Mustrum_Ridcully
Legend
The bonus is also against trips, and trips can come up more often in combat, especially with the 3.5 version of tripping and improved trip.KaeYoss said:I'm not bothered much about the +4 against bull-rush: Dwarves are steady on their legs, plus it's not a big deal, since bull rushes don't come up all that often.
I also don't mind the speed thing. They get a low speed for medium-size creatures, after all, and I think it actually makes sense.
But I really don't care about the half-hearted way they implemented weapon familiarity: only for two races out of seven is not enough IMO. But instead of cancelling it for dwarves and gnomes, I give every race one or more familiar weapons (whey probably would have done that, but they decided against introducing new weapons): elves: elven thinblade/longblade (however you want to call it - basically a d8 rapier); halflings: skiprocks and halfling warslings (and yes, this makes it so much easier for warsling snipers); half-orc: orc double axe (half-orcs are more like "diet orcs" than a human-orc crossbreed); humans get one exotic weapon of their choice (I think they got the shaft and need something to make up for it, but I don't like the Idea of giving them two free feats). With half-elves I'm not so sure, but I lean towars the human way (as they are a real blend of humans and elves, not just a "diet elf").
Low Speed is okay, but why don`t they "keep" it in heavier armor than light? Where is the balance reason. (Not to forget that Dwarfes can tumble in Heavy Armor now, and I am not sure if the current errata adresses this.

Racial Familiarity is fine, but it only works if everybody has it. Another mechanic might also have been nice - maybe an "Exotic Racial Weapons Feat" and a "Martial Racial Weapons Feat" that allow to take the appropriate weapons. (the last feat should probably be a racial ability, not a real feat, because why bother with martial weapons if you can get exotics?)
Mustrum Ridcully