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
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.
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/
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.
@@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.
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!
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!
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).
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.
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.
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.
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
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.
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.
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!
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
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
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.
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.
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.
I was thinking about how to make genshin as a ttrpg recently, too! The main concept I though was promising was having your class be based on weapon type, with subclasses and abilities based on affiliations, and then adding an element at the end. So like, Xingqiu would be the sword class, his affiliation would be Guhua Clan, and his ability would be "Rain Cutter" (his ult is already named after the guhua art lol). You could also do something like Polearm class, Millelith subclass, and the "Lithic Oath" ability. All kinds of possibilities lol For gameplay mechanics, I think you could always pull from the TCG rules we've already been given in-game, like having elemental energy as the main resource to manage.
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
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)
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!
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.
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.
@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.
The irony. When I'm in the middle of writing a Genshin DND one-shot for my table. 🤣🤣Aster, you seem to always provide!!!
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
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.
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/
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.
@@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.
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!
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!
that's so interesting fr 😭👍
FR
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).
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.
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.
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.
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
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.
Class are simple - Natlan = infantry, flying unit, floating unit, magicians, craftsmen, scout, other stuff TCG XD
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.
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!
I Really love this video you made, it's brilliant
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
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
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.
I have been headcanoning genshin working in a D&D world, since i see so many parralels in the lore.
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.
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.
I was thinking about how to make genshin as a ttrpg recently, too! The main concept I though was promising was having your class be based on weapon type, with subclasses and abilities based on affiliations, and then adding an element at the end. So like, Xingqiu would be the sword class, his affiliation would be Guhua Clan, and his ability would be "Rain Cutter" (his ult is already named after the guhua art lol). You could also do something like Polearm class, Millelith subclass, and the "Lithic Oath" ability. All kinds of possibilities lol
For gameplay mechanics, I think you could always pull from the TCG rules we've already been given in-game, like having elemental energy as the main resource to manage.
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
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)
Love vid, inspired me to try my own take on a genshin ttrpg
There are a ton of other tabletop RPG systems that can easily allow you to simulate ANY of the Hoyoverse games.
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!
This sounds sooo fun I wanna play it so bad
I clicked on this video way to quickly. I'd be so down for a Genshin tabletop
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 😭😭
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.
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.
Aster. Can you cover WuWa lore?
OMG I wanted to do this too
this also related for genshin dnd.
ua-cam.com/video/On8zZJ_hLOQ/v-deo.htmlsi=rkv0GEdrMMcwlu5O
Can u?
Maybe but you probably shouldn't. No hate but guys please play other games.
Well yeah but some ppl just like mixing stuff in dnd because dnd is usually a blank canvas for hombrew things
@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.