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<blockquote data-quote="EzekielRaiden" data-source="post: 6534778" data-attributes="member: 6790260"><p>I, personally, agree with you here: I think the designers weighted some things too heavily and other things not heavily enough. Dragonborn being the best example. 2d6 damage is fairly potent...for those levels where you and your allies are one-hit-wonders that can straight-up die to a bugbear's crit. But 4d6 damage at level 11, when Fighters are getting three attacks (3d8+Str/Dex is <em>substantially</em> higher than 4d6, and that's before counting crits), Paladins get improved smiting, etc.? Kinda weak [edit: by comparison], actually. And because of that "it's powerful early!!!" mentality, Dragonborn get practically *nothing* else. It irks me. I freely admit I'm a huge Dragonborn fanboy, but when I see things like Dwarves who can get two +2 stats and multiple proficiencies <em>and</em> saving throw bonuses <em>and</em> free armor proficiencies <em>and</em> darkvision <em>and</em> a fluffy RP ability, I genuinely feel like Dragonborn got shortchanged. Where's the fluffy stuff, the bonuses to history or intimidate or a minor healing benefit? When Dwarves and Elves get so much--and Halflings get Lucky, which is pretty powerful <em>always</em>--it definitely seems like there's some strange logic (or perhaps "logic") going on here. I really, truly don't think "breath weapon + resist" is sufficient, particularly when the best ways to improve it would have nothing to do with combat (the aforementioned history/intimidate stuff).</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 6534778, member: 6790260"] I, personally, agree with you here: I think the designers weighted some things too heavily and other things not heavily enough. Dragonborn being the best example. 2d6 damage is fairly potent...for those levels where you and your allies are one-hit-wonders that can straight-up die to a bugbear's crit. But 4d6 damage at level 11, when Fighters are getting three attacks (3d8+Str/Dex is [I]substantially[/I] higher than 4d6, and that's before counting crits), Paladins get improved smiting, etc.? Kinda weak [edit: by comparison], actually. And because of that "it's powerful early!!!" mentality, Dragonborn get practically *nothing* else. It irks me. I freely admit I'm a huge Dragonborn fanboy, but when I see things like Dwarves who can get two +2 stats and multiple proficiencies [I]and[/I] saving throw bonuses [I]and[/I] free armor proficiencies [I]and[/I] darkvision [I]and[/I] a fluffy RP ability, I genuinely feel like Dragonborn got shortchanged. Where's the fluffy stuff, the bonuses to history or intimidate or a minor healing benefit? When Dwarves and Elves get so much--and Halflings get Lucky, which is pretty powerful [I]always[/I]--it definitely seems like there's some strange logic (or perhaps "logic") going on here. I really, truly don't think "breath weapon + resist" is sufficient, particularly when the best ways to improve it would have nothing to do with combat (the aforementioned history/intimidate stuff). [/QUOTE]
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