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General Tabletop Discussion
*Dungeons & Dragons
Are proficiency swaps too strong for some races?
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<blockquote data-quote="EzekielRaiden" data-source="post: 8131212" data-attributes="member: 6790260"><p>The former. People flip out if you take away their <em>anything</em>. See: the last 20 years of game design.</p><p></p><p>A kludgy fix to this kludgy problem could be to make some over-the-top feats that can only be taken by specific races. With, say, half a dozen "feat-and-a-half" feats, it'd be hard to argue that a Dragonborn is <em>bad</em>, they just have to grow into their power.</p><p></p><p>Actually, that'd be pretty cool: make six feats, one for each ability score. You get +1 to that score, and a strong and thematically appropriate benefit associated with that ability score. Spitballing concepts rather than hard rules, using Dragonborn as an example:</p><ul> <li data-xf-list-type="ul">Dragonborn Fury: +1 Str, attack bonus when below half health, use breath weapon on a melee weapon for temp. [element] damage bonus.</li> <li data-xf-list-type="ul">Dragonborn Toughness: +1 Con, reroll 1s on Hit Die rolls to regain HP, choose a second breath element, expend breath weapon to turn one of your resistances into immunity for a while.</li> <li data-xf-list-type="ul">Dragonborn Guile: +1 Dex, proficiency in one of [dex skill list] (Expertise if you already have prof), expend breath weapon to create a concealing cloud for PB rounds,</li> <li data-xf-list-type="ul">Dragonborn Memory: +1 Int, proficiency in one of [int skill list], reroll knowledge checks [PB] times per long rest (only one reroll per check),</li> <li data-xf-list-type="ul">Dragonborn Senses: +1 Wisdom, prof in Perception (Expertise if you already have prof), Darkvision, advantage on checks to detect hidden treasure.</li> <li data-xf-list-type="ul">Dragonborn Presence: +1 Cha, prof in one of [cha skill list]; expend breath to gain a supernatural aura of fear/awe (your choice) against all non-dragonborn humanoids, giving you advantage on all Charisma ability checks against them and imposing disadvantage on anyone trying to discern your true motives, alignment, etc. or oppose your threats/persuasion.</li> </ul><p>All "expend breath to X" benefits would last for something like Proficiency Bonus rounds or something like that. A small but meaningful amount of time--growing to be <em>about</em> a whole combat by mid levels.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8131212, member: 6790260"] The former. People flip out if you take away their [I]anything[/I]. See: the last 20 years of game design. A kludgy fix to this kludgy problem could be to make some over-the-top feats that can only be taken by specific races. With, say, half a dozen "feat-and-a-half" feats, it'd be hard to argue that a Dragonborn is [I]bad[/I], they just have to grow into their power. Actually, that'd be pretty cool: make six feats, one for each ability score. You get +1 to that score, and a strong and thematically appropriate benefit associated with that ability score. Spitballing concepts rather than hard rules, using Dragonborn as an example: [LIST] [*]Dragonborn Fury: +1 Str, attack bonus when below half health, use breath weapon on a melee weapon for temp. [element] damage bonus. [*]Dragonborn Toughness: +1 Con, reroll 1s on Hit Die rolls to regain HP, choose a second breath element, expend breath weapon to turn one of your resistances into immunity for a while. [*]Dragonborn Guile: +1 Dex, proficiency in one of [dex skill list] (Expertise if you already have prof), expend breath weapon to create a concealing cloud for PB rounds, [*]Dragonborn Memory: +1 Int, proficiency in one of [int skill list], reroll knowledge checks [PB] times per long rest (only one reroll per check), [*]Dragonborn Senses: +1 Wisdom, prof in Perception (Expertise if you already have prof), Darkvision, advantage on checks to detect hidden treasure. [*]Dragonborn Presence: +1 Cha, prof in one of [cha skill list]; expend breath to gain a supernatural aura of fear/awe (your choice) against all non-dragonborn humanoids, giving you advantage on all Charisma ability checks against them and imposing disadvantage on anyone trying to discern your true motives, alignment, etc. or oppose your threats/persuasion. [/LIST] All "expend breath to X" benefits would last for something like Proficiency Bonus rounds or something like that. A small but meaningful amount of time--growing to be [I]about[/I] a whole combat by mid levels. [/QUOTE]
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Are proficiency swaps too strong for some races?
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