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<blockquote data-quote="tetrasodium" data-source="post: 8082817" data-attributes="member: 93670"><p>That's just it. Telepathy is one of those hings that should be useful but is rarely if ever even capable of reaching the low bar of simply being noteworthy & should be adjusted. As to humans I think you might be thinking of it from the PoV of "this is less amazing than a way too good 3.5/5e variant human feat based concept comes online 4 levels sooner". Humans get some really nice heritage stuff</p><ul> <li data-xf-list-type="ul"><strong>Die Hard Survivor:</strong> Sure the feast & famine is of iffy value, but being considered proficient in death saves <em>and</em> counting any roll adding to 20+ as a nat 20 is gigantic<ul> <li data-xf-list-type="ul"><strong>Feast & Famine.</strong> You are adapted to tightening your belt during hard times. You double your Constitution score for the sake determining how long you can go without eating. </li> <li data-xf-list-type="ul"><strong>Radical Perseverance.</strong> Through your sheer stubbornness and will to live, you sometimes manage to wriggle out of death’s grasp. You get a bonus to death saving throws equal to your proficiency bonus. A d20 result of natural 1 or a 20 still yields the normal results, and <strong>a result of 21 or higher is treated as a 20.</strong> </li> </ul></li> <li data-xf-list-type="ul"><strong>Spirited Traveler:</strong> This is a lot more useful than you give it credit for. Righ off the bat you have an ability that lets you take what would be a 5 hour trip in 2 hours being able to warn the village, go get supplies left behind/determined to be needed, etc sure it's niche but that's pretty darned useful when you find a use. Sojourner's fortitude is advantage on forced march, this was never the most useful hing even in the past editions before 5e made forced march practically impossible with its rests. Mad dashgives some foreshadowing, 5e may have removed nearly all AoOs for moving around in combat but when you add them back it means a human can get beat to hell & run around/through the front lines to retreat to the party or even ignore the risk of them during a charge or something 1/rest... Back in the days of 3.5 there were feats that did that for just a charge or something & people took them often.<ul> <li data-xf-list-type="ul"><strong>Marathon Runner.</strong> While you carry no more than half your carrying capacity, and you are not wearing medium or heavy armor, your individual overland travel speed is 10 miles per hour, but only for 2 hours. After this point, you can only travel at a slow pace (2 miles per hour) until you complete a long rest.</li> <li data-xf-list-type="ul"><strong>Sojourner’s Fortitude.</strong> You have advantage on saving throws made to resist exhaustion for marching longer than 8 hours. </li> <li data-xf-list-type="ul"> <strong>Mad Dash. </strong>When you take the Dash action, your movement this turn does not provoke <br /> opportunity attacks. During this movement, you have advantage Athletics checks made to jump, Acrobatics checks made to avoid hazards, and Dexterity saving throws. <br /> This trait does not protect you from other reactions, including readied actions. Once you use this trait, you cannot use it again until you complete a short or long rest. </li> </ul></li> <li data-xf-list-type="ul">Ingenious Focus: Taking two tools or skills from Animal Handling, Arcana, History, Investigation, Medicine, Nature, or Religion & never being able to roll below an 8 is <em>gigantic</em> for a skill based character. Imagine a rogue who has a 100% chance of rolling 8-20 before adding mods to thieve's tools & poisoner's kit, or a wizard/cleric/etc who has the same with arcana & religion or whatever. Likewise Inexorable Concentration is great giving human casters free warcaster saves int mod number of times/long rest.<ul> <li data-xf-list-type="ul"><strong>Resident Expert.</strong> You have a reputation for painstaking detail on certain tasks and subjects. Choose two tools with which you are proficient, or a skill with which you are proficient from Animal Handling, Arcana, History, Investigation, Medicine, Nature, or Religion. <u>When you make a check with that tool or skill and the d20 shows a natural result of 2 through 7, you can count the d20 result as being 8. </u></li> <li data-xf-list-type="ul"><strong>Inexorable Concentration</strong>. When you fail a Constitution saving throw to maintain concentration, you can immediately reroll it, taking the new result. You may use this ability a number of times equal to your Intelligence modifier (minimum of one), and regain all expended uses after a long rest. Seems like villager:Tall tales should allow this to be wis instead of int too though.</li> </ul></li> </ul></blockquote><p></p>
