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[Homebrew] New Player Race- Ordles (first draft)
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<blockquote data-quote="GreenTengu" data-source="post: 7237927" data-attributes="member: 6777454"><p>It looks like what you are going for here is a gelatinous creature PC race. So its probably best to make this line up with other gelatinous creatures in 5E.</p><p></p><p>Ability scores, age, alignment, size-- those are all fine. But let's take a look at abilities.</p><p></p><p>First, immunity to an entire school of magic is too much for a PC race. Plus, it shows a fundamental misunderstanding of how Illusion magic works. A character is not immune to all illusion magic simply because they don't have or use eyes-- illusion affects the mind and perception of creatures, so as long as a creature is capable of comprehending the idea that an object or creature is in a particular direction, then illusion magic can work just fine on them. Thus, get rid of true sight.</p><p></p><p>However, given that their senses do not rely on actual vision, you should make them immune to being blinded (and possibly deafened too if their ears work in the same way). Give them Blindsight up to 60' with the caveat that they are blind beyond that range. This would be far more supportive of the thematic concept and also come up organically rather than telling the DM "yeah, you know those few creatures that rely on illusion spells? Just don't bother using them."</p><p></p><p>Your liquid resistance also works completely backwards from how creatures that have this sort of resistance work in this edition. Bludgeoning and falling damage are actually the reliable damage types against this sort of creature, not the kind this sort of creature is immune to. Matching up with similar creatures, it should actually be slashing damage that they are resistant to.</p><p></p><p>Leathery needs to cap out at 15, not 18. Presume that anyone who is going to play this race is going to try to max out their dexterity score and the most one should be able to do with maximum dexterity without any armor should be 20-- just like the Barbarian or Monk's maximum. And even that is very much pushing things a bit far as both of those classes require you to have a second score besides Dexterity at 20 to achieve your AC of 20-- something which is very unlikely to be true by only level 9. Really, it should be a flat 13+Dexterity without armor with no growth at higher levels to be completely balanced. A free AC of 23 while running around completely naked just for being this race really is beyond reason.</p><p></p><p></p><p>The alchemical diffusion is fine in concept, but the issue is that the way poisons work in D&D doesn't really lend itself to making this ability function correctly. Poisoned attacks tend to either be poisoned or not poisoned regardless of how much poison is introduced. So one doesn't really have a good measure as to when one reaches that 3x threshhold. I suppose the DM could rule that it is only the third time they should have to make a save that affects them, but it seems needless to have to track that.</p><p></p><p>The funny thing is that of all the immunities that Ooze creatures have in D&D, poison actually isn't listed among them. However, I would consider that a bit of an oversight and given the artificial and alien composition of an ooze creature's body, I would think they may well be immune to poisons all together, probably being able to absorb and process it without too much issue. Probably making themselves poisonous as a result. So instead of requiring 3x dosage, why not just make the creature immune to poison and you can keep the 3x normal dosage of potion as potions do tend to come in vials so one can count how many they may need to take any effect.</p><p></p><p>Flow is a good, solid, interesting ability. I don't know how often it would come up, but it creates something very unique to this race.</p><p></p><p>Membrous healing is a perfectly fine ability, I don't see a big issue there beyond maybe that it is a flat bonus (but doing something different like rolling the healing dice twice and taking the higher results would take too much time at higher levels).</p><p></p><p>Servitor Race is a solid, themely disadvantage-- it is so rare to see flat disadvantages on races, particularly homebrew races. But this disadvantage wouldn't be enough to balance out complete immunity to an entire school of magic nor getting an AC higher than any other race/class combination could ever achieve.</p><p></p><p>You also effectively gave them a bonus language, but you didn't clearly write it out as such.</p></blockquote><p></p>
[QUOTE="GreenTengu, post: 7237927, member: 6777454"] It looks like what you are going for here is a gelatinous creature PC race. So its probably best to make this line up with other gelatinous creatures in 5E. Ability scores, age, alignment, size-- those are all fine. But let's take a look at abilities. First, immunity to an entire school of magic is too much for a PC race. Plus, it shows a fundamental misunderstanding of how Illusion magic works. A character is not immune to all illusion magic simply because they don't have or use eyes-- illusion affects the mind and perception of creatures, so as long as a creature is capable of comprehending the idea that an object or creature is in a particular direction, then illusion magic can work just fine on them. Thus, get rid of true sight. However, given that their senses do not rely on actual vision, you should make them immune to being blinded (and possibly deafened too if their ears work in the same way). Give them Blindsight up to 60' with the caveat that they are blind beyond that range. This would be far more supportive of the thematic concept and also come up organically rather than telling the DM "yeah, you know those few creatures that rely on illusion spells? Just don't bother using them." Your liquid resistance also works completely backwards from how creatures that have this sort of resistance work in this edition. Bludgeoning and falling damage are actually the reliable damage types against this sort of creature, not the kind this sort of creature is immune to. Matching up with similar creatures, it should actually be slashing damage that they are resistant to. Leathery needs to cap out at 15, not 18. Presume that anyone who is going to play this race is going to try to max out their dexterity score and the most one should be able to do with maximum dexterity without any armor should be 20-- just like the Barbarian or Monk's maximum. And even that is very much pushing things a bit far as both of those classes require you to have a second score besides Dexterity at 20 to achieve your AC of 20-- something which is very unlikely to be true by only level 9. Really, it should be a flat 13+Dexterity without armor with no growth at higher levels to be completely balanced. A free AC of 23 while running around completely naked just for being this race really is beyond reason. The alchemical diffusion is fine in concept, but the issue is that the way poisons work in D&D doesn't really lend itself to making this ability function correctly. Poisoned attacks tend to either be poisoned or not poisoned regardless of how much poison is introduced. So one doesn't really have a good measure as to when one reaches that 3x threshhold. I suppose the DM could rule that it is only the third time they should have to make a save that affects them, but it seems needless to have to track that. The funny thing is that of all the immunities that Ooze creatures have in D&D, poison actually isn't listed among them. However, I would consider that a bit of an oversight and given the artificial and alien composition of an ooze creature's body, I would think they may well be immune to poisons all together, probably being able to absorb and process it without too much issue. Probably making themselves poisonous as a result. So instead of requiring 3x dosage, why not just make the creature immune to poison and you can keep the 3x normal dosage of potion as potions do tend to come in vials so one can count how many they may need to take any effect. Flow is a good, solid, interesting ability. I don't know how often it would come up, but it creates something very unique to this race. Membrous healing is a perfectly fine ability, I don't see a big issue there beyond maybe that it is a flat bonus (but doing something different like rolling the healing dice twice and taking the higher results would take too much time at higher levels). Servitor Race is a solid, themely disadvantage-- it is so rare to see flat disadvantages on races, particularly homebrew races. But this disadvantage wouldn't be enough to balance out complete immunity to an entire school of magic nor getting an AC higher than any other race/class combination could ever achieve. You also effectively gave them a bonus language, but you didn't clearly write it out as such. [/QUOTE]
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