” stat for pyro. Dendro might use wisdom as more of the “elemental mastery” stat. Hydro could use constitution, geo could use dexterity (close to DEF because it does AC things), electro could use intelligence for energy recharge. Anemo and cryo are a bit undefined and could go any direction.
    I think the hardest reactions to translate would be the AoE ones like bloom and superconduct. Especially bloom with the delayed/triggered explosion.
    Now I want to run a one-shot for my boyfriend or something with a system like this.

  • @inqy8339
    @inqy8339 5 дней назад +7

    Haha nice idea. I’d probably have used FATE core system for a TTRPG Genshin rather than D&D but watching people come up with creative solutions for adapting systems to other purposes is always fascinating to watch. Well done!

  • @woekittenvideos7534
    @woekittenvideos7534 5 дней назад +4

    I've mapped Genshin character lore onto dnd before (Shenhe as a celestial-pact warlock, for example) but I've never tried to merge the mechanics before. Very interesting ideas!

    • @VioletteSkys
      @VioletteSkys 4 дня назад

      My friend and I do a similar thing at our table for npcs. Though for shenhe, we went with ancestral guardian barbarian

  • @wintermatrix247
    @wintermatrix247 6 дней назад +4

    Yoo, it’s nice to see someone else’s take on genshin as a ttrpg. Personally, I started making my own ttrpg from scratch based on genshin, though it’s still in relatively early stages

  • @charterhold1469
    @charterhold1469 6 дней назад +6

    You should look up Open Legend, it's a very morphable TTRPG system that might be able to do what you're trying here as the system is completely classless and there is a system to make custom weapons and abilities, and the abilities you can get are a lot more customizeable.

  • @raphniamagna2567
    @raphniamagna2567 5 дней назад +3

    I feel like the weapon system can stay as-is because even if Genshin only has 5 weapon types there are a lot of weapons that correspond nicely to D&D's weapon types like how Navia's BiS is straight up a greataxe and a lot of characters like Lan Yan and Mika use weapons that don't neatly correspond to Genshin's weapon system. Like yeah Genshin only has 5 weapon types but there is a lot of flexibility in those weapon types and how characters use them.

  • @amari7782
    @amari7782 6 дней назад +2

    I think a 5e system that sounds very similar is Naruto 5e it’s a dnd 5e system that plays extremely close to this because it has a list of spells dedicated for each element
    Clans(races) that could easily be used as a means of giving players their visions and so on

  • @Herobeans
    @Herobeans 6 дней назад +10

    that's so interesting fr 😭👍

  • @Leafye64
    @Leafye64 5 дней назад +1

    I have been headcanoning genshin working in a D&D world, since i see so many parralels in the lore.

  • @RolandLory
    @RolandLory 5 дней назад

    had a long ass comment but youtube lagged and deleted all of it, so here's small version:
    1. Visions are legendary magic items, they have a pull of magic spells of only one element, but to use them you need "attunement by aspiration", and they just go on top of what character already can do.
    2. Same idea, seems most logical and efficient way
    3. At the start of a battle player announces what type of element they have "active" or "passive", and this changes only if they announce it at the start of their turn. Passive element can't trigger reactions and player who used it can decide to either apply new element to target, or nullify existing element without elemental reaction happening (for example to get rid of element from a party member). Active element always triggers elemental reactions but can never apply element on target, as to what reactions it triggers is for player to choose when they deal dmg.

