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*Dungeons & Dragons
5E Goblin, Gith, Hobgoblin & Rakasta
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<blockquote data-quote="GreenTengu" data-source="post: 6871702" data-attributes="member: 6777454"><p>Hmm... maybe. I am hesitant to put in grappling because it is perhaps a little more difficult to escape a restraint that an intelligent creature can adjust rather than an inanimate restraint.</p><p>As for small, the only effects are that you can't use heavy weapons (basically all 2-handed melee) and you can't grapple large sized creatures. But you realize that Dwarfs aren't small sized, right? I am not sure why they are your point of reference. The small size races are Halflings and Gnomes.</p><p></p><p></p><p></p><p>I am not sure Telepathy is going to be terribly powerful. The way I worded it, it should be clear that it is one way. They can't take anything from other people's minds which is where a lot of abuse of it would come in. All they can do is send messages-- it is the same as a minor ability attached to one of the Warlock subclasses just worded a bit differently.</p><p></p><p>Resistance to Illusions and Charms might be quite powerful though.</p><p></p><p></p><p></p><p>Yeah, I said the initiative wasn't so good. Maybe take that off and let them choose a second weapon would be better.</p><p>The maneuver and battle die is meant to be roughly the equivalent of a Cantrip, it is better in some ways and worse in others (particularly when the cantrip scales). But it conceptually fits the race as the sort of training one could imagine they would get and the player can choose the ability that best fits their character concept, background and class so that it melds together well.</p><p></p><p>It probably does need a little bit more because if I measure it up against High Elf, things correlate 1 for 1 pretty well except that the High Elf gets the resistance to charm and immunity to sleep spells as well as the ability to rest for only half the time and be fully alert while "asleep". But those are both pretty minor so it would have to be something minor as well. Maybe to resist diseases and/or something that interacts with the traveling rules (maybe grab 2 of the Ranger's 6 bonuses).</p><p></p><p>As for adding finesse to unarmed attacks... well... the Aarakocra didn't do that to my understanding.</p></blockquote><p></p>
[QUOTE="GreenTengu, post: 6871702, member: 6777454"] Hmm... maybe. I am hesitant to put in grappling because it is perhaps a little more difficult to escape a restraint that an intelligent creature can adjust rather than an inanimate restraint. As for small, the only effects are that you can't use heavy weapons (basically all 2-handed melee) and you can't grapple large sized creatures. But you realize that Dwarfs aren't small sized, right? I am not sure why they are your point of reference. The small size races are Halflings and Gnomes. I am not sure Telepathy is going to be terribly powerful. The way I worded it, it should be clear that it is one way. They can't take anything from other people's minds which is where a lot of abuse of it would come in. All they can do is send messages-- it is the same as a minor ability attached to one of the Warlock subclasses just worded a bit differently. Resistance to Illusions and Charms might be quite powerful though. Yeah, I said the initiative wasn't so good. Maybe take that off and let them choose a second weapon would be better. The maneuver and battle die is meant to be roughly the equivalent of a Cantrip, it is better in some ways and worse in others (particularly when the cantrip scales). But it conceptually fits the race as the sort of training one could imagine they would get and the player can choose the ability that best fits their character concept, background and class so that it melds together well. It probably does need a little bit more because if I measure it up against High Elf, things correlate 1 for 1 pretty well except that the High Elf gets the resistance to charm and immunity to sleep spells as well as the ability to rest for only half the time and be fully alert while "asleep". But those are both pretty minor so it would have to be something minor as well. Maybe to resist diseases and/or something that interacts with the traveling rules (maybe grab 2 of the Ranger's 6 bonuses). As for adding finesse to unarmed attacks... well... the Aarakocra didn't do that to my understanding. [/QUOTE]
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