TwoSix
Everyone's literal second-favorite poster
Yea, that's probably better than the way I was thinking of where horse-human hybrids came from.Well, sure. How else do you think you get baby centaurs?
Yea, that's probably better than the way I was thinking of where horse-human hybrids came from.Well, sure. How else do you think you get baby centaurs?
The Dawn Treader has a minotaur crewmember.
Personally I think it would be better to classify these things as not monk weapons, rationalizing that Minotaurs have no monastic tradition, so any Mino-Monk must rediscover the technique of using her horns effectively (and will do so at level 17).Monks, for a start.
Yes. Are you answering me?You're asking us?
Sure, but we don't need to go that far. As a d10 weapon, it would still not outpace greataxes (and would probably not qualify as a greatweapon at all).Personally I don't think that giving a weapon superior to even martial weapons as a racial ability is going to "break the game". Its powerful, and unbalancing, but you need to go quite a bit further to be able to consider 5e "broken".
D10 is better than any one-handed weapon, and horns leave hands free for using a shield and/or spell focus.Sure, but we don't need to go that far. As a d10 weapon, it would still not outpace greataxes (and would probably not qualify as a greatweapon at all).
Makes sense. I was thinking a flat 2d6 damage on the charge-type action, but charger feat is probably a better way of implementing that.Personally, I would probably have said simply this, and be done with it:
Horns. Your horns are natural melee weapons, with which you’re proficient. When you hit with
them, the target takes piercing damage equal to 1d6 + your Strength modifier.
Natural Charger. You gain Charger as a bonus feat for use with your horns only.
This doesn't make the horns themselves any better, but at least you gain the full Charger benefits (the UA benefits magnified for when you can move 10 ft in a straight line).
Absolutely true.D10 is better than any one-handed weapon, and horns leave hands free for using a shield and/or spell focus.
Personally I think it would be better to classify these things as not monk weapons, rationalizing that Minotaurs have no monastic tradition, so any Mino-Monk must rediscover the technique of using her horns effectively (and will do so at level 17).
There are problems with these presentations.
First, just make centaurs Large. Large gives you both advantages and disadvantages. And just like other races...that's okay! Some races take penalties in outdoor adventures (sunlight sensitivity). Why is it a problem if others take penalties in indoor adventures? And the advantages are not a big thing--centaurs don't have increased reach, and being able to be surrounded by extra creatures is usually more of a detriment than a benefit. The way to de-nerf them is to give them better abilities, like unlimited charges.
Volo's guide felt it was better to try to properly represent the race, than to twist it to absurdity to a higher level of balance. That's what they need to do for such an oddball PC race. If I want to play a centaur, I want to play an actual centaur.
Second, given that they don't update via errata, it is entirely inappropriate to give new races multiple creature types, because they aren't going to apply that feature to the core race of elves (which of all races, most deserves two types). Just make centaurs monstrosities. These minotaurs are of course not the same species as the MM ones, and can just be humanoids.