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<blockquote data-quote="The Grand User" data-source="post: 6535805" data-attributes="member: 56379"><p>(first of all, I would have preferred races to have a bit more mechanical punch in general, or at least race + background and maybe some other component that could be general or be filled by the race, like humans/dwarves/elves get race+background+this-other-thing, while Dragonborn would just get race+background, but their race would have more to it)</p><p></p><p>It seems to me, it's a problem similar to both the 1st level wizard and the fighter of 3.x and earlier editions. You got your special ability (spell or bw) to use once, then you have to fallback on not being a wizard for a while. And like the fighter, it doesn't have much more to it. And both cases, you could still gain RP benefits, but that's true for everyone else as well. Now, I will admit it's not really as bad for the Dragonborn as it was for those classes then, I'm just trying to compare it to how sometimes it feels.</p><p></p><p>Also, for me, playing a human, dwarf, elf, etc., has more focus put on the class rather than a race, you're playing a (class) that is a (race); but when I play Dragonborn it's more about playing a Dragonborn that is a (class). But the way D&D is designed, it doesn't really help with that distinction, as it's always a "you're a (class), oh, and you're this (race) too".</p><p></p><p></p><p></p><p>I have to strongly disagree, it's not apples to oranges. The distinction of common/uncommon should only be a guideline for a setting designer (aka, GM) with how to put the race within the context of their world, or tossed completely as he sees fit. It should have nothing to do with how equivalent in power/mechanics/stuff they are to the other races. Merely being an option is what should make them equivalent to the other races.</p><p></p><p>Now, maybe they really are equivalent to the other races mechanically, (and perhaps a bit superior RP-wise <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> ) but the impression they give is that they aren't. I think this is due to their complete lack of an out of combat ability, and their combat ability is only useful once per combat. Maybe the solution would be to lower the damage dice to d4s, let it be recharge 5-6, and usable as any other attack (so can be part of the warrior classes' several attacks).</p><p></p><p> And I'm seriously consider them a minor tail slap attack usable as a bonus action <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p>And darkvision is boring <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /></p><p></p><p>I think they really nailed the teifling's out of combat ability with that cantrip, it's just perfect for them. Also you missed that half-elves get an extra ability bonus over the others <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="The Grand User, post: 6535805, member: 56379"] (first of all, I would have preferred races to have a bit more mechanical punch in general, or at least race + background and maybe some other component that could be general or be filled by the race, like humans/dwarves/elves get race+background+this-other-thing, while Dragonborn would just get race+background, but their race would have more to it) It seems to me, it's a problem similar to both the 1st level wizard and the fighter of 3.x and earlier editions. You got your special ability (spell or bw) to use once, then you have to fallback on not being a wizard for a while. And like the fighter, it doesn't have much more to it. And both cases, you could still gain RP benefits, but that's true for everyone else as well. Now, I will admit it's not really as bad for the Dragonborn as it was for those classes then, I'm just trying to compare it to how sometimes it feels. Also, for me, playing a human, dwarf, elf, etc., has more focus put on the class rather than a race, you're playing a (class) that is a (race); but when I play Dragonborn it's more about playing a Dragonborn that is a (class). But the way D&D is designed, it doesn't really help with that distinction, as it's always a "you're a (class), oh, and you're this (race) too". I have to strongly disagree, it's not apples to oranges. The distinction of common/uncommon should only be a guideline for a setting designer (aka, GM) with how to put the race within the context of their world, or tossed completely as he sees fit. It should have nothing to do with how equivalent in power/mechanics/stuff they are to the other races. Merely being an option is what should make them equivalent to the other races. Now, maybe they really are equivalent to the other races mechanically, (and perhaps a bit superior RP-wise :P ;) ) but the impression they give is that they aren't. I think this is due to their complete lack of an out of combat ability, and their combat ability is only useful once per combat. Maybe the solution would be to lower the damage dice to d4s, let it be recharge 5-6, and usable as any other attack (so can be part of the warrior classes' several attacks). And I'm seriously consider them a minor tail slap attack usable as a bonus action :P ;) And darkvision is boring :P I think they really nailed the teifling's out of combat ability with that cantrip, it's just perfect for them. Also you missed that half-elves get an extra ability bonus over the others :P :) [/QUOTE]
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