D&D 5E Zards Ban List?

I don't quite understand the "Tieflings are too evil to be pirates" rationale. Pirates seem to be pretty evil already. What is it about Tieflings that makes them too evil for a life of pillaging and plunder?

Well I don't think I'll bother banning them they just won't have a major nation. I don't think anyone will pick one anyway.

After tonight's session plan was to fast forward my next campaign. Original plan was to go to level 12 wrap it up around 8 or 9 is the new plan.


FLGS is closing down just found out today. Think the failout if a groups disintegration was a contributing factor.

Other place charges $50 table rental vs $10.
 

log in or register to remove this ad

I don't quite understand the "Tieflings are too evil to be pirates" rationale. Pirates seem to be pretty evil already. What is it about Tieflings that makes them too evil for a life of pillaging and plunder?
Yeah, a very odd idea, considering there is no reason a tiefling can't be lawful good, whereas your typical pirate is at best chaotic neutral.
 


I don't quite understand the "Tieflings are too evil to be pirates" rationale. Pirates seem to be pretty evil already. What is it about Tieflings that makes them too evil for a life of pillaging and plunder?

Given the rapine, murder, and general atrocities that is piracy throughout the ages, it is difficult to imagine anyone or thing 'too evil' to be a pirate.
 


Sounds good. I would like to add that, imho, the "swingyness" of SS & GWM is only part of the reason they are considered problematic. Since the PC can choose when to employ the feat, they can choose to do so only in situations where the penalty is mitigated or inconsequential, while reaping the rewards of of the bonus.
In general, it can be problematic to offer a substantial bonus at the cost of a penalty as players will try to "game it" such that penalty reduced in effectiveness or consequence to reap the bonus. I have seen some suggest getting rid of the penalty on both feats an only offering the bonus damage on crits, thus taking it out of the players hands. I have not seen such a modification in play though.
 

I have seen some suggest getting rid of the penalty on both feats an only offering the bonus damage on crits, thus taking it out of the players hands.

Interesting idea.

My house rule on crits is to do max damage on the 1st die and roll any after that. I don't think I'd want to combine that with adding the +10 from SS/GWM.
 

Remove ads

Top