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5E A First Look at Tasha’s Lineage System In AL Player’s Guide - Customizing Your Origin In D&D

The new player’s guide for the D&D Adventurers League has been released. Appendix 1 includes the new info from Tasha’s Cauldron on customizing your origin. It‘s a one-page appendix.

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The D&D Adventurers League now uses this variant system from Tasha’s Cauldron of Everything since it allows for a greater degree of customization. For ease of reference, the relevant information is included as an appendix to this document and doesn’t count against the PH + 1 rule.

You can do any of the following (obviously the full document has more detail):

1. Move your race ability score increases wherever your want to. “...take any ability score increase you gain in your race or subrace and apply it to an ability score of your choice.”​

2. Replace each language from your race with any language from a set list.​

3. Swap each proficiency for another of the same type.​

4. Alter behaviour/personality race-based descriptions.​

Its not clear if that’s the whole Lineage system or just part of it. You can download the player’s guide here.
 
Russ Morrissey

Russ Morrissey

ChaosOS

Hero
Supporter
I fully agree with the analysis above that the biggest buff/change is extraneous weapon proficiencies can now be traded for tool proficiencies. At the same time, this was the more important change compared to ASIs - genetic longsword proficiency is way harder to justify than "elves are dexier".

The main thing I want out of the Lineage System is good phrasing. As in "You are a dwarf and get +2 Con. You were raised in an X culture so you get +2 Y, and training in Z cultural tool."

The issue is that there's no way to provide a list of cultures that makes people happy. FR is the most popular single setting and is only used by ~30% of folks, and this is supposed to be a non-setting book. Besides, that's already pretty close to the existing subrace system, which people are clearly unhappy with.
If you really think about it

Armor, shield and saving trow proficiency are the top tier proficiency based on the feats. Proficiency with a tier of armor, shields, or a saving throw is worth a +1.
But I can understand why WOTC doesn't let you swap these or trade down for redundant armor profs.
Because Mountain dwarves would have two +2s and two+1s.

That's your answer why they didn't do racial point buy.

I'm not persuaded you've created a race that's too strong. It's better than base human, but base human is massively underpowered compared to the other options in the game. As an example, I've got an orc fighter (Eberron rules so she's got 8 int not 6) whose most important feature is not the +2Str|+1Con, but the bonus action dash to engage from Aggressive. Similarly, I don't think pure stats is actually stronger than good and interesting racial features.
 

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Minigiant

Legend
Supporter
I'm not persuaded you've created a race that's too strong. It's better than base human, but base human is massively underpowered compared to the other options in the game. As an example, I've got an orc fighter (Eberron rules so she's got 8 int not 6) whose most important feature is not the +2Str|+1Con, but the bonus action dash to engage from Aggressive. Similarly, I don't think pure stats is actually stronger than good and interesting racial features.

The point buy Mountain Dwarf's +2 +2 +1 +1 would be strong in classes that benefit from many abilities like monks and rangers.
That can get you 16, 14, 16, 14, 10 8 or 16, 16, 14, 14, 10 8.

Those are perfect for any Str based character who wears medium armor or has Unarmored Defense. On top of trading the 4 weapons for tools.
 

The point buy Mountain Dwarf's +2 +2 +1 +1 would be strong in classes that benefit from many abilities like monks and rangers.
That can get you 16, 14, 16, 14, 10 8 or 16, 16, 14, 14, 10 8.

Those are perfect for any Str based character who wears medium armor or has Unarmored Defense. On top of trading the 4 weapons for tools.

Giving every elvish fighters 4 tools in the beginning seems wrong too. Probably making feature bundles which must be traded as a whole makes more sense.
 

TwoSix

Unserious gamer
Supporter
Giving every elvish fighters 4 tools in the beginning seems wrong too. Probably making feature bundles which must be traded as a whole makes more sense.
Yea, I'll be honest, I never expected them to allow 1-for-1 trades of stuff like proficiencies. I thought they would list each race and specify which of their features could be bundled and traded. Obviously I was too optimistic.
 



ChaosOS

Hero
Supporter
Yeah flavor-wise the elf/dwarf stuff just reinforces that they don't start adventuring until they're like 80 years old - they've had decades and decades to learn a number of professions. Balance-wise... I don't usually ask for any tool check more than once a session. You could give a character proficiency in literally every tool and it wouldn't tip the game's balance.
 

oreofox

Explorer
I think about the only tool check I have ever seen done is thieves' tools. Giving more tool proficiencies in place of weapons would cause no problems. As it is, you get so few tool proficiencies, and learning a new one took a stupid amount of time (what was it, a year ingame?). Players might actually use something other than theives' tools. In the games I have been in, anyway.
 