[QUOTE="tetrasodium, post: 8082817, member: 93670"] That's just it. Telepathy is one of those hings that should be useful but is rarely if ever even capable of reaching the low bar of simply being noteworthy & should be adjusted. As to humans I think you might be thinking of it from the PoV of "this is less amazing than a way too good 3.5/5e variant human feat based concept comes online 4 levels sooner". Humans get some really nice heritage stuff [LIST] [*][B]Die Hard Survivor:[/B] Sure the feast & famine is of iffy value, but being considered proficient in death saves [I]and[/I] counting any roll adding to 20+ as a nat 20 is gigantic [LIST] [*][B]Feast & Famine.[/B] You are adapted to tightening your belt during hard times. You double your Constitution score for the sake determining how long you can go without eating. [*][B]Radical Perseverance.[/B] Through your sheer stubbornness and will to live, you sometimes manage to wriggle out of death’s grasp. You get a bonus to death saving throws equal to your proficiency bonus. A d20 result of natural 1 or a 20 still yields the normal results, and [B]a result of 21 or higher is treated as a 20.[/B] [/LIST] [*][B]Spirited Traveler:[/B] This is a lot more useful than you give it credit for. Righ off the bat you have an ability that lets you take what would be a 5 hour trip in 2 hours being able to warn the village, go get supplies left behind/determined to be needed, etc sure it's niche but that's pretty darned useful when you find a use. Sojourner's fortitude is advantage on forced march, this was never the most useful hing even in the past editions before 5e made forced march practically impossible with its rests. Mad dashgives some foreshadowing, 5e may have removed nearly all AoOs for moving around in combat but when you add them back it means a human can get beat to hell & run around/through the front lines to retreat to the party or even ignore the risk of them during a charge or something 1/rest... Back in the days of 3.5 there were feats that did that for just a charge or something & people took them often. [LIST] [*][B]Marathon Runner.[/B] While you carry no more than half your carrying capacity, and you are not wearing medium or heavy armor, your individual overland travel speed is 10 miles per hour, but only for 2 hours. After this point, you can only travel at a slow pace (2 miles per hour) until you complete a long rest. [*][B]Sojourner’s Fortitude.[/B] You have advantage on saving throws made to resist exhaustion for marching longer than 8 hours. [*] [B]Mad Dash. [/B]When you take the Dash action, your movement this turn does not provoke opportunity attacks. During this movement, you have advantage Athletics checks made to jump, Acrobatics checks made to avoid hazards, and Dexterity saving throws. This trait does not protect you from other reactions, including readied actions. Once you use this trait, you cannot use it again until you complete a short or long rest. [/LIST] [*]Ingenious Focus: Taking two tools or skills from Animal Handling, Arcana, History, Investigation, Medicine, Nature, or Religion & never being able to roll below an 8 is [I]gigantic[/I] for a skill based character. Imagine a rogue who has a 100% chance of rolling 8-20 before adding mods to thieve's tools & poisoner's kit, or a wizard/cleric/etc who has the same with arcana & religion or whatever. Likewise Inexorable Concentration is great giving human casters free warcaster saves int mod number of times/long rest. [LIST] [*][B]Resident Expert.[/B] You have a reputation for painstaking detail on certain tasks and subjects. Choose two tools with which you are proficient, or a skill with which you are proficient from Animal Handling, Arcana, History, Investigation, Medicine, Nature, or Religion. [U]When you make a check with that tool or skill and the d20 shows a natural result of 2 through 7, you can count the d20 result as being 8. [/U] [*][B]Inexorable Concentration[/B]. When you fail a Constitution saving throw to maintain concentration, you can immediately reroll it, taking the new result. You may use this ability a number of times equal to your Intelligence modifier (minimum of one), and regain all expended uses after a long rest. Seems like villager:Tall tales should allow this to be wis instead of int too though. [/LIST] [/LIST] [/QUOTE]
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