  • @giat1141
    @giat1141 4 дня назад

    I like a lot of the ideas here, I am definetly going to incorporate them in my own game!
    For context, I already played a genshin-inspired D&D one-shot and from it, I had a lot of things to learn.
    Firstly, the game was set up to be weird because we had a limited amount of time to play it and this was also my first time DMing a proper campaign. So between trying to learn how to balance monsters and having to rush through the combat, it definitely felt unfinished.
    For the classes, I did everything just like you, keeping most of their core mechanics and only ever tweaking them slightly to match the backstories of the characters. But with the weapons, things started getting interesting for me.
    Each character gained their class' weapon proficiencies but upon reaching the actual equipment, their first weapon was replaced by a magical weapon that would represent their signature weapon. Example of this: a claymore could have their signature weapon be a magical greatsword that upon dealing crits, gives a big damage buff to them. OR the ability of the greatsword could make them crit on rolls of 18 and 19 as well as 20s!
    Aside from that, if the equipment of the character gave them other weapons such as daggers, javelines or rapiers, the character would still get them. But those weapons would be normal, meaning that the player is inclined to use their signature weapon more.
    Think of Kuki Shinobu: in her 4th basic attack she throws daggers, but she is a sword user.
    Or think of Wrio-the-weasley who is a catalyst fighting with gauntlets
    If a character is a catalyst, then their signature weapon will BY DEFAULT also apply the character's respective element to the enemy. Other signature weapons cannot do that. And the weapons that I counted as "fitting" for catalysts were war fans (homebrew, they do not exist in basegame), whips, gauntlets or any other weapon that cannot fall in the sword/polearm/claymore/bow categories.
    Now for my way of tackling the vision system! Each character started with a vision, as expected, unless their backstory said otherwise. For reference, I created an NPC with both Cryo and Pyro elements, but he was only able to use one at a time. If he wanted to use the other, he would have to spend his turn switching element.
    Next, I took the entire DND spellcasting system and butchered it into a fine soup. Each character started out with 2 cantrips (the elemental skill and elemental burst), that would be narratively homebrew-ed to fit the genshin flavor, but mechanically inspired from a pre-existing dnd spell of level 0, 1 or 2. Depending on the impact of the spell, that would determine how often the character would be able to cast it in a single combat. Example: a spell that behaves like Kazuha's skill would be able to be cast 1 every 2 turns in combat. But a spell Like Kirara's skill would be able to be cast once every 3 turns.
    Meanwhile, the bursts would be able to be cast only once per combat and they would, by default, be more powerful than the skills. Meaning that casting the burst in battle would have a big effect.
    Additionally, both spells would automatically apply the respective element to the enemy. If a spell was inspired from something that does not affect an enemy, such as healing hands, then the spell would apply the element to all creatures within a 5ft range of the casting character.
    Last thing is that as a feat, all characters gained "Minor Element Manipulation" that they could use to perform small things such as lighting a fire or putting one out. (this was a last-minute addition to the game, suggested by one of my players)
    The characters would not gain any other spells. But, with the remaining spell slots that they would have, they'd be able to cast Homebrew spells. Think of Amber's shield from the genshin Manga. They narrate what they want to do and me, as a dungeon master, would take inspiration from a pre-existing dnd spell and decide on the spot what damage it deals and what spell slot it will consume. This also comes with converting all elemental types of damage from spells to the element type of the character.
    My players didn't take advantage of this fact because they were all fresh to dnd and didn't know what more to do besides bonk, skill, bonk again so it is not tested at all.
    Lastly, for elemental reactions, I wrote a bulky list of every reaction and what it does, following the genshin elemental reactions table. But it is bulky and difficult to read so I need to re-work it into Google sheets to be more compact. Regardless, here it is:
