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General Tabletop Discussion
*Pathfinder & Starfinder
Gnoll and lizardfolk challenge ratings (is there a difference?)
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<blockquote data-quote="Sonofapreacherman" data-source="post: 1742445" data-attributes="member: 2315"><p>Compare gnolls to lizardfolk. Both are 2 Hit Dice creatures with a +1 Level Adjustment and both have attribute modifiers that total +2. Now ask yourself... are these monsters evenly balanced?</p><p></p><p>Lizardfolk start off with three class skill, three +4 skill bonuses, two racial languages, simple weapon proficiency, shield proficiency, a hold breath ability, a claw/claw/bite attack routine, and +5 natural armor.</p><p></p><p>Gnolls start off with two class skills, one racial language, darkvision, +1 natural armor, simple weapon proficiency, martial weapon proficiency, light armor proficiency, and shield proficiency.</p><p></p><p>The only qualities lizardfolk lack over gnolls are darkvision, martial weapon proficiency, and light armor proficiency. But lizardfolk more than make up for those last two deficiencies with their natural weapons and natural armor bonus.</p><p></p><p>I am beginning to think that gnolls either deserve more abilities or no Level Adjustment, because in what should supposedly be an even fight, lizardfolk would kick their collective canine asses.</p><p></p><p>To leave gnolls the way they are printed now, I would recommend removing their Level Adjustment and adding the "scent" ability.</p><p></p><p>To justify their +1 Level Adjustment, however, I would *definitely* make "scent" one of their racial traits. In addition to that, I would add a claw/claw/bite attack routine of their own, Survival as a racial class skill, and a +2 bonus on Listen, Spot, and Survival checks. Darkvision is a genuinely good advantage, and should not be discounted as a balancing factor.</p><p></p><p>I would love to hear what people think about these changes.</p></blockquote><p></p>
[QUOTE="Sonofapreacherman, post: 1742445, member: 2315"] Compare gnolls to lizardfolk. Both are 2 Hit Dice creatures with a +1 Level Adjustment and both have attribute modifiers that total +2. Now ask yourself... are these monsters evenly balanced? Lizardfolk start off with three class skill, three +4 skill bonuses, two racial languages, simple weapon proficiency, shield proficiency, a hold breath ability, a claw/claw/bite attack routine, and +5 natural armor. Gnolls start off with two class skills, one racial language, darkvision, +1 natural armor, simple weapon proficiency, martial weapon proficiency, light armor proficiency, and shield proficiency. The only qualities lizardfolk lack over gnolls are darkvision, martial weapon proficiency, and light armor proficiency. But lizardfolk more than make up for those last two deficiencies with their natural weapons and natural armor bonus. I am beginning to think that gnolls either deserve more abilities or no Level Adjustment, because in what should supposedly be an even fight, lizardfolk would kick their collective canine asses. To leave gnolls the way they are printed now, I would recommend removing their Level Adjustment and adding the "scent" ability. To justify their +1 Level Adjustment, however, I would *definitely* make "scent" one of their racial traits. In addition to that, I would add a claw/claw/bite attack routine of their own, Survival as a racial class skill, and a +2 bonus on Listen, Spot, and Survival checks. Darkvision is a genuinely good advantage, and should not be discounted as a balancing factor. I would love to hear what people think about these changes. [/QUOTE]
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