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Need ideas for a Troll race for PC's
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<blockquote data-quote="Taronkov" data-source="post: 6625127" data-attributes="member: 6781208"><p>So my first couple thoughts...</p><p></p><p>1) Shouldn't they have disadvantage vs acid as well? Not a major thing but by the MM they are weak vs acid and fire. </p><p></p><p>2) Regeneration, given that the MM gives them 10hp per round, maybe allow them something much closer? 1hp per round, scaling up as they level. 2hp at level 7, 3hp at level 12, 4hp at level 17. Taking acid or fire negates this effect for 5 rounds. It's still fairly powerful but when you consider that most combat is done in less than 10 rounds(ours average 5-7) they aren't really getting that many hit points back overall. Levels 1-6 it's no more than a healing potion, 7-12 it's only slightly better, level 12-16 it really starts to come into its own but foes are much more powerful and there are powerful healing spells being thrown around at that point. And level 17 is where it really stands up and takes notice, that said you only get it for 3 levels and this is the point when you are killing world changing creatures, the terrasque, ancient dragons, etc...</p><p></p><p>Edit:</p><p>3)Also I'm agreeing with the post above me... Give them vulnerability rather than disadvantage. They shouldn't be penalized for trying to avoid it. But they should be penalized if they get hit.</p><p></p><p>Edit 2:</p><p>I'd make them spend a hit dice as a standard action to activate the regeneration allowing them to heal a maximum number of hit points equal to hd spent(rolled hd+con mod). So if they spent 3 hd as a fighter with a +3 con modifier they would regain 3d10+9hp at whatever healing rate they were at. This would allow them to spend Hit Dice in combat and regenerate. If they heal past there maximum number of hp they still count as having gained hp that round. So they can effectively waste regenerated hp as well.</p></blockquote><p></p>
[QUOTE="Taronkov, post: 6625127, member: 6781208"] So my first couple thoughts... 1) Shouldn't they have disadvantage vs acid as well? Not a major thing but by the MM they are weak vs acid and fire. 2) Regeneration, given that the MM gives them 10hp per round, maybe allow them something much closer? 1hp per round, scaling up as they level. 2hp at level 7, 3hp at level 12, 4hp at level 17. Taking acid or fire negates this effect for 5 rounds. It's still fairly powerful but when you consider that most combat is done in less than 10 rounds(ours average 5-7) they aren't really getting that many hit points back overall. Levels 1-6 it's no more than a healing potion, 7-12 it's only slightly better, level 12-16 it really starts to come into its own but foes are much more powerful and there are powerful healing spells being thrown around at that point. And level 17 is where it really stands up and takes notice, that said you only get it for 3 levels and this is the point when you are killing world changing creatures, the terrasque, ancient dragons, etc... Edit: 3)Also I'm agreeing with the post above me... Give them vulnerability rather than disadvantage. They shouldn't be penalized for trying to avoid it. But they should be penalized if they get hit. Edit 2: I'd make them spend a hit dice as a standard action to activate the regeneration allowing them to heal a maximum number of hit points equal to hd spent(rolled hd+con mod). So if they spent 3 hd as a fighter with a +3 con modifier they would regain 3d10+9hp at whatever healing rate they were at. This would allow them to spend Hit Dice in combat and regenerate. If they heal past there maximum number of hp they still count as having gained hp that round. So they can effectively waste regenerated hp as well. [/QUOTE]
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