    pyro+hydro: vaporise adds 2 extra dice to the damage roll and leaves the enemy nice and steamy
    pyro+electro: overloaded adds 1 extra dice to the damage roll and knocks characters back by 1 square
    pyro+cryo: Melt adds 2 extra dice to the damage roll and wets the enemy
    pyro+dendro: Burning adds 1 extra dice to the damage roll and adds the burning effect to the character, dealing 1d8 pyro damage for the next 3 rounds.
    hydro+electro: electro-charged adds 1 extra dice to the damage roll and interrupts the enemy's next action.
    hydro+cryo: frozen stunts the enemy. They cannot perform any actions while frozen. If they wish to break free, they must pass a strength check. All actions taken against the character have advantage
    Attacking with Geo or a claymore will cause the shatter effect to take place, doubling the damage of that attack.
    However, pyro will cause the melt reaction.
    hydro+dendro: bloom it will create dendro cores on the battle field that will explode after 1 round, dealing dendro damage to all characters within a 5ft radius of them, dealing 2 d8 damage.
    Adding pyro will cause burgeon and explode the dendro cores, dealing 4d8 damage.
    Adding electro will cause hyperbloom and do the same thing, just with a different element
    electro+cryo: superconduct adds 3 extra dice to the damage roll and gives the prone status
    anemo+pyro/hydro/electro/cryo: swirl adds 2 extra dice to the damage roll and keeps targeted characters stuck in place for a round.
    pyro/hydro/electro/cryo+geo: crystallize creates an elemental shard on the floor based on the amount of damage the attack dealt. Upon being picked up (walked into) a shield will form around the character, able to absorb damage equal to the one contained in the shard. A Shard will exist on the battlefield for 3 rounds before disappearing
    One major issue we had with elemental reactions in the way they are written like this is that if a character applied elements through a spell that didn't deal damage, I would become dumbfounded because all reactions are written as "adds 2 extra dice/ adds 1 extra dice" rather than "adds a 1d4 to damage/ adds1d8"
    This was how my game was structured. It had a lot of flaws that I either fixed on the spot or left for later to deal with (such as elemental reactions being weird)
    The hardest part of it all was picking monsters, because the story of the game was 100% written by me and so were the encounters, so I just pulled random monsters from the monster manual that seemed to match the enemies from genshin. Then to decide their placement in the story, I followed one of genshin's roads through sumeru and wrote the encounters like that.
    Example: the road has 4 hilichurls so I added an encounter of 4 goblins. BUT goblins are weak so the very first one was 1-shot by the first player in a surprise attack. So I had to increase the lives of the other 3 goblins to around 40HP. That lead to the encounter taking well over 2 hours to finish ^ ^;
    One issue that I took with DND classes was that wizards are very fragile. So when I threw at the party a primal construct (that was a dnd GOLEM and way too strong for the party), the wizard nearly died, reaching 3 HP or less at many points. They were supposed to be healer but instead of healing the party, they were mostly healing themselves so that they wouldn't be one-shot in the next round. Other party members also took big chunks of damage, but those only ever took out half of their HP so they were still able to battle efficiently. Meanwhile, each hit on the wizard nearly killed them.
    This is in contrast to genshin's healers, who most have a lot of HP because their abilities scale off of that. But even when they scale off of something else, they're still harder to kill compared to DPS characters that are typically frail and require supports to not die.
    This leads into my second issue with dnd that it doesn't have many defined healing classes. It has cleric, but not everyone wants to be a healer dedicated to their god. My players preferred to pick other classes to gain their abilities then choose healing spells for their Skills and Bursts to become healers.
    This description was very long, maybe I will make it into a yt video myself detailing everything with visual examples. But heavy emphasis on maybe. Still, if I do make one, I want to mention this video at the beginning as being my inspiration of sharing my own campaign's creation

