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Need help balance checking a homebrew race
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<blockquote data-quote="Blue" data-source="post: 7396216" data-attributes="member: 20564"><p>Okay, let's focus on the game mechanics since you are asking for a balance check. I'm going to put in a little formatting:</p><p></p><p></p><p></p><p>I'd say this is rather well above the power level of other races. Once you get rid of some glaring issues, I'll take the wood elf as another +2/+1, 35 speed medium race and doing a 1:1 comparison of features. Group up ones of equal power, and then see if you have extras or if you are missing some. It's one the upper power curve of races, if the Wukong is equal to it they will be one of the more powerful races as well.</p><p></p><p>BTW, prehensile tail doesn't give enough information. Can you wield a weapon? Wield a shield? Cast spells? Do fine manipulation like pick locks? And 18 lbs seems to ignore Str. If it can do anything beside just "hold an object" or "manipulate with disadvantage", then it needs to be looked at as a major feature and not just a ribbon. At this point I'm assuming it doesn't do anything nifty like that.</p><p></p><p>Swim doesn't seem thematic - that usually is reserved for half aquatic elves and others of that nature.</p><p></p><p><strong><span style="font-family: 'verdana'">Monkey God lesser resistance to magic. You have advantage on saving throws against fire and water based magic attacks. All magic damage is reduced by half.</span></strong></p><p><strong><span style="font-family: 'verdana'"></span></strong><span style="font-family: 'verdana'"></span></p><p><span style="font-family: 'verdana'">The first part of this is powerful but if it's thematic I could see it as a major feature. The second part is more powerful then anything any other race gives out. Get rid of halving all magic damage. And consider if you want the first part because you'll need to trade off between other big boost for it.</span></p><p><span style="font-family: 'verdana'"></span></p><p><span style="font-family: 'verdana'">Armor and weapon training isn't a huge deal, but you give a wide selection of good weapons, and basically negate the need for most martial weapon proficiencies. If this is a core part of their core identity, keep it. Just opportunity cost of this vs. something else again.</span></p><p><span style="font-family: 'verdana'"></span></p><p><span style="font-family: 'verdana'">Natural Strength is interesting for a non +2 race. This may not do exactly what you think it does - Athletics is already a Strength check. "Skill check" is a leftover term from earlier editions. Athletics is a strength check where you can add your athletics skill. Advantage is very nice, especially in something used often for brawler builds and always useful for movement and escaping, but on a non-STR bonus build that's not too-good.</span></p><p><span style="font-family: 'verdana'"></span></p><p><span style="font-family: 'verdana'">Okay, assuming that the tail is useful but that can't wield a sheild/weapon or cast, that there is no swim speed bonus, and the "half damage from all magic" is gone, let's do that Wood Elf comparison.</span></p><p><span style="font-family: 'verdana'"></span></p><p><span style="font-family: 'verdana'">Both get training in perception, +2 Dex & +1 other, 35 base move, medium speed, two languages.</span></p><p><span style="font-family: 'verdana'"></span></p><p><span style="font-family: 'verdana'">Fey ancestry balances well against the Monkey God Lesser Resistance to Magic.</span></p><p><span style="font-family: 'verdana'"></span></p><p><span style="font-family: 'verdana'">Wood elves get:</span></p><p><span style="font-family: 'verdana'">Darkvision, Trance, training with 3 weapons, and mask of the wild.</span></p><p><span style="font-family: 'verdana'"></span></p><p><span style="font-family: 'verdana'">Wukong get:</span></p><p><span style="font-family: 'verdana'">Prehensile tail, full climb/crawl speed, reduced falling damage, training in 4 armors, training in 5 weapons, and natural strength.</span></p><p><span style="font-family: 'verdana'"></span></p><p><span style="font-family: 'verdana'"></span>Trance and Prehensile tail are both "occasionally useful, pretty flavorful", let's pair them up.</p><p></p><p>The Wukong has 2 weapons and 4 armors more known. Not a huge deal, but having armor makes having weapons better. So a minor amount more to offset.</p><p></p><p>Mask of the wild is a minor boon for one skill use, it can partially offset all strength checks have advantage, but there is still a good amount more to be made up.</p><p></p><p>In addition to those two, there's still full climb/crawl speed and reduced falling damage. I'm not going to discount Darkvision, that's quite a nice ability. But that's four full or partial features to offset.</p><p></p><p>I'd say with the reductions I suggest, the Wukong is a bit more powerful then the Wood Elf, which is already on the high end of the racial power scale. Is it off the top? Eh, probably not. But I'd feel better with going through and identifying is some of those are part of it's core identify and cutting them. The write-up is all over the place in proclaiming their blessings, it might make sense to do some editing their first.</p><p></p><p>Good luck.</p></blockquote><p></p>
