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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Heritage Gifts/Paragons
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<blockquote data-quote="NoodleLeith" data-source="post: 8450211" data-attributes="member: 7016151"><p>So first off, I really like the idea of Gifts and Paragons. They allow for a lot more customization during this step of CC and make for much more varied PCs (and NPCs!). That said, the difference between each Heritage's Gifts/Paragons is pretty huge and I'm not sure if that means these are the final versions or they're still being worked on.</p><p></p><p>For example:</p><p></p><p><strong>Gifts - </strong></p><ul> <li data-xf-list-type="ul">Gnomes have 2 Gifts, they're pretty generalized and provide some very minor differences to the combat-side of things. Not much character-defining material going on here (which is fine!).</li> <li data-xf-list-type="ul">Halflings have 3 Gifts, 2 of which are seen as making the character different from most other Halflings (which is also fine!).</li> <li data-xf-list-type="ul">The issue that I have with this is that they both seemingly have entirely different design philosophies going on. If I was playing a Gnome and only had the choice between +1 AC or 1 turn invisibility, compared to my friends who were playing a Twilight-Touched Halfling and a Prescient Vision Elf, I would feel disappointed that my available gifts weren't anywhere near as character-defining or unique. Having generic gifts as an option is still great, but when you only have gifts like that it feels a bit sad. This Gift disparity isn't just seen in these 2 Heritages either - the number of Gifts and the variety is constantly changing as you read through the list of Heritages.</li> </ul><p><strong>Paragons -</strong></p><ul> <li data-xf-list-type="ul">Again using Gnomes and Halflings as an example - they both only have 1! </li> <li data-xf-list-type="ul">As a Dragonborn you have the option between mighty dragon claws and scales(!), mighty dragon wings(!), and sleek dragon fins(!). The world is your oyster as a Dragonborn, and personally I feel that all other Heritages should have followed this model. All three of those options have the capacity to change your characters interaction with Combat, Exploration, and Social pillars. </li> <li data-xf-list-type="ul">Gnomes get +1 Expertise die on a <em>very specific</em> type of <em>magical effect</em> - this rarely occurs in combat, depending on the type that you choose it can either be incredibly rare or somewhat useful during exploration (it would be even better if it wasn't just on spells), and it's never used during social interactions. This is their only possible choice when they reach 10th level, when the rest of the players are unlocking huge characteristic traits.</li> </ul><p>I really hope that these aren't the finalized versions as (at my table) I'd either have to make new Gifts and Paragons altogether for Heritages like Gnomes that are severely lacking, or scrap them entirely from all Heritages just so that no one feels left behind the rest of the group. Unfortunately, I'd likely opt for the latter.</p></blockquote><p></p>
[QUOTE="NoodleLeith, post: 8450211, member: 7016151"] So first off, I really like the idea of Gifts and Paragons. They allow for a lot more customization during this step of CC and make for much more varied PCs (and NPCs!). That said, the difference between each Heritage's Gifts/Paragons is pretty huge and I'm not sure if that means these are the final versions or they're still being worked on. For example: [B]Gifts - [/B] [LIST] [*]Gnomes have 2 Gifts, they're pretty generalized and provide some very minor differences to the combat-side of things. Not much character-defining material going on here (which is fine!). [*]Halflings have 3 Gifts, 2 of which are seen as making the character different from most other Halflings (which is also fine!). [*]The issue that I have with this is that they both seemingly have entirely different design philosophies going on. If I was playing a Gnome and only had the choice between +1 AC or 1 turn invisibility, compared to my friends who were playing a Twilight-Touched Halfling and a Prescient Vision Elf, I would feel disappointed that my available gifts weren't anywhere near as character-defining or unique. Having generic gifts as an option is still great, but when you only have gifts like that it feels a bit sad. This Gift disparity isn't just seen in these 2 Heritages either - the number of Gifts and the variety is constantly changing as you read through the list of Heritages. [/LIST] [B]Paragons -[/B] [LIST] [*]Again using Gnomes and Halflings as an example - they both only have 1! [*]As a Dragonborn you have the option between mighty dragon claws and scales(!), mighty dragon wings(!), and sleek dragon fins(!). The world is your oyster as a Dragonborn, and personally I feel that all other Heritages should have followed this model. All three of those options have the capacity to change your characters interaction with Combat, Exploration, and Social pillars. [*]Gnomes get +1 Expertise die on a [I]very specific[/I] type of [I]magical effect[/I] - this rarely occurs in combat, depending on the type that you choose it can either be incredibly rare or somewhat useful during exploration (it would be even better if it wasn't just on spells), and it's never used during social interactions. This is their only possible choice when they reach 10th level, when the rest of the players are unlocking huge characteristic traits. [/LIST] I really hope that these aren't the finalized versions as (at my table) I'd either have to make new Gifts and Paragons altogether for Heritages like Gnomes that are severely lacking, or scrap them entirely from all Heritages just so that no one feels left behind the rest of the group. Unfortunately, I'd likely opt for the latter. [/QUOTE]
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