  • @Luischocolatier
    @Luischocolatier 5 дней назад

    This is a bit of a self-promo but I'm actually designing a TTRPG system inspired by Genshin Impact! Player characters have three attributes, each one defining a different aspect of the character's abilities. They're Class (the way they attack and what weapons they use), Role (if they're DPS, buffer, crowd control, healer...), and of course their element. Furthermore, I've expanded them to have 8 different types for each attribute, so there's a total of 512 possible combinations for characters!

  • @levelupcastgaming
    @levelupcastgaming 4 дня назад

    I think Elemental Gauge theory would work in DnD setting and help with your current system. Like one spell can apply X unit of A element. for example, you have Hydro, Electro, and Dendro team.
    Hydro character has 3 spells that apply 1, 2 and 4 units of Hydro.
    Elctro character has 2 spell that apply 2 and 3 units of Electro.
    Dendro character has 2 spell that apply 2, 5 units of Dendro.
    Hydro uses spell that applies 4 units on an enemy, then Electro uses spell that applies 2 units, and since the enemy already has 4 units of Hydro, the Electo spell consume 2 units of Hydro, and now the enemy is electrocharged reaction but still has 2 units of Hydro on them. Now, the Dendro character can either use spell that applies 2 or 5 unit of Dendro. If they use the one that applies 2 units, it will consume all the Hydro or any element left on the enemy and trigger bloom reaction, but if they use the one that applies 5 units, then it will also trigger Bloom but the enemy will has Dendro 3 units on them instead.
    The amount of unit element applies could tied with level of the spell and class of your character influences the amount of elemental unit applied. Moreover the amount that the spell consume the AURA (base) element could have some effect like the more your spell consume element it has more powerful damage or effect etc.

  • @jamesreese4170
    @jamesreese4170 4 дня назад

    It would basically be a full rewrite with the only things that doesn’t change is the mechanics and a modified character creation. You could apply visions in 2 ways. 1. Like race/class bonuses instead you would have vision bonuses. Anemo for instance woul give + to Dexterity and Charisma. Geo would give + to Constitution and wisdom. Dendro + in Wisdom and Intelligence. Pyro + in strength and Constitution. Hydro + in Dexterity and Wisom. Electro + in Intelligence and charisma. Cryo + in Constitution and Dexterity. Then each vision wouid have unique feats that correspond with some of the passives and skills from the game.
    As for elements you can simply add extra element damage when the player uses a bonus action to "charge" their weapon. The next use will add elemental damage. Yes give each player some spells but apply them like bursts. Give them a cool down. You get 1 spell for every 3 rounds of action unless you are a normal caster. Just some thoughts off the top of my head.

  • @rao9574
    @rao9574 5 дней назад +2

    Class are simple - Natlan = infantry, flying unit, floating unit, magicians, craftsmen, scout, other stuff TCG XD

  • @pavelcastillo9513
    @pavelcastillo9513 5 дней назад

    I feel like homebrewing those background that go evolving would make sense.
    Forcing a bonus action that enables spellcasting and MAY change your damage type to the one you choose. That bc it wouldn't surprise me if ppl would want to roleplay some visionless character (I would do so). But you can still flavor the stuff like, passing some slime through your weapon to get elemental DMG like hilichurls do.
    Giving each element choose an spell-list to cast x times for free, so martials can also flavor some stuff
    Etc, etc

  • @nolifezombie
    @nolifezombie 6 дней назад +2

    I Really love this video you made, it's brilliant

  • @AngelBolt
    @AngelBolt 5 дней назад +1

    Now i'm thinking of fun ways to adapt it myself! I'm a fan of the versatility of 2d6 systems like Powered vy the Apocalypse, where mechanics rely more on the narrative side of things than numbers. I wonder if a possible solution foe initiative and turn order may come from HSR- using something like a speed or agreed-upon order to get a team to coordinate. Plus, you could even homebrew custom reactions like Fridge/cryo and dendro, causing an opponent to slow down in the order. Apply Hydro and they get a dot hypothermia debuff, or fire, and get freezerburn. Geo and anemo making a sandstorm to blind and reduce accuracy. You could get some interesting weapon combos too, that make you want to coordinate more with your team.

  • @mossblomma
    @mossblomma 3 дня назад

    Combat against multiple units is gonna make the reaction system a nightmare, my fix, although it's not "visually" perfect: when you attack you get a charge stack of your element as a resource, you can then use that element in a reaction to buff another characters attack, they don't get an element counter to use if they get buffed - cryo user attacks first and now has a cryo charge ready to give, electro user attacks, cryo user does not buff them so they get a charge as well, pyro user attacks, cryo user buffs them so they now melt when they attack and does not get a charge.