Minigiant

Legend
Supporter
I think about the only tool check I have ever seen done is thieves' tools. Giving more tool proficiencies in place of weapons would cause no problems. As it is, you get so few tool proficiencies, and learning a new one took a stupid amount of time (what was it, a year ingame?). Players might actually use something other than theives' tools. In the games I have been in, anyway.

This is because the main tool used in a dungeon is thieves tools. All the rest are use outside of the dungeon rimarily and thus have varying usage based on the DM's style of play and the player's creativity.

In 6e, I hope they at least split thieves tools into lockpicks and mechanic's tools.
 


I know that I personally will not allow Simple Weapons to be traded for tools, only for other simple weapons. I would make it be Martial Weapons that can be traded for tools. That would get rid of a bit of exploiting.
 

ChaosOS

Hero
Supporter
I know that I personally will not allow Simple Weapons to be traded for tools, only for other simple weapons. I would make it be Martial Weapons that can be traded for tools. That would get rid of a bit of exploiting.

Might I suggest you instead limit it to Artisan's tools? I know it might seem like a lot to allow say Thieves Tools, but carpentry tools are barely useful and you still get away from genetic weapon proficiency
 

I mean, if your gonna complain about the Mountain Dwarf and it's +2/+2 with it armor proficiency, then keep in mind the Planeshift Amonkhet Aven Hawk subrace gets +2/+2(Dex/WIS) as well as free Perception proficiency (which I've seen alot of people say is the "god" skill of 5E and pretty much can be the "Sniper" of the group since they don't worry about disadvantage on long range.) So a nice choice if your looking for a good race for Rangers, Monks, and Druids(Hello 2E Swanmays),

Clerics get Medium Armor Proficiency, so your pretty much almost getting the same bonuses as the Lineage Mountain Dwarf while being able to make it a Finesse weapon user.

If you flip the Stats around, as per the optional Lineage variant rule, then the Amonkhet Aven(Hawk) can open up a lot more options, including Flying Bird Wizards.
 
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ChaosOS

Hero
Supporter
I mean, if your gonna complain about the Mountain Dwarf and it's +2/+2 with it armor proficiency, then keep in mind the Planeshift Amonkhet Aven Hawk subrace gets +2/+2(Dex/WIS) as well as free Perception proficiency (which I've seen alot of people say is the "god" skill of 5E and pretty much can be the "Sniper" of the group since they don't worry about disadvantage on long range.) So a nice choice if your looking for a good race for Rangers, Monks, and Druids(Hello 2E Swanmays),

Clerics get Medium Armor Proficiency, so your pretty much almost getting the same bonuses as the Lineage Mountain Dwarf.

If you flip the Stats around, as per the optional Lineage variant rule, then the Amonkhet Aven(Hawk) can open up a lot more options, including Flying Bird Wizards.

Planeshifts aren't official and have never been held to nearly the same standards of balance - they're James Wyatt's first drafts where he goes to get the theme.
 



cbwjm

Hero
I've never liked the rock gnome's tinker ability, if I've ever felt that something should be part of a race it was that ability. It should instead be something that anyone with the right training (in this case, tinker's tools) can do. I've felt the same about the weapon/armour proficiencies as well but not to the same degree.
 

I've never liked the rock gnome's tinker ability, if I've ever felt that something should be part of a race it was that ability. It should instead be something that anyone with the right training (in this case, tinker's tools) can do. I've felt the same about the weapon/armour proficiencies as well but not to the same degree.

Giving proficiencies back then was the safest solution.
In hindsight, biological advantage should have been done differently.
Gnomes could just have keen smell like some animals and gain advantage on identifying potions maybe even without any spell. Elves could have advantage vs being surprised.
Being best at tinkering though might be cultural though I fear. Rock gnomes have the semimagical ability to build clockwork toys though.
 

Giving proficiencies back then was the safest solution.
In hindsight, biological advantage should have been done differently.
Gnomes could just have keen smell like some animals and gain advantage on identifying potions maybe even without any spell. Elves could have advantage vs being surprised.
Being best at tinkering though might be cultural though I fear. Rock gnomes have the semimagical ability to build clockwork toys though.

Or how human brains are hardwired for tribalism (us vs. them), gnome brains would be hardwired to tinker and invent.
 

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