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<blockquote data-quote="Cyber-Dave" data-source="post: 7069459" data-attributes="member: 82132"><p>Yea, that design philosophy doesn't work. There is a reason stat penalties are only found on monstrous race choices, and the book calls out all the races as only being available per DM purview. Because of the way min-maxing and class build design works, the stat penalty is irrelevant. For the most part, it isn't a balancing factor; it is a flavour factor. Sometimes you can use a stat penalty as a balancing factor if the penalty is to a stat that the classes you are promoting with your other race features would otherwise want. For example, if you give the race a bunch of abilities which a rogue would love but then give the race a penalty to Dexterity, that would help out rogue characters built with that race choice. You could, with this half-ogre design, use a penalty to Strength or Constitution as a balancing factor. Your penalties, however, are to Intelligence. They are pure fluff. They will ensure that half-ogres stay away from intelligence based build choices and stick to more "brutish" builds. Those penalties, however, do nothing to balance those brutish builds. A brutish build with +2 to Strength, Con, and +1d4 to weapon damage, combined with more racial features besides, is overpowered. I wouldn't allow it at a table if I were DMing. </p><p></p><p></p><p></p><p>Magic is magic. It does weird things. All of the large sized weapons wielded by monstrous NPCs deal double the damage dice. Spells do odd things as exceptions to the general rule by their very nature. Your race isn't using a spell. The internal logic of the game is inconsistent with the rules you have provided. I like internally consistent rules. There are two easy fixes. The first fix changes the name of the weapons that your half-ogres can use from "large" to "oversized." The second option uses an exception based rule that says something like, "half-ogres can use large sized weapons. Because half-ogres are not as large as a full sized ogre, when they do, as opposed to the damage usually dealt by the weapon, the half-ogre deals the same damage as the weapon's medium sized variant +1d4." The mechanics end up working the same way. You, however, avoid the corner case where a player picks up an ogre's greataxe and asks, "why is this weapon dealing 1d12+1d4 in my hands but 2d12 in the hands of any large NPC that uses it?"</p></blockquote><p></p>
[QUOTE="Cyber-Dave, post: 7069459, member: 82132"] Yea, that design philosophy doesn't work. There is a reason stat penalties are only found on monstrous race choices, and the book calls out all the races as only being available per DM purview. Because of the way min-maxing and class build design works, the stat penalty is irrelevant. For the most part, it isn't a balancing factor; it is a flavour factor. Sometimes you can use a stat penalty as a balancing factor if the penalty is to a stat that the classes you are promoting with your other race features would otherwise want. For example, if you give the race a bunch of abilities which a rogue would love but then give the race a penalty to Dexterity, that would help out rogue characters built with that race choice. You could, with this half-ogre design, use a penalty to Strength or Constitution as a balancing factor. Your penalties, however, are to Intelligence. They are pure fluff. They will ensure that half-ogres stay away from intelligence based build choices and stick to more "brutish" builds. Those penalties, however, do nothing to balance those brutish builds. A brutish build with +2 to Strength, Con, and +1d4 to weapon damage, combined with more racial features besides, is overpowered. I wouldn't allow it at a table if I were DMing. Magic is magic. It does weird things. All of the large sized weapons wielded by monstrous NPCs deal double the damage dice. Spells do odd things as exceptions to the general rule by their very nature. Your race isn't using a spell. The internal logic of the game is inconsistent with the rules you have provided. I like internally consistent rules. There are two easy fixes. The first fix changes the name of the weapons that your half-ogres can use from "large" to "oversized." The second option uses an exception based rule that says something like, "half-ogres can use large sized weapons. Because half-ogres are not as large as a full sized ogre, when they do, as opposed to the damage usually dealt by the weapon, the half-ogre deals the same damage as the weapon's medium sized variant +1d4." The mechanics end up working the same way. You, however, avoid the corner case where a player picks up an ogre's greataxe and asks, "why is this weapon dealing 1d12+1d4 in my hands but 2d12 in the hands of any large NPC that uses it?" [/QUOTE]
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