  • @ashaide
    @ashaide 5 дней назад +1

    There are a ton of other tabletop RPG systems that can easily allow you to simulate ANY of the Hoyoverse games.

  • @narizniakgiannisgiorgosmaranti
    @narizniakgiannisgiorgosmaranti 3 дня назад

    ... It's amusing. I already made a genshin impact campaign in dnd. And ye. And ye it's all homebrew. But until now my players are just fine. The story contains everything until the last update of genshin. And I also added some of the trailers in my campaign story. Like the fight with the primordial kraken.

  • @jokherifelix
    @jokherifelix 5 дней назад

    this is a great idea, i will take this idea and if i can put some idea in it, character can have vision base on backstory, and some backstory or acivement can do as consilation for buff the character (sorry for my english not my first language)

  • @azomy2940
    @azomy2940 5 дней назад

    a couple other ideas for how to deal with the reaction system is that you could take either the dalay action from PF2e or the initiative system from fabula ultima
    the delay action lets you, at the start of your turn, take your turn out of the turn order temporarily and jump in between others' turns to then take your actions, but your new place in the turnorder s stuck there unless you delay again
    or in fabula ultima, as long as it's the party's turn, any character in the party can choose to do their actions

  • @aldrich_leon8547
    @aldrich_leon8547 6 дней назад

    9:01 problem in a nutshell
    DM: roll initiative
    Party turn lineup:
    Anemo teafling rouge
    Geo sorcerer
    Dendro paladin
    Cryo bard
    Pyro artificer
    If its a normal genshin battle, you apply cryo, swirl and crytalize it ao cryo is min mamxed on buffs, apply dendro and pyro for burn, then cryo can conosstentky do reverse melt, but for my hypothetical combat scenario with turns,
    Ah yes anemo not swirling anything, geo being yellow physical, and dendro and cryo fighting for who's honna react to pyro. Fkin melt-burn instead of burnmelt lmao.

    • @gbyt034
      @gbyt034 4 дня назад

      for this example a solution could be
      anemo(waits)
      geo(waits)
      dendro(waits)
      cryo(applies cryo)
      (anemo swirl+reapply cryo)
      (geo crystallise+remove cryo)
      (dendro applies dendro)
      pyro(applies pyro + burning)
      cryo(burnmelt)
      the ability to wait for another member's action allows for the reaction system to have a similar level of control as actual genshin has

    • @aldrich_leon8547
      @aldrich_leon8547 4 дня назад

      @gbyt034 but wouldnt alowing to "wait" for that turn devalues the initiative setup and the order of party?
      A better idea is to get more creative on wordplay on how elememts can interact with the world.
      Remember, any element can react with the outside world in any shape or form. If the party ever so has a torch, or any source of water, they an easily use their turn on them, triggering swirl. And just like that enemies are now wet. Geo can crystalize them. Then its dendro's turn to proc bloom. And cryo frezes them, for an aoe pyro attack to trigger forward melt, and simultaneously burgeon

    • @gbyt034
      @gbyt034 4 дня назад

      @ the act of waiting would still have downsides. elemental auras would decay, enemies could act and prevent an action from occurring(the turns count both initially and on the action if waiting occurs), and the action order would change if a character is staggered.
      maybe waiting could make an attack weaker depending on how long the wait is.
      i think this could allow a good amount of freedom without devaluing initiative too much

  • @BestgirlJordanfish
    @BestgirlJordanfish 3 дня назад +1

    Yeah I just wouldn't use D&D for it. Weirdly enough, critical role's new Daggerheart system would hit pretty well.
    But ooh some fun cooking here

  • @Null-0mni
    @Null-0mni 5 дней назад

    omg i lowkey thought i was the only one doing this. im literally trying to create a d&d smt/persona and a d&d smash ultimate 😭😭

  • @blazinasian1649
    @blazinasian1649 4 дня назад

    If you ever make this a real dnd campaign, you have to stream this!

