Half-elves........why no one chooses them?

I've not played one since 3e, nor have I seen any in my groups.

I know this isn't house rules forum, but what would you do to even the playing field for these poor little guys? What would put half-elf over the edge for players and make them desireable without being overpowered?

I'm considering giving them the human bonus feat at first level. If that tips it a little too far, maybe drop the sleep immunity and +2 save.
 

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I suggest you to give the half-elves the +1 skill point/level racial ability of the human, as UA suggest to make half-elves less...sucking...
 

The only thing worse than a sucky race is a sucky race comprised of tragic/romantic outcasts. I bet half-elves are all goths and write sucky poetry.
 

lukelightning said:
The only thing worse than a sucky race is a sucky race comprised of tragic/romantic outcasts. I bet half-elves are all goths and write sucky poetry.
LMAO! If I were to ever use quotes in my .sig, that would qualify as one. :lol:

Of course, then I'd have goths tracking me down . . .
 

Crothian said:
I've had people play half elves in about half the games I run. We have never found them to be weaker then other races.

Ditto.

The advantages of other races are icing on the cake, they are not the cake. Racial advantages pale besides class advantages in just a few levels.
 

Except for Human advantages. That extra feat enables class advantages, and the 1 skill point per level is a gift that keeps on giving.

Frankly, I am sorry to say, Half-Elves suck.

Statements like, "Racial advantages don't seem so good after a few levels" means for a few levels you were subpar, for no good reason. Half-Elves are terrible mechanically, and no matter how cool, or uncool their RP is, that means I pretend they don't even exist when creating characters. Call me a bad person if you want, but I am fully capable of rping a different, non-sucky race in their place.
 

werk said:
I know this isn't house rules forum, but what would you do to even the playing field for these poor little guys? What would put half-elf over the edge for players and make them desireable without being overpowered?

I'm considering giving them the human bonus feat at first level. If that tips it a little too far, maybe drop the sleep immunity and +2 save.

I would give them a bonus feat at first level, but unlike humans they have to pick from a specific list of feats. It can't just be any feat they could qualify for.

Just off the top of my head:
Lightning Reflexes, Iron Will, Dodge, Weapon Finesse (can be taken even if they don't have the BAB requirement), Spell Focus (any of the schools), or Spell Penetration

These represent them being able to combine certain aspects of their elven heritage grace and magical affinity with their human flexibility. And the option to have Weapon Finesse at first level will be especially tempting for half-elf rogues, bards, and monks.
 

Seeten said:
Except for Human advantages. That extra feat enables class advantages, and the 1 skill point per level is a gift that keeps on giving.

Frankly, I am sorry to say, Half-Elves suck.

Statements like, "Racial advantages don't seem so good after a few levels" means for a few levels you were subpar, for no good reason. Half-Elves are terrible mechanically, and no matter how cool, or uncool their RP is, that means I pretend they don't even exist when creating characters. Call me a bad person if you want, but I am fully capable of rping a different, non-sucky race in their place.

Characters are only sucky if you play them that way.

Low light vision alone is worth the feat for the right type of player and character.

In a night battle outdoors, a low level half elf fighter with a bow will kick butt on a same level human fighter with whatever weapons or feats practically every single time if played correctly.

In a (typically unlit) dungeon environment, a half-elf can hang back outside of the human's light in order to take advantage of getting attacks against opponents from the dark and forcing them to lose their Dex bonus (opponents the human might not even be able to see, or only see within shadowy illumination).

So, the half elf can have a serious advantage in many of the environments that adventurers explore within.

It's all about playing your character smart based on the abilities of that character.


Every class and race can be played well. Most of the complaints about weak classes and races tend to be more about races and classes that take some thought to play well as opposed to races and classes that can be played well with very little thought.

For example, a Dwarven Fighter can rush up to do battle nearly every combat and pretty much get away with it if his party backs him up. No real thought required (although, even a Dwarven Fighter can be played real smart as well).
 

Sound of Azure said:
"Oryan77
Two out of 5 of my players are Half-Elves "


Wow.... there are real elves in the world! :p
:p Yeah, I think Elves are French. That would explain their personalities, good looks, & why the 2 players have pointed ears.
 

The Half-Elf is not mechanically weak. But it is not as focused as other races, so it is much less attractive for powergaming unless you are maximizing Diplomacy. It is a desirable race if your PC is a bit of a generalist and can make good use of most of those skill bonuses.

A Half-elf makes for a fine Druid, Ranger, Rogue, or Bard who is focusing on skills.

I feel that the value of Low Light vision and +2 save bonus against enchantments is often underestimated.

The Half-elf is one of the best races for defense: a save bonus, bonuses to Spot & Listen, no Con hit, can move 30.
 

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