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<blockquote data-quote="CreamCloud0" data-source="post: 9843720" data-attributes="member: 7034710"><p>okay, consider, a '24 dwarf has</p><p>-darkvision</p><p>-poison resistance</p><p>-bonus HP per level</p><p>-limited use tremmorsense</p><p>how many of those things really actually influence your turn-to-turn experience playing your dwarf in a way that will feel significantly different from if you were a human?</p><p></p><p>i think species need a wide array of abilities so that something about being their species will be frequently coming up or offers them options (mostly) unique to them, i don't think abilities that can only be used a handful of times before needing to recharge on a long rest are good either(though some are a necessity), why can my dwarf only detect vibrations about a half-dozen times per day?</p><p>[SPOILER="My Dwarf"]</p><p><strong><u>Dwarf</u></strong></p><p><strong>Speed</strong>:30ft <strong>HP</strong>:15+2d4 <strong>Size</strong>:Medium</p><p><strong>Enhanced Senses</strong>: you have 120ft darkvision, you also have 10ft tremorsense while standing on solid surfaces such as earth, stone or wood, you can increase the range to 60ft by concentrating, the range is halved when standing on semi-stable substances such as sand, mud or deep snow.</p><p><strong>Dwarven Resistance</strong>: you have resistance against poison damage, additionally you have advantage on all CON saving throws.</p><p><strong>Dwarven Endurance</strong>: you gain an extra +1HP at every level and when you take the defend action you can expend a hit die and recover HP equal to the amount rolled+CON.</p><p><strong>Geokinesis</strong>: you know the Mold Earth cantrip, you can cast it as a bonus action, additionally when you take the attack action you may substitute one attack to cast Earth Tremor, when you use this ability if you have spellslots you may expend one of 2nd level or higher to upcast it, this ability recharges on a max d4 roll at the end of your turn, pick your casting stat for this spell from INT, WIS or CHA when you create your character, you may cast Earth Tremor as an action with your own spell slots if you have any.</p><p><strong>Stable</strong>: you have advantage against being knocked prone and are not affected by difficult terrain resulting from earth or stone, this includes magical difficult terrain of those kinds.</p><p><strong>Powerful Wielder</strong>: if you are proficient with any of the following weapons: Handaxe, Light Hammer, Battleaxe, Warhammer or War Pick you may treat it as if it has the finesse property, the thrown range of Handaxe and Light Hammer are increased to 40/90 for you, additionally you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.</p><p><strong>Defensive Master</strong>: while wearing armour or a shield that you are proficient in you gain an additional +1 AC for each.</p><p>[/SPOILER]</p><p>[SPOILER="My Elf"]</p><p><strong><u>Elf</u></strong></p><p><strong>Speed</strong>:35ft <strong>HP</strong>:12+1d6 <strong>Size</strong>:Medium</p><p><strong>Enhanced Senses</strong>: you have darkvision for 60ft and advantage on perception checks, you may add a d6 to any check you make to notice the presence of magic.</p><p><strong>Trance</strong>: instead of sleeping you meditate for 4 hours in a semi-concious state.</p><p><strong>Fey Ancestry</strong>: you have advantage on saving throws against being charmed and magic cannot put you to sleep.</p><p><strong>Elven Magic</strong>: you learn any three cantrips of which's effects do not deal damage(Shillelagh and Magic Stone are not considered to deal damage), you may also cast detect magic as a ritual, pick your casting modifier of INT, WIS or CHA when you create this character.</p><p><strong>Arcane Blademastery</strong>: if you are proficient with any of the following weapons: dagger, sickle, spear, shortsword, scimitar, rapier, longsword or greatsword, you may use it as an arcane focus, additionally you may also substitute your INT in place of the usual attack modifier required when attacking with it.</p><p><strong>Long Learned Life</strong>: when making a skill check for arcana, history, nature, religion and one other skill you choose that you are proficient in, you may treat any roll of 9 or below as a 10 instead.</p><p><strong>Shifting Step</strong>: once per move action up to 15ft of your movement can instead be teleportation to a location you can see, however you must walk at least 5ft before you can teleport.</p><p>[/SPOILER]</p><p>[SPOILER="My Dragonborn"]</p><p><u><strong>Dragonborn</strong></u></p><p><strong>Speed</strong>:30ft <strong>HP</strong>:15+2d4 <strong>Size</strong>:Medium</p><p><strong>Enhanced Senses</strong>: you have darkvision for 60ft and have advantage on any checks which require smell.</p><p><strong>Draconic Ancestry</strong>: you are distantly related to a particular kind of dragon, this choice determines the element of certain other associated features pick one of [fire, cold, lightning, poison, acid].