  • @strawberryj5321
    @strawberryj5321 3 дня назад

    Seems fun! I actually made one of my D&D backup characters based on Neuvillette. Interesting idea :D

  • @caffeinegg
    @caffeinegg 5 дней назад

    I clicked on this video way to quickly. I'd be so down for a Genshin tabletop

  • @eldritch3465
    @eldritch3465 5 дней назад

    Love vid, inspired me to try my own take on a genshin ttrpg

  • @smippycis6285
    @smippycis6285 3 дня назад

    I already made a basic elemental system for reactions that follows more inline with the Genshin system. It's actually really bad to enable stacked elements like that, adds too much counting. You can easily just have the players reduce their initiative to set up a more favore-able lineup (cannot increase initiative back). How I ran it is that reactions deal a number of damage dice (size based on reaction) x Proficiency Bonus. E.g. if Vaporize is d12, lvl 5 +3 PB so additional 3d12 damage, then Electro charged would be d6 but for every d6 with the same value it bounces damage to closest target within range. Freeze is a d4 but requires a CON save (DC = 8 + 2xPB) (why CON? simulates bosses in Genshin being resistant to freeze).

    • @smippycis6285
      @smippycis6285 3 дня назад

      A fun simplification if you want to make it truly closer to genshin is that everyone is a Paladin. You have attacks (cantrips or normal attacks) and then you have low level spells (elemental skill) and then channel divinity (elemental burst). Then you can just pick and choose your favorites from DND or transfer one over. For burst you may even switch CD for like a 1/rest lvl 4/5 spell. But the issue becomes when you get to higher levels it breaks since Genshin character's is simple but stronger) vs DND high level is complex (lots of features rather than a few features that deal a lot of damage).

  • @Ven_notsif
    @Ven_notsif 6 дней назад +1

    This sounds sooo fun I wanna play it so bad

  • @mkl_dvd
    @mkl_dvd 6 дней назад +1

    TBH, I think D&D is a poor system for trying to adapt into a different setting. A lot of the mechanics (like the classes) have lore built in.
    The system I would recommend looking into is Fantasy AGE 2E. The classes are a lot more modular for easy customization, weapons are already divided into groups like swords and polearms, and spellcasters can choose from 19 arcana including air, cold, earth, fire, lightning, water, and wood. All classes can take a specialization (feat) to learn one arcana, but mages get to pick 2. In a Genshin campaign, you could require each character to have exactly 1 "elemental" arcana with mages can pick a complementary one like enchantment, healing, or protection.

  • @Chareddragon
    @Chareddragon 5 дней назад

    I think we can loosen the weapon rules as several newer characters have weapons outside the basic weapons available. So we could add guns, crossbows, and fists.
    I feel that the developers began to become annoyed by the game’s weapon limitations.

  • @vegmendz
    @vegmendz 3 дня назад

    I asked for it, It's me, I'm the demons on your head

  • @JustACowThatMoos
    @JustACowThatMoos 3 дня назад

    And right when I’m writing a dnd campaign wow

  • @IAMMEEP
    @IAMMEEP 4 дня назад

    Aren't visions a lil warlocky? Cause they grant magic abilities to people via a diety or Celestia

  • @jamesreese4170
    @jamesreese4170 4 дня назад

    There is a video out there of a group of friends who tried this. I only saw part 1 so not sure if they continued or not.

    • @jamesreese4170
      @jamesreese4170 4 дня назад

      It was In Layla we Trust. So far just session 0 is available.

  • @Jejo-bz1qp
    @Jejo-bz1qp 6 дней назад

    OMG I wanted to do this too

  • @justplay5016
    @justplay5016 4 дня назад

    Aster. Can you cover WuWa lore?

