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5E conversions for player races from Monte Cooke's Arcana Evolved/Unearthed
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<blockquote data-quote="Connorsrpg" data-source="post: 6695161" data-attributes="member: 19265"><p>These look good, but I think you are going for literal conversions of every ability. Not everything from old version needs exact representation. For eg: The runic stuff. Why not just give the mojh proficiency with Arcana?</p><p></p><p>I feel the the mojh get a bit too much magic, (but their other features don't seem too powerful so maybe okay).</p><p></p><p>Flight has been done in 5E. They give it straight up to the aarakocra (in the Elemental Evil Player's Guide). If you want to keep glide, an easy way to state it is they can glide twice as far in distance as the height they launched from (or any other ratio). Makes more sense when launching from up high.</p><p></p><p>You need to reword how natural armor appears. In fact, I am still not sure how natural armor interacts 'with' armor. Not sure it does. See the description of natural armor under the draconic sorcerer. You ALSO have to consider how your natural armor works WITH that granted by the sorcerer. There are no rules/guidelines on that either.</p><p></p><p>For our races we wrote it like the sorcerer. Eg: when unarmored you have a natural AC of 11 + Dex for eg. Obviously though, you take better of natural armor or armor. As the rules are written, they don't stack. They would with your +1 natural armor, but that isn't how it works for sorcerers for eg.</p><p></p><p>We have also stated that if you get natural armor from 2 sources, then it increases by 1. None of this is a big deal, especially for martial-type PCs as they will wear better armor anyway.</p></blockquote><p></p>
[QUOTE="Connorsrpg, post: 6695161, member: 19265"] These look good, but I think you are going for literal conversions of every ability. Not everything from old version needs exact representation. For eg: The runic stuff. Why not just give the mojh proficiency with Arcana? I feel the the mojh get a bit too much magic, (but their other features don't seem too powerful so maybe okay). Flight has been done in 5E. They give it straight up to the aarakocra (in the Elemental Evil Player's Guide). If you want to keep glide, an easy way to state it is they can glide twice as far in distance as the height they launched from (or any other ratio). Makes more sense when launching from up high. You need to reword how natural armor appears. In fact, I am still not sure how natural armor interacts 'with' armor. Not sure it does. See the description of natural armor under the draconic sorcerer. You ALSO have to consider how your natural armor works WITH that granted by the sorcerer. There are no rules/guidelines on that either. For our races we wrote it like the sorcerer. Eg: when unarmored you have a natural AC of 11 + Dex for eg. Obviously though, you take better of natural armor or armor. As the rules are written, they don't stack. They would with your +1 natural armor, but that isn't how it works for sorcerers for eg. We have also stated that if you get natural armor from 2 sources, then it increases by 1. None of this is a big deal, especially for martial-type PCs as they will wear better armor anyway. [/QUOTE]
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5E conversions for player races from Monte Cooke's Arcana Evolved/Unearthed
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