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Can I get your opinion on the Race I created
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<blockquote data-quote="Arkhandus" data-source="post: 6123904" data-attributes="member: 13966"><p>I agree with much of what has already been said, but there are a few things I ought to point out.</p><p></p><p>The class restrictions seem unusual, though I can understand there being cultural reasons why the Mae'ti would never become barbarians, fighters, or wizards; that just shouldn't necessarily apply to those who may have left their homeland and lived among other races. Also, inability to become sorcerers would only stem from a lack of magical talent (or any interbreeding in previous generations with celestials, fey, fiends, genies, polymorphed dragons, doppelgangers, etc., which while possible seems slightly unlikely given their closeness to nature; one would think some dryad, nymph, or other fey creature might have taken a fancy to one of their kind at some point). Even dwarves in 3.x D&D are assumed to have the potential for becoming sorcerers (though unlikely and rare of course). Also, it should be noted that you still allow Mae'ti to become monks and rogues, who are capable of significant violence as well (Sneak Attack, Flurry of Blows, Quivering Palm, etc.), though these classes are more focused on skill-use and scouting or the like. As others have said, Clerics do not need to worship a deity unless specified in the campaign setting itself. Just as Druids and Paladins do not need a patron deity, they draw their power from nature itself or the essence of cosmic good, a Cleric can derive power from simple philosophy and faith in a particular concept or force (like nature, spirits, or ancestor veneration). Of course, it's fine if a particular setting doesn't use that option for Clerics, but it is a possibility in the core rules.</p><p></p><p>What little has been presented of the Mae'ti culture and personalities seems oriented towards lawful neutral or neutral good tendencies, not chaotic neutral (as that's concerned with freedom and letting folks do what they want, whereas lawful neutral is mostly about disciplined behavior, respecting tradition or laws, and general unity, while neutral good is all about peace and respecting life, preferring mercy and mediation of disputes rather than violence).</p><p></p><p>Language-wise, I don't see how Maetin could be close to both Dwarven and Orcish........the only thing those languages share is the Dwarven alphabet and numerals, because Orcs were too lazy to bother making their own writing system and just stole the dwarves'. The words and grammar are probably very different, just as English and French are very different despite using the same basic alphabet. Also, I don't see how the Mae'ti's peaceful nature would save them from the ravages of Orcish raids and opportunism; a peaceful race would be the perfect victims of Orcs looking for plunder, slaves, and such. Even with the Mae'ti putting little value in precious metals and jewelry, Orcs would still love to steal their food and other goods rather than bother farming and foraging and crafting for themselves. If you specify some kind of trade agreements between the Mae'ti and Orcs (which would be largely one-sided, with Mae'ti sending goods to the Orcs in return for probably relatively little money/materials), as a way of keeping the Orcs placated and leaving them alone (basically as the ancient Romans used to demand expensive tribute from enemies as a sort of forced bribe to keep the Romans from invading and slaughtering or oppressing them), that would make more sense. Or if the Mae'ti's homeland had some kind of magical wards protecting them from orcish invasion, that would also work, but wouldn't explain why they know how to speak Orcish.</p><p></p><p>Though it's a slight problem among existing D&D races, I think the Mae'ti look a bit too much like elves for a distinct race, unless they're just an elven subrace. Sure their hair is blue and their eyes aren't always green, and the shape of their face might be more humanlike or half-elven, but that's all they got to distinguish themselves from elves. I would just suggest adding one other distinguishing trait that isn't purely coloration; maybe they're noticeably hairier than elves or some strange skin-patterns or perhaps their eyes just have no distinct pupils or iris (just one pure color for the entire eye), if nothing else.</p><p></p><p>Stat-wise, the race is a bit too strong with their combination of darkvision, skill bonuses, an extra feat, and ability score bonuses, though the penalty on saving throws against spells at least roughly balances out the darkvision and bonus feat. I don't see why they have a bonus on Intimidate checks, unless they're just superbly persuasive (in which case they ought to have a Charisma bonus and a Bluff bonus as well). This is assuming the race is meant for D&D; in Pathfinder the race is probably OK stat-wise, given the Pathfinder conventions for racial stats. The saving throw penalty is a notable drawback but easily tempered by a few feats, good Dex/Con/Wis, or certain class choices (like Monk, and even Clerics or Druids have two strong saves that would mitigate the severity of that penalty; just take Lightning Reflexes at some point and it won't be a problem; and that's just core-rules stuff). If used in D&D, removing most of the skill bonuses or removing the darkvision or removing one of the ability score bonuses would balance out the race sufficiently, any one of those would do.