  • @kotarouinugami1745
    @kotarouinugami1745 2 дня назад

    I don't think DnD and its clones are a good fit for Genshin Impact. I would rather use something more flexible, like GURPS. Then again, I use GURPS for everything.
    But if we're talking DnD, I think it makes sense to ask everybody playing as Vision-holders to take gish classes like paladins, or to take a few levels in Sorcerer, or take their class's spellcasting option on level 3 (I remember fighters and thieves get that). Maybe have Catalyst-users have all their levels in Sorcerer. Having huge spell lists of Wizards and Clerics just doesn't feel right in in Genshin. Although I suppose somebody like Alice might well be a wizard.
    About weapons, I don't think you need to restrict characters to specific weapon classes. This is a gameplay mechanic in Genshin, but it's not reflected anywhere in the lore. In fact, we even had a video where Ganyu showed off her skill with all weapons, before Cloud Retainer said that a modern heroine doesn't need weapons, just gusto. And in gameplay, a number of characters do use alternate weapons. Raiden Shogun can switch between a spear and a sword, a number of characters add pistol or crossbow shots to their normal attack chains and so on. In actual gameplay, the players will probably restrict themselves to their favorite weapons anyway.
    The problem with catalysts is, weapon-users can get stronger by spending money or finding treasure. So catalysts should instead be things that amplify the spellcaster's prowess. Like a number of artifacts that exist in D&D.
    When I tried to offer Genshin's elemental system to fellow tRPG players, the problem was, they found it too complicated. If all your players are also Genshin players, it shouldn't be a problem, but if some of them aren't, they will probably feel daunted by the complexity. It may be worth it to simplify the system to something like "every reaction makes a small explosion". But it also feels like it would be too boring. I have a hard time finding a good balance.

  • @rufavulpes
    @rufavulpes 3 дня назад

    okay but can you make Hydro Claymore real

  • @stasiunkucing
    @stasiunkucing 4 дня назад

    this also related for genshin dnd.
    ruclips.net/video/On8zZJ_hLOQ/видео.htmlsi=rkv0GEdrMMcwlu5O

  • @aerissai8341
    @aerissai8341 4 дня назад

    Can u?

  • @epicazeroth
    @epicazeroth 6 дней назад +1

    Maybe but you probably shouldn't. No hate but guys please play other games.

    • @ChillwithAster
      @ChillwithAster  5 дней назад +2

      Well yeah but some ppl just like mixing stuff in dnd because dnd is usually a blank canvas for hombrew things

    • @pgheartemoji5320
      @pgheartemoji5320 5 дней назад

      @ChillwithAster I understand where you're coming from, but it really isn't. There's a huge difference between making new monsters or magical items and creating new systems whole cloth (the latter being an impressive feat that you should give yourself more credit for!). D&D is a fully fleshed out game that, through its rules and the fundamental principles behind them, has opinions on how it should be played and how combat works, which is why it's so hard to figure out how to fit the principles of genshin combat into it - they're different principles. If you're wrestling those rules into submission to make it possible to play, then you may have more fun either finding a game that already supports the type of gameplay you're looking for (seeing lots of suggestions in the comments already!) or making one yourself. I know WotC is leaning their marketing *hard* into the idea that d&d can be and do anything so they can sell more books, but that's doesn't make it true.

    • @Corviidei
      @Corviidei 3 дня назад

      Weird superiority complex to have when we’re all literally just playing video games 🤷🏻

  • @t4tbisexual
    @t4tbisexual 4 дня назад

    aster omggg crazy seeing this video ive been trying to write a modern au fanfic where the characters play dnd 😭😭 i think quite a few genshin players probably atleast watch like dimension 20 or smn (like me haha)

    • @t4tbisexual
      @t4tbisexual 4 дня назад

      i do think the people reccing other trrpgs are also on the right track, there are probably much more compatible ttrpgs than trying to force a dnd reskin for genshin; you could probably also do it as maybe a card game centred around the characters (which would be in line with genshin as it is) rather than trying to fit into a dnd class system