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New Race Feats Appearing in D&D's 'Xanathar's Guide to Everything
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<blockquote data-quote="ClaytonCross" data-source="post: 7272459" data-attributes="member: 6880599"><p>Once character being more powerful at something is not a problem ... it is character design goal. Every group should and will have characters that are good a different things. Even if everyone in the group picks the same class, the selections of attributes, subclasses, skills, backgrounds, weapons, armor, and spells will make some characters more powerful at somethings than others.... including damage output, damage resistance, and amount of health. If your trying to make it all equal ... your missing the point. Inequality in a system where all the players have the same buy in creates character distinction which gives the DM different tools to play with to make each player shine. Even if you made 2 identical characters, one player would end up with better roles at key moments. If your worried that players are too offset in your game... its usually not the players or the builds... its the GMs play style favoring one characters specific features. If everyone is complaining because one character kicks but in combat and no one else is doing anything then the GM is not sending a stronge enough force at your group that one player can't handle them. If he was you would need that guy with massive hit points and armor to tank a bit which can be a shining moment even if he doesn't damage much. In my group the paladin does the most constant high damage, tanks, heals, leads, the group, and is the party face... But I am the scout, the party bank, alternate point of view adviser, the guy who sets up the ambushes, and I do a lot of field control to keep our tank from being overwhelmed. If a player doesn't shine, its not because his character is "less" its because he is trying go against is design instead of with its strengths and/or the GM is not providing enough opportunities for that player to engage with those strengths.</p></blockquote><p></p>
[QUOTE="ClaytonCross, post: 7272459, member: 6880599"] Once character being more powerful at something is not a problem ... it is character design goal. Every group should and will have characters that are good a different things. Even if everyone in the group picks the same class, the selections of attributes, subclasses, skills, backgrounds, weapons, armor, and spells will make some characters more powerful at somethings than others.... including damage output, damage resistance, and amount of health. If your trying to make it all equal ... your missing the point. Inequality in a system where all the players have the same buy in creates character distinction which gives the DM different tools to play with to make each player shine. Even if you made 2 identical characters, one player would end up with better roles at key moments. If your worried that players are too offset in your game... its usually not the players or the builds... its the GMs play style favoring one characters specific features. If everyone is complaining because one character kicks but in combat and no one else is doing anything then the GM is not sending a stronge enough force at your group that one player can't handle them. If he was you would need that guy with massive hit points and armor to tank a bit which can be a shining moment even if he doesn't damage much. In my group the paladin does the most constant high damage, tanks, heals, leads, the group, and is the party face... But I am the scout, the party bank, alternate point of view adviser, the guy who sets up the ambushes, and I do a lot of field control to keep our tank from being overwhelmed. If a player doesn't shine, its not because his character is "less" its because he is trying go against is design instead of with its strengths and/or the GM is not providing enough opportunities for that player to engage with those strengths. [/QUOTE]
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New Race Feats Appearing in D&D's 'Xanathar's Guide to Everything
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