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Earthdawn races for Dnd 2024, views welcomed.
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<blockquote data-quote="Darklion" data-source="post: 9621877" data-attributes="member: 28241"><p>For t’skrang, instead of trying to cross-wire Dex and Str for the skills, I’d just give them starting proficiency in either (or both) Acrobatics and Athletics. As they get free skills proficiencies, I’d probably dump the selection. Dump darkvision; t’skrang didn’t have it in the original edition. Keep tail attack. Since t’skrang are amphibious, consider giving them some sort of water-related benefit — swim speed equal to their walking speed, longer breath holding, advantage of checks related to water-based boats/sailing, etc.</p><p></p><p>For obsidimen, dump darkvision; they didn’t have it in the original edition. Between the DR (which doesn’t exist in 5E) and their armor ability, it’s all too weirdly defined. It wouldn’t be ultra-consistent with Earthdawn, but for consistency and balance, I’d model it after what dragonborn get: 13 + Dex. I’d say let them pick the higher of Dex or Con, but that just means Con lets them get both a higher AC <em>and</em> more hit points, so that might be doubling up too much. Going that route automatically eliminates the need for the “no stealth penalty” because natural armor never imposes stealth penalties. And, yes, it would also mean that obsidimen could wear other armors, but if it’s okay for warforged, it’s okay for obsidimen. Lastly, I’d ditch the slam attack, and instead perhaps go for something more related to their strength, weight, and/or stone affinity — advantage on Strength checks to resist forced movement, stonecunning ala dwarves, etc.</p><p></p><p>For trolls, keep darkvision and proficiency in Athletics. I’d probably get rid of the “add proficiency bonus to damage”; they already have a damage-dealing benefit in being able to wield the two-handed version of a versatile weapon in one hand, thus allowing them to also use a shield. If you’re really intent on giving them an additional damage-dealing boost, consider allowing them to re-roll ones for physical weapon damage, or a limited number of times a day, reroll one (or more) damage dice and take the re-rolled value. The troll’s blood is okay.</p><p></p><p>Windlings will always be difficult, because they’re so small. I know it puts them a bit at a disadvantage, but like with other winged species, they should get a flying speed equal to their walking speed. Unfortunately, that’s the break you get for playing an itty bitty race. Everything else is kind of okay-ish, although it’s a laundry list of “you’re being penalized severely for being small” — you can’t use good weapons, you can’t inflict good damage, you can’t survive good hits. I’d actually consider flipping the script here, and instead of penalizing damage and durability, give them abilities that lean into their small size. Maybe they have “flying dodge”: proficiency bonus times per long rest, force attackers to re-roll a successful attack and take the worse value, potentially turning a hit into a miss. Also, based on the first edition, I’d actually argue that “detect magic” would be a better cantrip than “friends” — windlings had astral-sensitive sight.</p></blockquote><p></p>
[QUOTE="Darklion, post: 9621877, member: 28241"] For t’skrang, instead of trying to cross-wire Dex and Str for the skills, I’d just give them starting proficiency in either (or both) Acrobatics and Athletics. As they get free skills proficiencies, I’d probably dump the selection. Dump darkvision; t’skrang didn’t have it in the original edition. Keep tail attack. Since t’skrang are amphibious, consider giving them some sort of water-related benefit — swim speed equal to their walking speed, longer breath holding, advantage of checks related to water-based boats/sailing, etc. For obsidimen, dump darkvision; they didn’t have it in the original edition. Between the DR (which doesn’t exist in 5E) and their armor ability, it’s all too weirdly defined. It wouldn’t be ultra-consistent with Earthdawn, but for consistency and balance, I’d model it after what dragonborn get: 13 + Dex. I’d say let them pick the higher of Dex or Con, but that just means Con lets them get both a higher AC [I]and[/I] more hit points, so that might be doubling up too much. Going that route automatically eliminates the need for the “no stealth penalty” because natural armor never imposes stealth penalties. And, yes, it would also mean that obsidimen could wear other armors, but if it’s okay for warforged, it’s okay for obsidimen. Lastly, I’d ditch the slam attack, and instead perhaps go for something more related to their strength, weight, and/or stone affinity — advantage on Strength checks to resist forced movement, stonecunning ala dwarves, etc. For trolls, keep darkvision and proficiency in Athletics. I’d probably get rid of the “add proficiency bonus to damage”; they already have a damage-dealing benefit in being able to wield the two-handed version of a versatile weapon in one hand, thus allowing them to also use a shield. If you’re really intent on giving them an additional damage-dealing boost, consider allowing them to re-roll ones for physical weapon damage, or a limited number of times a day, reroll one (or more) damage dice and take the re-rolled value. The troll’s blood is okay. Windlings will always be difficult, because they’re so small. I know it puts them a bit at a disadvantage, but like with other winged species, they should get a flying speed equal to their walking speed. Unfortunately, that’s the break you get for playing an itty bitty race. Everything else is kind of okay-ish, although it’s a laundry list of “you’re being penalized severely for being small” — you can’t use good weapons, you can’t inflict good damage, you can’t survive good hits. I’d actually consider flipping the script here, and instead of penalizing damage and durability, give them abilities that lean into their small size. Maybe they have “flying dodge”: proficiency bonus times per long rest, force attackers to re-roll a successful attack and take the worse value, potentially turning a hit into a miss. Also, based on the first edition, I’d actually argue that “detect magic” would be a better cantrip than “friends” — windlings had astral-sensitive sight. [/QUOTE]
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