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 6123904, member: 13966"] I agree with much of what has already been said, but there are a few things I ought to point out. The class restrictions seem unusual, though I can understand there being cultural reasons why the Mae'ti would never become barbarians, fighters, or wizards; that just shouldn't necessarily apply to those who may have left their homeland and lived among other races. Also, inability to become sorcerers would only stem from a lack of magical talent (or any interbreeding in previous generations with celestials, fey, fiends, genies, polymorphed dragons, doppelgangers, etc., which while possible seems slightly unlikely given their closeness to nature; one would think some dryad, nymph, or other fey creature might have taken a fancy to one of their kind at some point). Even dwarves in 3.x D&D are assumed to have the potential for becoming sorcerers (though unlikely and rare of course). Also, it should be noted that you still allow Mae'ti to become monks and rogues, who are capable of significant violence as well (Sneak Attack, Flurry of Blows, Quivering Palm, etc.), though these classes are more focused on skill-use and scouting or the like. As others have said, Clerics do not need to worship a deity unless specified in the campaign setting itself. Just as Druids and Paladins do not need a patron deity, they draw their power from nature itself or the essence of cosmic good, a Cleric can derive power from simple philosophy and faith in a particular concept or force (like nature, spirits, or ancestor veneration). Of course, it's fine if a particular setting doesn't use that option for Clerics, but it is a possibility in the core rules. What little has been presented of the Mae'ti culture and personalities seems oriented towards lawful neutral or neutral good tendencies, not chaotic neutral (as that's concerned with freedom and letting folks do what they want, whereas lawful neutral is mostly about disciplined behavior, respecting tradition or laws, and general unity, while neutral good is all about peace and respecting life, preferring mercy and mediation of disputes rather than violence). Language-wise, I don't see how Maetin could be close to both Dwarven and Orcish........the only thing those languages share is the Dwarven alphabet and numerals, because Orcs were too lazy to bother making their own writing system and just stole the dwarves'. The words and grammar are probably very different, just as English and French are very different despite using the same basic alphabet. Also, I don't see how the Mae'ti's peaceful nature would save them from the ravages of Orcish raids and opportunism; a peaceful race would be the perfect victims of Orcs looking for plunder, slaves, and such. Even with the Mae'ti putting little value in precious metals and jewelry, Orcs would still love to steal their food and other goods rather than bother farming and foraging and crafting for themselves. If you specify some kind of trade agreements between the Mae'ti and Orcs (which would be largely one-sided, with Mae'ti sending goods to the Orcs in return for probably relatively little money/materials), as a way of keeping the Orcs placated and leaving them alone (basically as the ancient Romans used to demand expensive tribute from enemies as a sort of forced bribe to keep the Romans from invading and slaughtering or oppressing them), that would make more sense. Or if the Mae'ti's homeland had some kind of magical wards protecting them from orcish invasion, that would also work, but wouldn't explain why they know how to speak Orcish. Though it's a slight problem among existing D&D races, I think the Mae'ti look a bit too much like elves for a distinct race, unless they're just an elven subrace. Sure their hair is blue and their eyes aren't always green, and the shape of their face might be more humanlike or half-elven, but that's all they got to distinguish themselves from elves. I would just suggest adding one other distinguishing trait that isn't purely coloration; maybe they're noticeably hairier than elves or some strange skin-patterns or perhaps their eyes just have no distinct pupils or iris (just one pure color for the entire eye), if nothing else. Stat-wise, the race is a bit too strong with their combination of darkvision, skill bonuses, an extra feat, and ability score bonuses, though the penalty on saving throws against spells at least roughly balances out the darkvision and bonus feat. I don't see why they have a bonus on Intimidate checks, unless they're just superbly persuasive (in which case they ought to have a Charisma bonus and a Bluff bonus as well). This is assuming the race is meant for D&D; in Pathfinder the race is probably OK stat-wise, given the Pathfinder conventions for racial stats. The saving throw penalty is a notable drawback but easily tempered by a few feats, good Dex/Con/Wis, or certain class choices (like Monk, and even Clerics or Druids have two strong saves that would mitigate the severity of that penalty; just take Lightning Reflexes at some point and it won't be a problem; and that's just core-rules stuff). If used in D&D, removing most of the skill bonuses or removing the darkvision or removing one of the ability score bonuses would balance out the race sufficiently, any one of those would do. [/QUOTE]
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