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MotM: thoughts on races in Monsters of the Multiverse
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<blockquote data-quote="Kobold Stew" data-source="post: 8516244" data-attributes="member: 23484"><p><strong>4 Hits and Myths (Satyr, Centaur, and Minotaur; Githyanki and Githzerai)</strong></p><p><strong></strong></p><p><strong>Minotaur</strong>. It’s all about the horns. Goring Rush lets you attack after making a Dash action. It synchronizes very well with the Charger feat, allowing you to get two effects from the same action choice. Goring Rush does not require you to move in a straight line however, so a character might spend part of their movement running away, turning around, and charging. That would seem to encourage a kind of kiting in combat, staying on the fringes (or perhaps a strength-based Skirmisher rogue…). The way it’s worded (you have to Dash, but you also must only move a minimum of 20’), means that Goring Rush works well in difficult terrain, when your movement is otherwise hampered. A Monk Minotaur could use Dexterity for its horns.</p><p></p><p>Hammering Horns gives you something to do with your bonus action if you are in melee every turn. This is huge, and gives good battlefield control. This suggests there are fewer monks, rogues, and beastmaster rangers (all of whom regularly have good uses for their bonus actions in melee). For a melee-based Paladin, fighter, Cleric, or even Bard, it means that you have some pretty convenient battlefield control, being able to push a single opponent 5' or 10' away from you with good regularity. Labyrinthine Recall is a nice, new bonus that seems to have very little to do with labyrinths, and means every Minotaur should be taking Survival proficiency.</p><p></p><p><strong>Satyr</strong>. Both Ram and Mirthful Leaps benefit from a high strength, but neither is particularly useful for traditional strength builds. A Barbarian could leap everywhere (fun <em>Diablo</em> flavour), but they and Fighters typically have better weapon choices. While a satyr monk could use dexterity with its ram ability (and be more effective at levels 1-4), dumping strength means you don’t get the full benefit of Mirthful Leap. Againm, it feels odd to me that a satyrs horns are on par with a scimitar -- nothing is broken with 1d6, but 1d4 would have been plenty.</p><p></p><p>Reveler gives two charisma-based skills, and a musical instrument that synchronizes with Performance. That obviously helps Charisma builds, but it also makes up for a lower charisma: a satyr fighter who has dumped Charisma can still get by in social situations, sort of like the jerk at that party at university who had a guitar and hit on your girlfriend and even though she didn’t go with him, you broke up the next week and she said it had nothing to do with the guitar jerk, even though that hadn’t been part of the conversation you were having.</p><p></p><p>The combination of Strength and Charisma would normally point towards Paladin. Satyrs would synchronize well with Oath of the Ancients, both thematically and with their level 7 Aura of Warding, which works alongside their Magic Resistance – giving advantage to saves vs. spells and resistance to damage (which is more effective than one of the bullets in the Mage Slayer feat).</p><p></p><p><strong>Centaur</strong>. You have horsey parts, meaning you can’t climb but you have a natural weapon with your hooves, and a high speed. None of this is particularly powerful, but there’s no doubt you have horsey bits. The Charge feature doesn’t work well with the Charger feat, as both of them require the bonus action. There is clear flavour here, but it’s in story not mechanics.</p><p></p><p>[ooc]Alongside the mythic races, there are two that are tied up inextricably with D&D lore (and intellectual property). I remember getting the original Fiend Folio in 1981, with a Gith on the cover). The special swords that can cut the silver cord, your tether to the Prime Material Plane when you are on the Astral Plane? That's legendary myth-making, even if I've never seen one in a campaign, ever. The silver sword is gone. They still get special pride of place, and I want them to work.[/ooc]</p><p></p><p><strong>Gith-</strong>. Both Gith races get resistance to psychic damage, the mage hand cantrip, and additional spells at levels 3 and 5m where you choose the casting stat as always.</p><ul> <li data-xf-list-type="ul"><strong>-yanki</strong> get Jump (3) and Misty Step (5). Misty Step will always find uses in combat.</li> <li data-xf-list-type="ul"><strong>-zerai</strong> get Shield (3) and Detect Thoughts (5). The presence of Shield is particularly effective, and would enhance any character, but given that you can also cast it with a spell slot, it would benefit a Cleric, Druid or Bard (who normally do not get access to the spell), or even a Sorcerer (who might want to learn something else.).</li> </ul><p></p><p><strong>Githyanki</strong> additionally get a rotating proficiency in a skill, and either a weapon or tool, wich can be reset every long rest. This is more powerful than the knowledge gained by Elves from Trance. A free skill is always welcome, but I expect most characters will choose one and leave it rather than let it slide around -- a player could have fun changing the proficiency between charisma-based skills, for example.) As with the elves, there are good reasons to want to keep a floating tool proficiency available, and so I wouldn't plan on using this ability to get a weapon skill, but it is there if the need arises, or you find a powerful magic weapon you otherwise can't use. </p><p></p><p><strong>Githzerai</strong> additionally get advantage on saves vs being charmed or frightened. That's useful, of course (there are enough fear effects that circumventing them is a reasonable concern). This has less range than the Githzerai (with its skill and Misty Step), but is a better defensive choice (with Shield and these resistances). </p><p></p><p>Both races are solid choices, and (as so often) it is flexible enough to work for a variety of builds.</p></blockquote><p></p>
