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D&D 5E Are proficiency swaps too strong for some races?

ScuroNotte

Explorer
You can swap out armor or a weapon for a weapon or tool. In the example, an elf can swap a long sword for a tool as per page 8. So if a player playing an Elf martial character who already gains martial weapons through the class, can swap the 4 weapons (longsword, shortsword, shortbow, longbow) for 4 tools. Or a martial Mountain Dwarf character can exchange 4 weapons and 2 armor proficiencies for 6 tools.
Or am I over reacting.
 

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How would you rant the custom lineage? It gives you +2 and a feat, (and two languages and a skill or darkvision) so you can start with a 18. Seem better than the variant human to me.
It’s basically a straight upgrade of variant human. Seems really, really strong, maybe too strong. Especially because you can start with an 18 in your primary, and it’s the only lineage that can do so.
 

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I don't see how. At the very least thieves' tools explicitly have real, consistent uses.


That it is easily eclipsed by a spell does not mean it is useless. Again: my point is not that this is somehow crazy powerful. I'm saying it is, objectively, useful. There is explicit utility, as opposed to the claim (to which I had responded) that there is no explicit utility unless the DM overtly exceeds the rules themselves to provide it.
Even Thieves Tools is not the "must-bring" it used to be in published material, I think. It was also already widely available to any party member who was looking for it through backgrounds and the like, with classes like Rogue and Bard having some extra bonusses on top (who will still be your go-to-guy in most cases). Now that the one useful tool is out of the way, let's adress the real problem.

The other tool profs (yes, also Disguise kit); they are definatly useless. If you want to spin the wheel on wether you get that extra sidebar of insignificant information because you took brewers suplies or not, go for it, but it's definatly not even close to useful.

Even when they tried to refine the system in Xanathar's, like @jgsugden mentioned, they ended up with things that take like 10 weeks of downtime (clearly aimed at Adventure League, where downtime is an actual currency) but is impossible to implement in even the campaign books they write themselfs. Or convuluted systems where most DM's would just say "Fine, you can have you effing magic shop, but i'm not doing the voice"

Now, if you have a DM that looks at your entire sheet and tailors situations around that or homebrews crafting systems; great! That's a trait of a good DM. But it's defiantly not well-supported within the base game and that's what some of us are criticising.

How is it not weird that in 5E you can give a character 4 tool profs and many people would have little to no use for them, besides RP-fluf? That's not solid game-design imo.
 
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Definatly S tier aswell. How it compares to Human variant depands on a few things, mostly how your stat-spread works out with the feat you are planning to pick up (and some what on how much you think darkvision is going to matter). And obviously if you can sell your DM on things like a Custom Lineage Elf who spend all his life practising the bow to get Elven Accuracy (for 18 dex and triple advantage) at level 1 then that's super powerful.
RAW, a custom lineage cannot take any racial feats because its a special snowflake, not a member of it's race. It might look like an elf, but mechanically it's not. Ergo, it's limited to the feats any race can take.
 

RAW, a custom lineage cannot take any racial feats because its a special snowflake, not a member of it's race. It might look like an elf, but mechanically it's not. Ergo, it's limited to the feats any race can take.
That's probably something Jeremy Crawford will have to clear up on Twitter later. I can see arguments being made for both sides.

The custom lineage can be used as a framework for non-existing (special snowflake) races in 5E, Skaven-like rat people, for example. But just as much for "a special snowflake of it's race" to illustrate a specific trait. Like the aforementioned elf with an inherrant mastery of archery or a Dragonborn who chose to not suck.
 

Even Thieves Tools is not the "must-bring" it used to be in published material, I think.
I never said they were "must-bring." I literally, simply, exclusively, only, specifically said that it is explicitly useful. It has clear, defined uses (opening locks and disarming traps, primarily) which are perfectly reasonable for an adventurer to encounter. These are stated in the item's very description, so you cannot even argue that they are not present in the core text.

I have never--not once--argued that these things are amazing, "must-have," indispensable, fantastic, whatever superlative adjectives you wish to use. I am, and have always been, purely arguing against the assertion that, and I quote, "Plus... some DMs think Tool proficiencies are the bees knees, others think they are virtually useless." Thieves' tools, disguise kit, and herbalism kit are not "virtually useless." They have clear, well-defined uses: picking locks and disarming traps, non-magically concealing identities, and brewing health potions. And yes, every single one of these benefits is explicitly listed in the PHB, requiring no supplements, no opt-in optional rules, nor any overt DM support beyond literally what the text itself says.