</p><p><strong>Chromatic Weapons</strong>: you have natural weapons that deal the damage type of your ancestry</p><p>-Breath Weapon, when you take the attack action you may substitute one attack to make either a 15ft cone/30ft line breath attack, save for half, DC=8+CON+PB, it deals 2d6 damage, 3d6 at 6th, 4d6 at 11th and 5d6 at 16th, this attack recharges on a max d4 roll at the end of your turn.</p><p>-Claw Attacks, you make an attack with your claws, they are considered d6 finesse weapons that you are considered proficient in, you gain extra claw attacks with extra attack, you can use your bonus action to make an additional claw attack when you attack with them, if you attack a creature that has resistance or immunity to their element they instead deal d4 Slashing that is considered magical for the purposes of determing resistances.</p><p><strong>Tail Sweep</strong>: when you make a melee attack you may use your bonus action to attempt to trip a creature adjacent to you, they must make a DEX saving throw or fall prone, if the target is large it has advantage on the saving throw, if it bigger than large the attempt fails.</p><p><strong>Scaled Hide</strong>: your natural scales provide protection, you resist the damage of the type associated with your ancestry, additionally when not wearing armour you have an AC of 14+DEX(max 3).</p><p><strong>Dragon Wings</strong>: you have a large pair of wings, as a reaction while in the air you can use them to slow your decent as well as glide a horizontal distance triple the height that you started at, at 5th level you gain a fly speed equal to your walkspeed, you must maintain concentration to remain airbourne between turns else you safely descend to the nearest available location to land, if your concentration is forcibly broken you fall to the ground, your flyspeed is halved if you are wearing heavy armour.</p><p><strong>Frightful Roar</strong>: you let out a terrifying roar and all non-allied creatures in a 30ft radius who can hear you must make a WIS saving throw or become frightened of you for 1 minute, they can reattempt the save at the end of each of their subsequent turns, if you have proficiency in Intimidation the initial save is made with disadvantage, if you have expertise the check is automatically failed(if they resist fear it's made with disadvantage instead), this ability uses the same charge your breathweapon uses.</p><p>[/SPOILER]</p><p>this is a dwarf, elf and dragonborn rewrite i've made before, can you see how playing each of these would stand out as their own experience and not feel like playing any of the others?</p><p></p><p>yeah i'm fine with dropping ASI modifiers or generic proficiencies as what define species from each other.</p></blockquote><p></p>
[QUOTE="CreamCloud0, post: 9843720, member: 7034710"] okay, consider, a '24 dwarf has -darkvision -poison resistance -bonus HP per level -limited use tremmorsense how many of those things really actually influence your turn-to-turn experience playing your dwarf in a way that will feel significantly different from if you were a human? i think species need a wide array of abilities so that something about being their species will be frequently coming up or offers them options (mostly) unique to them, i don't think abilities that can only be used a handful of times before needing to recharge on a long rest are good either(though some are a necessity), why can my dwarf only detect vibrations about a half-dozen times per day? [SPOILER="My Dwarf"] [B][U]Dwarf[/U] Speed[/B]:30ft [B]HP[/B]:15+2d4 [B]Size[/B]:Medium [B]Enhanced Senses[/B]: you have 120ft darkvision, you also have 10ft tremorsense while standing on solid surfaces such as earth, stone or wood, you can increase the range to 60ft by concentrating, the range is halved when standing on semi-stable substances such as sand, mud or deep snow. [B]Dwarven Resistance[/B]: you have resistance against poison damage, additionally you have advantage on all CON saving throws. [B]Dwarven Endurance[/B]: you gain an extra +1HP at every level and when you take the defend action you can expend a hit die and recover HP equal to the amount rolled+CON. [B]Geokinesis[/B]: you know the Mold Earth cantrip, you can cast it as a bonus action, additionally when you take the attack action you may substitute one attack to cast Earth Tremor, when you use this ability if you have spellslots you may expend one of 2nd level or higher to upcast it, this ability recharges on a max d4 roll at the end of your turn, pick your casting stat for this spell from INT, WIS or CHA when you create your character, you may cast Earth Tremor as an action with your own spell slots if you have any. [B]Stable[/B]: you have advantage against being knocked prone and are not affected by difficult terrain resulting from earth or stone, this includes magical difficult terrain of those kinds. [B]Powerful Wielder[/B]: