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Jeremy Crawford Discusses Details on Custom Origins
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<blockquote data-quote="GreenTengu" data-source="post: 8122178" data-attributes="member: 6777454"><p>After all the arguing here....</p><p></p><p>I don't think this solved anything regarding race/class balance at all. If anything, it just made some problems worse. I kind of respect what they were trying to do, but.... no...</p><p></p><p>The truth is simply that they game is just too damn fundamentally broken at its core and this sort of patch-job just creates more broken combinations than the game previously had.</p><p></p><p>Does it suck that there is no such thing as a Strength-based or Wisdom-based Monk? Absolutely! The fact that one has to have maxed out Dexterity to be the best possible Monk is terrible. Is making it so that races that wouldn't naturally have a high Dexterity can have now maxed out Dexterity the proper option? Well.... no. Because it doesn't fix the other traits those races have that might upset things even worse.</p><p></p><p>Similarly-- I think one should be able to be a Rogue without having absolutely through-the-roof Dexterity-- an Intelligence or Wisdom or Charisma Rogue ought to all be perfectly valid options that maybe play marginally different, but they should all be possible. The main things preventing that are the idea that Dexterity gets to dictate one's chance to hit and extra damage as well as one's Initiative and Stealth.</p><p></p><p>Initiative absolutely should have the option to be tied to some mental stat rather than Dexterity-- and Stealth? I only see the most tangential connection between that and one's hand-eye coordination. Hell, even ranged attacks probably ought to have, at least the option, of being tied to Wisdom rather than Dexterity.</p><p></p><p>In the end the book may offer up new options to races that were already over-the-top broken, but it does hardly anything for races that were designed as utterly shafted in the first place-- like pretty much all of those that got written up as "monster races" despite being typical residents of the D&D world.</p><p></p><p>It's still impossible to create a functional Half-Orc, Goliath, Orc, Goblin or Kobold character of any class-- and Hobgoblins are still only good if one is a spell-caster.</p><p></p><p>So you get to play a Shield Dwarf of any class and be better than any other race aside from speed? Well-- great for you, sucks for everyone else.</p></blockquote><p></p>
[QUOTE="GreenTengu, post: 8122178, member: 6777454"] After all the arguing here.... I don't think this solved anything regarding race/class balance at all. If anything, it just made some problems worse. I kind of respect what they were trying to do, but.... no... The truth is simply that they game is just too damn fundamentally broken at its core and this sort of patch-job just creates more broken combinations than the game previously had. Does it suck that there is no such thing as a Strength-based or Wisdom-based Monk? Absolutely! The fact that one has to have maxed out Dexterity to be the best possible Monk is terrible. Is making it so that races that wouldn't naturally have a high Dexterity can have now maxed out Dexterity the proper option? Well.... no. Because it doesn't fix the other traits those races have that might upset things even worse. Similarly-- I think one should be able to be a Rogue without having absolutely through-the-roof Dexterity-- an Intelligence or Wisdom or Charisma Rogue ought to all be perfectly valid options that maybe play marginally different, but they should all be possible. The main things preventing that are the idea that Dexterity gets to dictate one's chance to hit and extra damage as well as one's Initiative and Stealth. Initiative absolutely should have the option to be tied to some mental stat rather than Dexterity-- and Stealth? I only see the most tangential connection between that and one's hand-eye coordination. Hell, even ranged attacks probably ought to have, at least the option, of being tied to Wisdom rather than Dexterity. In the end the book may offer up new options to races that were already over-the-top broken, but it does hardly anything for races that were designed as utterly shafted in the first place-- like pretty much all of those that got written up as "monster races" despite being typical residents of the D&D world. It's still impossible to create a functional Half-Orc, Goliath, Orc, Goblin or Kobold character of any class-- and Hobgoblins are still only good if one is a spell-caster. So you get to play a Shield Dwarf of any class and be better than any other race aside from speed? Well-- great for you, sucks for everyone else. [/QUOTE]
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