You can absolutely argue, "picking locks isn't required, and others can get it and do it better." That is completely true...and completely missing the point. That it is easily obtained some other way does not obviate the fact that this is now a new way to obtain it, for races that were already quite strong (Elves and Half-Elves are frickin' loaded, man), in a set of optional rules specifically designed to make not-so-great options better suited to the plethora of pursuits an adventurer might take interest in.

For crying out loud, my very first post in this thread was, and again I quote, "It's not too powerful--it simply reveals that some races are clearly underpowered." How much more clear do I need to be? That was literally THE ONLY THING I SAID IN THAT POST.

The other tool profs (yes, also Disguise kit); they are definatly useless.
Again: no, they are not. They are, quite literally by definition, useful: they have a use. That that use is not necessary and can be done better by magic does not mean the use doesn't exist. Like, this is literally the Oberoni fallacy re-cast; "magic does X better" does not mean that X is suddenly not a use at all. I LITERALLY ALREADY SAID that it's not an overpowered rules option. So, since I apparently failed to make that completely clear, allow me to do so.

This is not overpowered.

But it DOES show how shafted 5e Dragonborn are (and to a lesser extent certain other races.) There is essentially no reason a Dragonborn fan (such as myself--I wear my bias on my sleeve here) would ever take the standard race if the custom origin option is available, while the Elf and Half-Elf get amazing base packages, that can now be customized to a slightly greater degree which applies NOT ONE BIT to the weakest races the game has to offer.

The rich are getting richer. It doesn't matter that that "richer" is "free doughnuts, which many won't take because they either already buy doughnuts, or have a friend that makes them free doughnuts, or don't even like doughnuts, or just use a magic spell to summon doughnuts." The rich just got something extra, and the poor got literally nothing.

Is that sufficiently clear? Have I sufficiently made my point to you now, so you can stop making this COMPLETELY IRRELEVANT point about how the utility of it is small compared to other things?
 
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Like I've said in other threads, this rule doesn't create any power imbalances, it just reveals some power imbalances that already existed and amplifies them.

Is it unbalanced now to be a Mountain Dwarf Artificer with a +2 Con and +2 Int, trading all of your armor and weapon proficiencies for tool proficiencies, also getting the poison resistance, darkvision, and another tool proficiency (for a grand total of 7 tool proficiencies of your choice)? Yes. Yes it is. However, Mountain Dwarves were always an issue. They were always overpowered.

If all proficiencies and bonuses of the same type were equally useful, and all races were equally balanced, this system would be perfectly balanced and it would not be OP to allow a Mountain Dwarf to trade their Masons/Brewers/Smiths Tool proficiency for Thieves' Tools. However, that is not true. Mountain Dwarves, Warforged, Yuan-Ti, High Elves, and Satyrs are vastly more powerful than Dragonborn, Kobolds, Gnomes, and Kenku. A Strength bonus is less useful than one to Dexterity. Mason's Tools are way less useful than Thieves' Tools. This is what causes the balance issues, not the proficiency swapping.
 

Like I've said in other threads, this rule doesn't create any power imbalances, it just reveals some power imbalances that already existed and amplifies them.

Is it unbalanced now to be a Mountain Dwarf Artificer with a +2 Con and +2 Int, trading all of your armor and weapon proficiencies for tool proficiencies, also getting the poison resistance, darkvision, and another tool proficiency (for a grand total of 7 tool proficiencies of your choice)? Yes. Yes it is. However, Mountain Dwarves were always an issue. They were always overpowered.

If all proficiencies and bonuses of the same type were equally useful, and all races were equally balanced, this system would be perfectly balanced and it would not be OP to allow a Mountain Dwarf to trade their Masons/Brewers/Smiths Tool proficiency for Thieves' Tools. However, that is not true. Mountain Dwarves, Warforged, Yuan-Ti, High Elves, and Satyrs are vastly more powerful than Dragonborn, Kobolds, Gnomes, and Kenku. A Strength bonus is less useful than one to Dexterity. Mason's Tools are way less useful than Thieves' Tools. This is what causes the balance issues, not the proficiency swapping.

Mountain Dwarves were kind restrained by their package mostly being good at classes that already grant the weapons and armor.
 




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