if you are proficient with any of the following weapons: Handaxe, Light Hammer, Battleaxe, Warhammer or War Pick you may treat it as if it has the finesse property, the thrown range of Handaxe and Light Hammer are increased to 40/90 for you, additionally you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. [B]Defensive Master[/B]: while wearing armour or a shield that you are proficient in you gain an additional +1 AC for each. [/SPOILER] [SPOILER="My Elf"] [B][U]Elf[/U] Speed[/B]:35ft [B]HP[/B]:12+1d6 [B]Size[/B]:Medium [B]Enhanced Senses[/B]: you have darkvision for 60ft and advantage on perception checks, you may add a d6 to any check you make to notice the presence of magic. [B]Trance[/B]: instead of sleeping you meditate for 4 hours in a semi-concious state. [B]Fey Ancestry[/B]: you have advantage on saving throws against being charmed and magic cannot put you to sleep. [B]Elven Magic[/B]: you learn any three cantrips of which's effects do not deal damage(Shillelagh and Magic Stone are not considered to deal damage), you may also cast detect magic as a ritual, pick your casting modifier of INT, WIS or CHA when you create this character. [B]Arcane Blademastery[/B]: if you are proficient with any of the following weapons: dagger, sickle, spear, shortsword, scimitar, rapier, longsword or greatsword, you may use it as an arcane focus, additionally you may also substitute your INT in place of the usual attack modifier required when attacking with it. [B]Long Learned Life[/B]: when making a skill check for arcana, history, nature, religion and one other skill you choose that you are proficient in, you may treat any roll of 9 or below as a 10 instead. [B]Shifting Step[/B]: once per move action up to 15ft of your movement can instead be teleportation to a location you can see, however you must walk at least 5ft before you can teleport. [/SPOILER] [SPOILER="My Dragonborn"] [U][B]Dragonborn[/B][/U] [B]Speed[/B]:30ft [B]HP[/B]:15+2d4 [B]Size[/B]:Medium [B]Enhanced Senses[/B]: you have darkvision for 60ft and have advantage on any checks which require smell. [B]Draconic Ancestry[/B]: you are distantly related to a particular kind of dragon, this choice determines the element of certain other associated features pick one of [fire, cold, lightning, poison, acid]. [B]Chromatic Weapons[/B]: you have natural weapons that deal the damage type of your ancestry -Breath Weapon, when you take the attack action you may substitute one attack to make either a 15ft cone/30ft line breath attack, save for half, DC=8+CON+PB, it deals 2d6 damage, 3d6 at 6th, 4d6 at 11th and 5d6 at 16th, this attack recharges on a max d4 roll at the end of your turn. -Claw Attacks, you make an attack with your claws, they are considered d6 finesse weapons that you are considered proficient in, you gain extra claw attacks with extra attack, you can use your bonus action to make an additional claw attack when you attack with them, if you attack a creature that has resistance or immunity to their element they instead deal d4 Slashing that is considered magical for the purposes of determing resistances. [B]Tail Sweep[/B]: when you make a melee attack you may use your bonus action to attempt to trip a creature adjacent to you, they must make a DEX saving throw or fall prone, if the target is large it has advantage on the saving throw, if it bigger than large the attempt fails. [B]Scaled Hide[/B]: your natural scales provide protection, you resist the damage of the type associated with your ancestry, additionally when not wearing armour you have an AC of 14+DEX(max 3). [B]Dragon Wings[/B]: you have a large pair of wings, as a reaction while in the air you can use them to slow your decent as well as glide a horizontal distance triple the height that you started at, at 5th level you gain a fly speed equal to your walkspeed, you must maintain concentration to remain airbourne between turns else you safely descend to the nearest available location to land, if your concentration is forcibly broken you fall to the ground, your flyspeed is halved if you are wearing heavy armour. [B]Frightful Roar[/B]: you let out a terrifying roar and all non-allied creatures in a 30ft radius who can hear you must make a WIS saving throw or become frightened of you for 1 minute, they can reattempt the save at the end of each of their subsequent turns, if you have proficiency in Intimidation the initial save is made with disadvantage, if you have expertise the check is automatically failed(if they resist fear it's made with disadvantage instead), this ability uses the same charge your breathweapon uses. [/SPOILER] this is a dwarf, elf and dragonborn rewrite i've made before, can you see how playing each of these would stand out as their own experience and not feel like playing any of the others? yeah i'm fine with dropping ASI modifiers or generic proficiencies as what define species from each other. [/QUOTE]
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