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General Tabletop Discussion
*Dungeons & Dragons
A Compilation of all the Race Changes in Monsters of the Multiverse
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<blockquote data-quote="Mordhau" data-source="post: 8532782" data-attributes="member: 7032137"><p>No as I said in my first reply Race/Class synergies drive people toward certain race class combinations.</p><p></p><p>As I said originally. Where the clusters are most noticeable is where these synergies are strongeest (Firbolg Druids, Half-Orc and Goliath Barbarians). These are precisely the cases where there is more than just ASIs involved - other traits, fluff etc.</p><p></p><p>You can't entirely separate the fluff from the mechanics. Half-Orcs have Savage Attacks which synergises with a hard hitting melee character with a big weapon. (And is useless for a Wizard). However, for a new player, the mere mechanics may not be clear. The fluff about the Half-Orcs helps them understand the synergy built in the mechanics.</p><p></p><p>Goliaths are Barbarians not just because all their features emphasise Strength (and mostly work better if the PC has a high Strength) but also because their fluff gives practically nothing to help a player know how they should play a Goliath as anything other than a Barbarian (or possibly a Fighter). They're extremely, physical hardy and athletically competitive - so a Goliath wizard is not just playing against type mechanically (Powerful Build is not impressive if your Strength is 8 or 10, Natural Athlete may be handy, but not particularly reliable either, Stone's Endurance may be useful, but generally you're hoping not to use it), but also you're basically making up your whole take on what a Goliath wizard is basically from scratch.</p></blockquote><p></p>
[QUOTE="Mordhau, post: 8532782, member: 7032137"] No as I said in my first reply Race/Class synergies drive people toward certain race class combinations. As I said originally. Where the clusters are most noticeable is where these synergies are strongeest (Firbolg Druids, Half-Orc and Goliath Barbarians). These are precisely the cases where there is more than just ASIs involved - other traits, fluff etc. You can't entirely separate the fluff from the mechanics. Half-Orcs have Savage Attacks which synergises with a hard hitting melee character with a big weapon. (And is useless for a Wizard). However, for a new player, the mere mechanics may not be clear. The fluff about the Half-Orcs helps them understand the synergy built in the mechanics. Goliaths are Barbarians not just because all their features emphasise Strength (and mostly work better if the PC has a high Strength) but also because their fluff gives practically nothing to help a player know how they should play a Goliath as anything other than a Barbarian (or possibly a Fighter). They're extremely, physical hardy and athletically competitive - so a Goliath wizard is not just playing against type mechanically (Powerful Build is not impressive if your Strength is 8 or 10, Natural Athlete may be handy, but not particularly reliable either, Stone's Endurance may be useful, but generally you're hoping not to use it), but also you're basically making up your whole take on what a Goliath wizard is basically from scratch. [/QUOTE]
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