[QUOTE="Blue, post: 7396216, member: 20564"] Okay, let's focus on the game mechanics since you are asking for a balance check. I'm going to put in a little formatting: I'd say this is rather well above the power level of other races. Once you get rid of some glaring issues, I'll take the wood elf as another +2/+1, 35 speed medium race and doing a 1:1 comparison of features. Group up ones of equal power, and then see if you have extras or if you are missing some. It's one the upper power curve of races, if the Wukong is equal to it they will be one of the more powerful races as well. BTW, prehensile tail doesn't give enough information. Can you wield a weapon? Wield a shield? Cast spells? Do fine manipulation like pick locks? And 18 lbs seems to ignore Str. If it can do anything beside just "hold an object" or "manipulate with disadvantage", then it needs to be looked at as a major feature and not just a ribbon. At this point I'm assuming it doesn't do anything nifty like that. Swim doesn't seem thematic - that usually is reserved for half aquatic elves and others of that nature. [B][FONT=verdana]Monkey God lesser resistance to magic. You have advantage on saving throws against fire and water based magic attacks. All magic damage is reduced by half. [/FONT][/B][B][FONT=verdana][/FONT][/B][FONT=verdana] The first part of this is powerful but if it's thematic I could see it as a major feature. The second part is more powerful then anything any other race gives out. Get rid of halving all magic damage. And consider if you want the first part because you'll need to trade off between other big boost for it. Armor and weapon training isn't a huge deal, but you give a wide selection of good weapons, and basically negate the need for most martial weapon proficiencies. If this is a core part of their core identity, keep it. Just opportunity cost of this vs. something else again. Natural Strength is interesting for a non +2 race. This may not do exactly what you think it does - Athletics is already a Strength check. "Skill check" is a leftover term from earlier editions. Athletics is a strength check where you can add your athletics skill. Advantage is very nice, especially in something used often for brawler builds and always useful for movement and escaping, but on a non-STR bonus build that's not too-good. Okay, assuming that the tail is useful but that can't wield a sheild/weapon or cast, that there is no swim speed bonus, and the "half damage from all magic" is gone, let's do that Wood Elf comparison. Both get training in perception, +2 Dex & +1 other, 35 base move, medium speed, two languages. Fey ancestry balances well against the Monkey God Lesser Resistance to Magic. Wood elves get: Darkvision, Trance, training with 3 weapons, and mask of the wild. Wukong get: Prehensile tail, full climb/crawl speed, reduced falling damage, training in 4 armors, training in 5 weapons, and natural strength. [/FONT]Trance and Prehensile tail are both "occasionally useful, pretty flavorful", let's pair them up. The Wukong has 2 weapons and 4 armors more known. Not a huge deal, but having armor makes having weapons better. So a minor amount more to offset. Mask of the wild is a minor boon for one skill use, it can partially offset all strength checks have advantage, but there is still a good amount more to be made up. In addition to those two, there's still full climb/crawl speed and reduced falling damage. I'm not going to discount Darkvision, that's quite a nice ability. But that's four full or partial features to offset. I'd say with the reductions I suggest, the Wukong is a bit more powerful then the Wood Elf, which is already on the high end of the racial power scale. Is it off the top? Eh, probably not. But I'd feel better with going through and identifying is some of those are part of it's core identify and cutting them. The write-up is all over the place in proclaiming their blessings, it might make sense to do some editing their first. Good luck. [/QUOTE]
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