<blockquote><div><cite>Razgriz wrote:</cite><br/>Mh, well the primary issue for converting from 3.5/PF to 5e is that the former is very feat-heavy, whereas 5e is class-heavy. Lacking a CMD/CMB, you need to adapt the rules to 5e grapple rules, then perhaps alter digestion damage, then look at social eating. So on so forth. It may be easiest to make a "sub-class" that you level alongside a normal class that gives you access to feats. Or, go the similar route of x feats per y levels.<br/><br/>Anyhow i'd be curious to see how it develops.<br/><br/>(maybe stupid) Thoughts: <br/>*As for digestion damage, seems pretty low? 3d8+3 at level 9, for example?<br/>*Small preds RIP <img alt=":(" src="./images/smilies/sad.gif" title="Sad"/><br/>*Wouldn't AC 20 stomach be terrible later game? Or vs Monks?<br/>*1/10th HP on stomach? Monks will be pretty OP vs preds lol<br/>*Seems very CON heavy.<br/><br/>Corrections?<br/>*For desperate struggle, do you mean "natural crit" or something?<br/>*most 5e feats give a stat bonus. Perhaps some more feat groups need it?<br/><br/>Additions:<br/><!-- m --><a class="postlink" href="https://www.dropbox.com/s/irzka2t2j2vin2b/VSRDv31.doc?dl=0">https://www.dropbox.com/s/irzka2t2j2vin ... 1.doc?dl=0</a><!-- m --><br/>check this out for some more ideas. Goo person, revival abilities, digestion damage, full-tour, so on. I know your tastes are endo, but perhaps you could continue your work and make a VSRD everyone can enjoy?<br/><br/>I'm liking it so far.</div></blockquote><br/><br/>Firstly, thank you for your feedback! I'm currently playtesting the VSRD a bit once a week and it has a good bit of polishing up that could be done.<br/><br/>As far as feats go, I'm leaning more toward leaving that open to the DM running the game. I like the way the game feels without any additional feats given, but I can see the appeal in a vore-centric game allowing extra feats for everyone chosen from the vore-based selections.<br/><br/>I'm looking into altering some of the numbers, but it is a tricky thing to balance.<br/><br/>To address your (perfectly reasonable) thoughts:<br/>- Digestion damage currently scales to a total of 6d8 at level 20. Adjusting the rule so you gain an additional d8 per three levels would increase this total to 8d8 at level 18.<br/>- Small preds eating bigger prey is outside of my tastes, but I can come up with an optional rule for it.<br/>- As far as AC goes, you have to keep in mind that swallowed creatures have disadvantage on their attack rolls. On average, this equates to about a -5 on a D20 roll and this can be immensely painful for low-level characters on the wrong side of a set of jaws. A previous incarnation of the document used 15 + Con mod, but I found that it was way too high for low-level characters to survive: especially when combined with disadvantage. I am weighing other options to replace that system that will allow it to scale better. One possibility is changing the formula to 10 + proficiency bonus + Con mod, which can result in a total AC of 21 without magic items. Add disadvantage onto that and that becomes a pretty hard number to hit.<br/>- This is the biggest problem predators face currently. The way that the swallow whole ability is designed for most monsters is that they have to make a Con save after taking 1/10th of their health in damage. The DC of this save equals 10 + Con mod, which means that it is always a 50/50 unless they have proficiency in the save. Considering that most monsters with this ability have a huge pile of hit points, this works alright for them. A better way of doing this might be to link it off of the character's proficiency bonus. Perhaps the bonus multiplied by 5?<br/>- When I look at the way monsters' swallow whole abilities work, they are based entirely off of Con. Thinking about it, that makes a good deal of sense considering what the stat represents. The system also places a whole bunch of emphasis on Strength and Dexterity thanks to Athletics and Acrobatics, respectively.<br/><br/>Your concerns:<br/>-  Roughly, I mean a natural roll on the dice: no modifiers. The feat doubles your chances at escape in that manner by allowing a natural roll of a 19 to count for the struggle action instead of only a 20.<br/>- I'm liking where the feats are at right now, but I also have some bias. Are there any that you thought were particularly weak that needed a stat-bonus to boost them? Most of the feats in the PHB don't give a bonus, but I am open to suggestions!<br/><br/>I'll give that document a look-over and see what I can adapt from it. That is a different version of the Pathfinder VSRD than I had access to.