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Half-Elves are taking over my game! (Or are Humans underpowered?)
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<blockquote data-quote="Jediking" data-source="post: 7887367" data-attributes="member: 6803126"><p>I like your in-depth analysis, I went through the same sort of exercise. Came to a different conclusion, but so similar it's NBD either way <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f913.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":geek:" title="Geek :geek:" data-smilie="30"data-shortname=":geek:" /></p><p></p><p>I went through the races to add a bunch of subclasses and homebrew races, and even came up with a document to allow any mixed race to be chosen (Mul, Quarterling, whatever the players want). It became easy when I didn't include ribbons, just because they added too much complexity for what my goal in that case was.</p><p>(Human, Half-Elf, and Elf were the easy Rosetta Stone to break down other races.)</p><p></p><p>Edit: *I completely agree ribbons add some value and they are better to have than not, but they aren't counted in balancing one race against another. It's like the weapon table, where <em>finesse </em>and<em> versatile</em> do not affect the balance of a weapon. It`s better to have, but mechanically it isn`t counted for balance purposes.</p><p></p><p></p><p></p><p>From the Waterborne UA, WotC had a key sidebar that showed a bit of how they design and weigh ribbons:</p><p></p><p>Ribbons: <strong>On the R&D team, any ability meant to convey flavor rather than a mechanical advantage</strong> is referred to as a ribbon—a thing that’s mostly for show. Thieves’ Cant is a great example of a ribbon ability, and Storm Guide also falls into this category. <strong>We don’t weigh ribbons when balancing one class or option against another</strong>. For example, Heart of the Storm carries the power load at 6th level for the storm sorcerer, while Storm Guide is here only to show how these sorcerers can excel as sailors. It isn’t meant to help in combat, but it’s potentially very useful in maneuvering a ship.</p></blockquote><p></p>
[QUOTE="Jediking, post: 7887367, member: 6803126"] I like your in-depth analysis, I went through the same sort of exercise. Came to a different conclusion, but so similar it's NBD either way :geek: I went through the races to add a bunch of subclasses and homebrew races, and even came up with a document to allow any mixed race to be chosen (Mul, Quarterling, whatever the players want). It became easy when I didn't include ribbons, just because they added too much complexity for what my goal in that case was. (Human, Half-Elf, and Elf were the easy Rosetta Stone to break down other races.) Edit: *I completely agree ribbons add some value and they are better to have than not, but they aren't counted in balancing one race against another. It's like the weapon table, where [I]finesse [/I]and[I] versatile[/I] do not affect the balance of a weapon. It`s better to have, but mechanically it isn`t counted for balance purposes. From the Waterborne UA, WotC had a key sidebar that showed a bit of how they design and weigh ribbons: Ribbons: [B]On the R&D team, any ability meant to convey flavor rather than a mechanical advantage[/B] is referred to as a ribbon—a thing that’s mostly for show. Thieves’ Cant is a great example of a ribbon ability, and Storm Guide also falls into this category. [B]We don’t weigh ribbons when balancing one class or option against another[/B]. For example, Heart of the Storm carries the power load at 6th level for the storm sorcerer, while Storm Guide is here only to show how these sorcerers can excel as sailors. It isn’t meant to help in combat, but it’s potentially very useful in maneuvering a ship. [/QUOTE]
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