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lowkey13
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Too many abilities, yeah, and some of the abilities feel clunky to me. Dasl, for example, feels really weird...
Thri-Kreen physiology and weapon training feel distinctly un-5e like in presentation with those bullet points, though what they do seems fine given your design goals. Missile deflection feels really extra on top of all the abilities Thri-Kreen get.
Good question. In 2nd Edition, they were large, but they've gone through some size adjustments each edition. In the original 1982 boxed set stuff, they were Medium, 6'. In AD&D, they got bigger and were reworked to look more like a mantis, described as 7 feet tall and 11 feet long. In 3rd Edition, they went back to being more humanoid and shrank to man-sized. After that, they've stayed humanoid and along the way gotten chameleon powers.Also, why are they Large? They’re Medium in the monster manual.
For half-giants, saying they occupy a 10-by-10 space and have double carrying capacity is redundant with saying that they’re Large. Large limbs seems strange to me as 10-foot reach is not typically a feature of Large creatures and it seems REALLY overpowered, especially with half-giants being able to wield oversized weapons. Also, oversized weapons don’t have an increased die size, they have double damage dice. Which would also be crazy op. I would recommend removing that from Giant Heritage, move the ability to use versatile weapons’ normal damage die when wielding them one-handed there from long limbs, and add the ability to wield two-handed weapons in one hand, decreasing their damage due by one step if they do. Either that, or get rid of the versatile weapons in one hand thing, and allow them to wield oversized weapons, but only simple ones.
I see the common solution is to give defilers a bonus of sorts. If you want to encourage defiling versus preserving, that's one route. However, you could go about this in the opposite manner: defiling does provide any inherent bonus (it's standard spellcasting). Preserving, otoh, comes with penalties—say it takes longer to cast spells, or spells are treated as cast a level lower or whatever.
Nice. An alternative suggestion for the Elf Run trait - what about instead of a bonus to all forced march saved and removing the perception penalty for fast pace, they keep the penalty (I mean, they’re supposed to be running the whole way, right? Disadvantage on perception makes sense) and auto-succeed on forced march saves, but only as long as they travel at a fast pace. Without Trance, that’s 16 hours of travel and 8 hours of rest per day for a total of 62 miles per day with no risk of exhaustion, but only if they eat that perception penalty the whole way. Slow down, and they lose their flow and start having to make Con saves.Racial fixes:
Elf, removed weapon proficiency. The Athas elf didn't have them (they did get a bonus for using tribe crafted weapons, but not any bow and sword). Doesn't fit. Removed Keen senses, also not really an Athasian quality. Simplified the Elf Run to a huge bonus (Con score) to forced marches and no penalty to fast travel. Added Mask of the Wild (see Wood elf) as wilderness hiding is listed as an attribute of the AD&D athasian elf.
I'm trying to figure when the character would actually use the prolonged run if not in an all-elf party (hence the sprint trait). Checked the monster manual athasian elf since the Boxed Set was really vague, and an elf adds her Constitution score to her overland travel pace if she does her "elf run." So a normal pace of 24 miles becomes, with a CON 14, 38 miles. I could envision wilderness survival wherein only the elf could get to the oasis in time to get water before people start suffering dehydration.Nice. An alternative suggestion for the Elf Run trait - what about instead of a bonus to all forced march saved and removing the perception penalty for fast pace...
Interesting idea! So if we take the example of the half-giant farmer who sees raiders attack and emulates their leader, he might emulate the Ideal of might makes right. When he travels into town to get supplies, he tries this out on the bazaar merchant, shoving him back and threatening to break his arms if he doesn't lower his price on the tack and harness. It works and he begins to dress like the bandit he saw. Several days later, the noble that owns the farm finds out and makes a visit. The owner has always been good to him, and he sees how much the owner is loved by the laborers. The noble sits him down and explains the importance of respecting the law and rules. He talks about people who got hurt because the raiders didn't follow those rules, people the half-giant likes. This shakes a board loose, and he decides to adopt the Noble's Ideal of responsibility. It doesn't have to be so schizophrenic (a half-giant might go weeks without encountering someone he would want to emulate), and it avoids the idea of changing his core alignment on a routine basis. And yeah, he could take flaws. If players need roleplay motivation or maybe are new to the game, we offer the Inspiration mechanic. Good stuff....What if instead, half giants take on a characteristic (which is to say, a personality trait, ideal, bond, or flaw) of one of their party members each day...
I originally had an Inspiration style mechanic for Focus, gain advantage on a d20 roll, renews after a short rest, but it was hard to justify why he'd only be inspired on that one action rather than during the entire day if he's so focused. AD&D's monster manual dwarf had a +1 to saves and +2 to proficiency checks when focused. It's extra number crunching, but the idea was they were undeterred, not that they were divinely inspired or anything. Have to think on that one.On a similar note, what if Dwarves’ Focus took the form of a characteristic?