[QUOTE="Kobold Stew, post: 8516244, member: 23484"] [B]4 Hits and Myths (Satyr, Centaur, and Minotaur; Githyanki and Githzerai) Minotaur[/B]. It’s all about the horns. Goring Rush lets you attack after making a Dash action. It synchronizes very well with the Charger feat, allowing you to get two effects from the same action choice. Goring Rush does not require you to move in a straight line however, so a character might spend part of their movement running away, turning around, and charging. That would seem to encourage a kind of kiting in combat, staying on the fringes (or perhaps a strength-based Skirmisher rogue…). The way it’s worded (you have to Dash, but you also must only move a minimum of 20’), means that Goring Rush works well in difficult terrain, when your movement is otherwise hampered. A Monk Minotaur could use Dexterity for its horns. Hammering Horns gives you something to do with your bonus action if you are in melee every turn. This is huge, and gives good battlefield control. This suggests there are fewer monks, rogues, and beastmaster rangers (all of whom regularly have good uses for their bonus actions in melee). For a melee-based Paladin, fighter, Cleric, or even Bard, it means that you have some pretty convenient battlefield control, being able to push a single opponent 5' or 10' away from you with good regularity. Labyrinthine Recall is a nice, new bonus that seems to have very little to do with labyrinths, and means every Minotaur should be taking Survival proficiency. [B]Satyr[/B]. Both Ram and Mirthful Leaps benefit from a high strength, but neither is particularly useful for traditional strength builds. A Barbarian could leap everywhere (fun [I]Diablo[/I] flavour), but they and Fighters typically have better weapon choices. While a satyr monk could use dexterity with its ram ability (and be more effective at levels 1-4), dumping strength means you don’t get the full benefit of Mirthful Leap. Againm, it feels odd to me that a satyrs horns are on par with a scimitar -- nothing is broken with 1d6, but 1d4 would have been plenty. Reveler gives two charisma-based skills, and a musical instrument that synchronizes with Performance. That obviously helps Charisma builds, but it also makes up for a lower charisma: a satyr fighter who has dumped Charisma can still get by in social situations, sort of like the jerk at that party at university who had a guitar and hit on your girlfriend and even though she didn’t go with him, you broke up the next week and she said it had nothing to do with the guitar jerk, even though that hadn’t been part of the conversation you were having. The combination of Strength and Charisma would normally point towards Paladin. Satyrs would synchronize well with Oath of the Ancients, both thematically and with their level 7 Aura of Warding, which works alongside their Magic Resistance – giving advantage to saves vs. spells and resistance to damage (which is more effective than one of the bullets in the Mage Slayer feat). [B]Centaur[/B]. You have horsey parts, meaning you can’t climb but you have a natural weapon with your hooves, and a high speed. None of this is particularly powerful, but there’s no doubt you have horsey bits. The Charge feature doesn’t work well with the Charger feat, as both of them require the bonus action. There is clear flavour here, but it’s in story not mechanics. [ooc]Alongside the mythic races, there are two that are tied up inextricably with D&D lore (and intellectual property). I remember getting the original Fiend Folio in 1981, with a Gith on the cover). The special swords that can cut the silver cord, your tether to the Prime Material Plane when you are on the Astral Plane? That's legendary myth-making, even if I've never seen one in a campaign, ever. The silver sword is gone. They still get special pride of place, and I want them to work.[/ooc] [B]Gith-[/B]. Both Gith races get resistance to psychic damage, the mage hand cantrip, and additional spells at levels 3 and 5m where you choose the casting stat as always. [LIST] [*][B]-yanki[/B] get Jump (3) and Misty Step (5). Misty Step will always find uses in combat. [*][B]-zerai[/B] get Shield (3) and Detect Thoughts (5). The presence of Shield is particularly effective, and would enhance any character, but given that you can also cast it with a spell slot, it would benefit a Cleric, Druid or Bard (who normally do not get access to the spell), or even a Sorcerer (who might want to learn something else.). [/LIST] [B]Githyanki[/B] additionally get a rotating proficiency in a skill, and either a weapon or tool, wich can be reset every long rest. This is more powerful than the knowledge gained by Elves from Trance. A free skill is always welcome, but I expect most characters will choose one and leave it rather than let it slide around -- a player could have fun changing the proficiency between charisma-based skills, for example.) As with the elves, there are good reasons to want to keep a floating tool proficiency available, and so I wouldn't plan on using this ability to get a weapon skill, but it is there if the need arises, or you find a powerful magic weapon you otherwise can't use. [B]Githzerai[/B] additionally get advantage on saves vs being charmed or frightened. That's useful, of course (there are enough fear effects that circumventing them is a reasonable concern). This has less range than the Githzerai (with its skill and Misty Step), but is a better defensive choice (with Shield and these resistances). Both races are solid choices, and (as so often) it is flexible enough to work for a variety of builds. [/QUOTE]
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