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ShortQuests -- Pocket Sized Adventures! An all-new collection of digest-sized D&D adventures designed for 1-2 game sessions.
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Half-Elves: Underpowered
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<blockquote data-quote="Shin Okada" data-source="post: 2106975" data-attributes="member: 1956"><p>ThirdWizard,</p><p></p><p>>They don't usually move at night. During the day vision is moot.</p><p></p><p>Your adventurers are born under the lucky star if they can always choose to adventure under blight sunlight.</p><p></p><p>>Which low-light vision doesn't help with.</p><p></p><p>Yeah. Of course. Darkvision is better in underground. Still, someone with low-light vision is better than someone with normal vision as they can see twice as far. At least, they have better chance for "both side notice simultaneously". But of course, darkvision is better and which is one of the reason why I think Dwarfs make best rogues.</p><p></p><p>>Yes, but watch is usually rotated. It doesn't overly matter if the rogue</p><p>>or the ranger or the barbarian has low-light vision. You won't see that</p><p>>far anyway, either way. At least compared to how far away the things</p><p>>out there can see you (with your fire going). Listen is much more</p><p>>important in this case, in my experience, and the halfling bonus is</p><p>>there.</p><p></p><p>Combination of Dark/Low-light vision AND high spot bonus is important. And in this case, low-light vision is better than dark-vision. Adventurers are usually using some kind fo campfire. And there maybe the moon.</p><p></p><p>Remember, rogues cannot make sneak attacks if the target has some kind of concealment. That means, a halfling/human rogue can sneak attack at night only when he is very near from the light source.</p><p></p><p>>This is where the wizard/sorcerer's familiar, druid/ranger's animal</p><p>>companion, polymorph/wildshape or the like has always shined in</p><p>>my games. During the day, in plain sight, but so normal noone cares.</p><p>>Besides, a halfing with his +5 extra hide can do reconosance during</p><p>>the day and be fine from my experiences.</p><p></p><p>Actually, one of the best reckon I have ever seen was a bat familiar of Wizard 1/Ranger X. But they are not as clever as PC rogues or rangers. They can't draw maps for you. Especially, animal companions are just animals. Not that much clever. And both Familiars and Animal Companions cannot find traps with DC 21+.</p><p></p><p>Also, if your party rogue/ranger can only reckon in daytime, it will limit the plan of your party much. Not so convenient.</p><p></p><p>>Where the halfing fails is his getaway when he's spotted,</p><p>>unfortunatley. The 20 foot movement doesn't help those chase</p><p>>scenes.</p><p></p><p>And remember, a halfling ranger type cannot catch up with typical human group when tracking.</p></blockquote><p></p>
[QUOTE="Shin Okada, post: 2106975, member: 1956"] ThirdWizard, >They don't usually move at night. During the day vision is moot. Your adventurers are born under the lucky star if they can always choose to adventure under blight sunlight. >Which low-light vision doesn't help with. Yeah. Of course. Darkvision is better in underground. Still, someone with low-light vision is better than someone with normal vision as they can see twice as far. At least, they have better chance for "both side notice simultaneously". But of course, darkvision is better and which is one of the reason why I think Dwarfs make best rogues. >Yes, but watch is usually rotated. It doesn't overly matter if the rogue >or the ranger or the barbarian has low-light vision. You won't see that >far anyway, either way. At least compared to how far away the things >out there can see you (with your fire going). Listen is much more >important in this case, in my experience, and the halfling bonus is >there. Combination of Dark/Low-light vision AND high spot bonus is important. And in this case, low-light vision is better than dark-vision. Adventurers are usually using some kind fo campfire. And there maybe the moon. Remember, rogues cannot make sneak attacks if the target has some kind of concealment. That means, a halfling/human rogue can sneak attack at night only when he is very near from the light source. >This is where the wizard/sorcerer's familiar, druid/ranger's animal >companion, polymorph/wildshape or the like has always shined in >my games. During the day, in plain sight, but so normal noone cares. >Besides, a halfing with his +5 extra hide can do reconosance during >the day and be fine from my experiences. Actually, one of the best reckon I have ever seen was a bat familiar of Wizard 1/Ranger X. But they are not as clever as PC rogues or rangers. They can't draw maps for you. Especially, animal companions are just animals. Not that much clever. And both Familiars and Animal Companions cannot find traps with DC 21+. Also, if your party rogue/ranger can only reckon in daytime, it will limit the plan of your party much. Not so convenient. >Where the halfing fails is his getaway when he's spotted, >unfortunatley. The 20 foot movement doesn't help those chase >scenes. And remember, a halfling ranger type cannot catch up with typical human group when tracking. [/QUOTE]
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