3.5 Dwarves

Uruush

First Post
Can someone please direct me to information about rules changes to Dwarves for 3.5? I followed the 3.5 link from the homepage here and couldn't find much information.

Was there a thread on this sometime ago?
 

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Here is my list from the compiled 3.5 thread in General RPG Discussion.

Dwarves get a +4 stability bonus against being bull-rushed or tripped. Their speed is not reduced while wearing medium/heavy armor or carrying a medium/heavy load (20 ft.). They have weapon familiarity with the dwarven waraxe and the dwarven urgrosh.
 



as much as i love playing dwarves, i hope they remove something or give some sort of penalty to balance these new abilities.
 

Dr. Zoom said:
Here is my list from the compiled 3.5 thread in General RPG Discussion.

Dwarves get a +4 stability bonus against being bull-rushed or tripped. Their speed is not reduced while wearing medium/heavy armor or carrying a medium/heavy load (20 ft.). They have weapon familiarity with the dwarven waraxe and the dwarven urgrosh.

Well, the stability bonus makes sense, since they have a lower center of gravity.

And since they're already at 20 ft anyway, it's not as if they're getting a big speed boost while wearing armor or carrying a medium+ load. They're just able to carry a load more efficiently, that's all.

And the Dwarven Waraxe and the Dwarven Ugrosh aren't too unbalancing as weapons.

Overall, I don't see any problems here.
 

Wow, I just read the 3.5 general thread. Anyway The dwarf should be leashed, it has lots of power and is going a bit tolkein elf.
 

Stability won't really come into play much.

Weapon familiarity -- a nice, but not overpowering -- benefit if your class grants martial weapon proficiency, and means exactly squat otherwise, unlike the complete free proficiency in two weapons elves get.

Movement -- everyone looks at this and says "we've given too much to dwarves!". Look at it this way: they're Medium-sized creatures (and were in 3.0, too), who are handicapped by having a maximum 20' move in light armor (but are the same as other medium creatures, otherwise). It's a penalty, not a benefit.

Dwarves are just as overpowered as humans, elves, halflings, or gnomes.
 

Stability won't really come into play much.

I guess you don't use a lot of animals (improved Trip feat), Monks (Trip, Bull Rush) or Tanks (Bull Rush) in your game either?

And if "low center of gravity" is the excuse, then why doesn't the Halfling or Gnome (or Goblin) have the bonus? They are just as low to the ground as dwarves.

Movement -- everyone looks at this and says "we've given too much to dwarves!". Look at it this way: they're Medium-sized creatures (and were in 3.0, too), who are handicapped by having a maximum 20' move in light armor (but are the same as other medium creatures, otherwise). It's a penalty, not a benefit.

In other words they are small creatures without the size modifiers? Sorry, I'm not playing a violin in sympathy for dwarves. Again, if "ability to carry weight" is the argument, then why do Orcs and Half-orcs have the penalty? They are described as being able to carry such loads (wide shoulders, haunched backs, etc).

If you want to play around with the Dwarf and give them these sorts of benefits be my guest, but make them pay for it in other ways to balance them - give them a LA/ECL+1 or better yet give them "Light Sensitivity" - they spend their whole lives underground, they have Darkvision (not low-light), why not the -1 penalty in bright daylight?
 

Anubis the Doomseer said:

And if "low center of gravity" is the excuse, then why doesn't the Halfling or Gnome (or Goblin) have the bonus? They are just as low to the ground as dwarves.

It's a low center of gravity relative to their height.
 

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