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General Tabletop Discussion
*Dungeons & Dragons
Natural Weapons, How Much Value Is There To Actually Having Them?
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<blockquote data-quote="James Gasik" data-source="post: 9189051" data-attributes="member: 6877472"><p>Someone at WotC seems to value such things highly, but I can honestly say I've never seen the point of natural weapons in the game. It's not impossible to imagine a circumstance where being able to deal 1d6 damage instead of 1 if caught unarmed would be obviously better than nothing, but given that natural weapons don't work with most character abilities, it seems like a weapon of desperation.</p><p></p><p>I don't often see player characters in such dire straits, though I acknowledge this is somewhat campaign dependent, like most ribbon abilities. In my mind, they should take up a very small amount of a race's "budget" for abilities, if at all. However, it's rather obvious going over the races made for 5e that not much care was put into actually balancing them. And with the advent of floating ASI's, some races are simply miles better than others in the current game.</p><p></p><p>Speaking of ribbon abilities, the Lizardfolk have both a natural weapon and the ability to craft cheap gear quickly, along with the weakest version of natural armor in the game. I can't imagine much use is gained from any of these traits, outside of a game where you start as prisoners or slaves, perhaps?</p><p></p><p>It's like how if you know the game is going to feature a lot of aquatic combat, you should select a Triton or Sea Elf, but not so much if the game takes place in a desert land, I guess.</p></blockquote><p></p>
[QUOTE="James Gasik, post: 9189051, member: 6877472"] Someone at WotC seems to value such things highly, but I can honestly say I've never seen the point of natural weapons in the game. It's not impossible to imagine a circumstance where being able to deal 1d6 damage instead of 1 if caught unarmed would be obviously better than nothing, but given that natural weapons don't work with most character abilities, it seems like a weapon of desperation. I don't often see player characters in such dire straits, though I acknowledge this is somewhat campaign dependent, like most ribbon abilities. In my mind, they should take up a very small amount of a race's "budget" for abilities, if at all. However, it's rather obvious going over the races made for 5e that not much care was put into actually balancing them. And with the advent of floating ASI's, some races are simply miles better than others in the current game. Speaking of ribbon abilities, the Lizardfolk have both a natural weapon and the ability to craft cheap gear quickly, along with the weakest version of natural armor in the game. I can't imagine much use is gained from any of these traits, outside of a game where you start as prisoners or slaves, perhaps? It's like how if you know the game is going to feature a lot of aquatic combat, you should select a Triton or Sea Elf, but not so much if the game takes place in a desert land, I guess. [/QUOTE]
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