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Dwarf power-ups: Good or bad?
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<blockquote data-quote="Endur" data-source="post: 895230" data-attributes="member: 3346"><p><strong>Dwarven Bonuses</strong></p><p></p><p>The Dwarven Bonuses sound interesting, but I don't think they overpower the dwarves.</p><p></p><p>1) Weapon Familiarity with Urgrosh and Dwarven Waraxe. Ok it saves a dwarf PC a feat if he wants to use one of these weapons. The Urgrosh, as a double weapon, is going to require bunches of feats to wield, so I don't have a problem with a dwarf spending one less feat. The Waraxe is a bit more powerful, but still I don't see a major problem.</p><p></p><p>Every real powerful magic dwarf weapon I have seen is either a warhammer, a battleaxe, or a greataxe, so when push comes to shove, at high level the dwarf is going to end up using a warhammer, battleaxe, or greataxe, and not one of the exotic weapons.</p><p></p><p>2) Stability: Does anybody know for sure that this is a dwarf ability? If it is, it would be cool and it makes sense.</p><p></p><p>3) Enhancement Movement: Every other game system I know of gives dwaves this ability already. In the hobbit, Dain's troops force marched in armor and wasn't slowed down at all by their armor or their large packs full of supplies. This is a useful enhancement. As a dwarf player, I am constantly outdistanced by everyone else in the party.</p><p></p><p>Dwarven characters are tough fighters, but there is a reason why many power-gamer Barbarians prefer to play a Half-Orc. When maximum damage is the goal, the half orc allows you to generate greater damage. </p><p></p><p>The dwarf, on the other hand, should be more survivable.</p><p></p><p>At least, that's what I tell myself when my stationary dwarven defender watches a Half-Orc Barbarian/Tribal Protector wild fight and great cleave through a swarm of tribal enemies.</p></blockquote><p></p>
[QUOTE="Endur, post: 895230, member: 3346"] [b]Dwarven Bonuses[/b] The Dwarven Bonuses sound interesting, but I don't think they overpower the dwarves. 1) Weapon Familiarity with Urgrosh and Dwarven Waraxe. Ok it saves a dwarf PC a feat if he wants to use one of these weapons. The Urgrosh, as a double weapon, is going to require bunches of feats to wield, so I don't have a problem with a dwarf spending one less feat. The Waraxe is a bit more powerful, but still I don't see a major problem. Every real powerful magic dwarf weapon I have seen is either a warhammer, a battleaxe, or a greataxe, so when push comes to shove, at high level the dwarf is going to end up using a warhammer, battleaxe, or greataxe, and not one of the exotic weapons. 2) Stability: Does anybody know for sure that this is a dwarf ability? If it is, it would be cool and it makes sense. 3) Enhancement Movement: Every other game system I know of gives dwaves this ability already. In the hobbit, Dain's troops force marched in armor and wasn't slowed down at all by their armor or their large packs full of supplies. This is a useful enhancement. As a dwarf player, I am constantly outdistanced by everyone else in the party. Dwarven characters are tough fighters, but there is a reason why many power-gamer Barbarians prefer to play a Half-Orc. When maximum damage is the goal, the half orc allows you to generate greater damage. The dwarf, on the other hand, should be more survivable. At least, that's what I tell myself when my stationary dwarven defender watches a Half-Orc Barbarian/Tribal Protector wild fight and great cleave through a swarm of tribal enemies. [/QUOTE]
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