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General Tabletop Discussion
*Dungeons & Dragons
Aquatic elves (or, how much is amphibious/swim speed worth)?
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<blockquote data-quote="steeldragons" data-source="post: 7075722" data-attributes="member: 92511"><p>Well, how many traits do the other elves in the PHB have? I'm not in front of my books, but I think they get at least 3, plus languages, plus weapons prof's.</p><p></p><p>So, you have the:</p><p></p><p>Amphibious- exotic and amazingly useful if you're going to be running a game around/involving a lot of water or sea travel. That's 1.</p><p></p><p>Swim Speed - I'd say certainly en par in usefulness, and possibly more effective/powerful in exchange for its situational-ness, to the Wood Elf's extra movement ability (Fleet footed or whatever it's called). Does the swim speed mean there is no disadvantage to their movements and attacks underwater? If not, that should probably be a separate ability. That's 2.</p><p></p><p>I would certainly give them a Resistance to Cold damage. That's three.</p><p></p><p>In exchange for adding a limitation, more on that in a minute, you could throw in some minor "Aquatic Elf Magic" (equal in power levels to Dark Elf Magic) or simply say they get a free cantrip (Shape Water or whatever it is from the Elemental Evil add on) -which wouldn't be any more powerful than a gnome's free illusion cantrip or the high elf's extra cantrip of choice. But if you need to add in something to let them attack without penalty underwater, then do that instead and forego the innate magic. </p><p></p><p>Limitation: Sensitivity to Sonics: They have disadvantage to saves against sound-based attacks. </p><p></p><p>Round it out with Languages: "dolphins and other marine mammals" (or any/all "small marine creatures" if you prefer) and/or whatever the Water Elemental language is called.</p><p>And Weapon Proficiencies: Spear, Trident, and Net seem the no brainers.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 7075722, member: 92511"] Well, how many traits do the other elves in the PHB have? I'm not in front of my books, but I think they get at least 3, plus languages, plus weapons prof's. So, you have the: Amphibious- exotic and amazingly useful if you're going to be running a game around/involving a lot of water or sea travel. That's 1. Swim Speed - I'd say certainly en par in usefulness, and possibly more effective/powerful in exchange for its situational-ness, to the Wood Elf's extra movement ability (Fleet footed or whatever it's called). Does the swim speed mean there is no disadvantage to their movements and attacks underwater? If not, that should probably be a separate ability. That's 2. I would certainly give them a Resistance to Cold damage. That's three. In exchange for adding a limitation, more on that in a minute, you could throw in some minor "Aquatic Elf Magic" (equal in power levels to Dark Elf Magic) or simply say they get a free cantrip (Shape Water or whatever it is from the Elemental Evil add on) -which wouldn't be any more powerful than a gnome's free illusion cantrip or the high elf's extra cantrip of choice. But if you need to add in something to let them attack without penalty underwater, then do that instead and forego the innate magic. Limitation: Sensitivity to Sonics: They have disadvantage to saves against sound-based attacks. Round it out with Languages: "dolphins and other marine mammals" (or any/all "small marine creatures" if you prefer) and/or whatever the Water Elemental language is called. And Weapon Proficiencies: Spear, Trident, and Net seem the no brainers. [/QUOTE]
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Aquatic elves (or, how much is amphibious/swim speed worth)?
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