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New Race for Review - Minotaur (civilized)
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<blockquote data-quote="Khaalis" data-source="post: 4364259" data-attributes="member: 2167"><p>Thanks for the input.</p><p></p><p><span style="color: RoyalBlue"><strong>On Mighty Swing:</strong></span></p><p>I personally, IMO, don’t see this as a balance problem. </p><p></p><p>Look at <strong><em>“Tide of Iron”</em></strong></p><p>• At-Will</p><p>• 1[W]+STR + Push 1 + Shift 1</p><p>• Requires a shield (+2 AC), so max damage will be 1d10</p><p></p><p>Now <strong><em>“Mighty Swing“</em></strong></p><p>• Feat</p><p>• 1[W]+STR + Push 1</p><p>• Requires a 2H weapon, so lose AC bonus and do max damage of 1d12 (or 2d6).</p><p></p><p>By taking the feat it allows a Minotaur to gain ½ of the special ability of <em>Tide of Iron</em>. Even for a Fighter, you are in effect losing 2 AC to gain up to +2 damage (an average of only 1pt). </p><p></p><p>The only place I can see this possibly being unbalanced is that it can affect any attack, including other powers. However, in all reality this is simply a Metapower feat like Weapon Focus, Astral Fire, Dark Fury, Fast Runner, etc. I see it as basically balanced as Shield Push. The only way it might be more balanced is to state that you gain the “Push 1” on basic attacks. However, I think this would make it too weak for a feat.</p><p></p><p></p><p><span style="color: RoyalBlue"><strong>On Ability Scores:</strong></span></p><p>I have to agree on INT vs. CHA now that I have had more time to think about it. Since I haven’t had a lot of feedback on this it’s been hard to judge. However, I too have some difficulty seeing them as gaining an Intelligence bonus. Granted INT doesn’t affect characters the way it used to, but it does open a thematic door to more Minotaur wizards that I think should be normal. With CHA the arcane class of choice would be warlock, which thematically I see as more fitting. With that said, I do think I’ll swap this back to CHA, not INT.</p><p></p><p></p><p><span style="color: RoyalBlue"><strong>On Direction Sesnse:</strong></span></p><p>My only problem with Paragon tier is that I don’t think the feat is that powerful. Its an auto success on one very small aspect of a single skill. Useful yes. Game breaking, no.</p><p></p><p></p><p><span style="color: RoyalBlue"><strong>On Natural Attacks:</strong></span></p><p>The current version of the race still includes a basic Gore attack, treating it as a melee basic “weapon attack”. They are also retaining the Goring Charge power.</p><p></p><p></p><p><span style="color: RoyalBlue"><strong>On Size:</strong></span></p><p>I had been designing the race from a ‘homebrew’ viewpoint. The MM stats for the minotaur are very low for even a classic minotaur. Also, as was pointed out to me in my Risi racial thread, the weight listed in the MM for even 7’ is quite low. Granted if people want to use the data in the MM they can. This basically falls under the same discussion as languages. Just because the PHB lists only 10 languages and states that every creature that can speak, speaks common – doesn’t mean that all fan content needs to be the same. Maybe I’ll do 2 versions – a “purist” version and a “homebrew” version.</p><p></p><p></p><p><span style="color: RoyalBlue"><strong>On Going Charge:</strong></span></p><p>I had specifically not put the +1 attack bonus for a charge into the Power Description, since by listing “You must charge” I had assumed that all effects related to Charging would then be tacked onto the basics of the power. This also includes feats like Fast Runner, Powerful Charge, etc. Does that make sense? The problem I had is that if it states “You must charge” and the Attack is STR+3, people will still try to add the charge bonus on top of that.</p><p></p><p></p><p><span style="color: RoyalBlue"><strong>On Bullheaded:</strong></span></p><p>While I like the idea, and even though above I say that just because it’s not currently in the PHB doesn’t mean it can’t exist, one thing I think I like about 4E is the removal of inherent penalties. Thus I wouldn’t want to give a racial trait that dumps a -3 penalty on the race out the gate. However, with that said, I like this as a possible Heroic Tier Racial Feat.</p><p></p><p></p><p><span style="color: RoyalBlue"><strong>On Dimwitted:</strong></span></p><p>As above, this trait is REALLY painful in the 4E system. I don’t think the race really fits an INT bonus, but at the same time this trait makes them basically come across as dumb as rocks and that isn’t true. It also severely gimps any character who wants to make an Arcane minotaur PC which breaks with the core philosophy of any race … any class (which I personally think is a long time past due).</p><p></p><p>On another note, while I do like some of the ideas you have, many seem very rooted in the 3E mindset of heaping on negatives to ‘pay for’ more powerful traits. With that said, I personally haven’t ruled out a form of Flaw System for 4E where you might be able to buy such flaws for some minor boost. I haven’t used the system enough yet to see how much that would break the balance though.</p><p></p><p></p><p><span style="color: RoyalBlue"><strong>On Battle Courage:</strong></span></p><p>I like the idea that the minotaur PC can choose or not choose this ability. Not all minotaurs are warriors, and being fearless doesn’t seem to me a racial trait, but a trained trait. Thus, I don’t think it should be a full fledged racial trait. These aren’t bestial feral minotaur that are in the MM. The more I see, the more I think I need to specify in the 1st post that this is a ‘homebrew’ racial minotaur, not the bestial ‘monster’ minotaur. </p><p></p><p></p><p><span style="color: RoyalBlue"><strong>On Horn Slash:</strong></span></p><p>This breaks one of the cardinal design rules. Feats shouldn’t give you action type abilities, but bonuses or a specific reaction to a trigger. Also, it breaks the economy of actions in that you are granting an Attack from a Move Action. I think this would be better if written something like this:</p><p></p><p><em>“When you hit an enemy with your <em>Gore</em> weapon, an enemy adjacent to you takes damage equal to your STR modifier.”</em></p><p></p><p></p><p><span style="color: RoyalBlue"><strong>On Rampaging:</strong></span></p><p>I think I personally want to hold off on a Rage-style power beyond perhaps a +2 damage when bloodied. Again, feats are supposed to be simple, and basically situational or flat bonuses, not powers unto themselves.</p><p></p><p></p><p><span style="color: RoyalBlue"><strong>On Relentless Pursuit:</strong></span></p><p>As with many of the other comments, I would simplify this. Perhaps make it a stacking feat to Mighty Swing, along the lines of <em>”When you use Mighty Swing and push a target, you may shift into the foe’s starting square.”</em> This makes it so you take 2 feats to gain the benefits of <strong>Tide of Iron</strong>” with a 2H-Weapon.</p><p></p><p></p><p><span style="color: RoyalBlue"><strong>On Epic Feats…</strong></span></p><p>I’ll have to get to these another time. Need to be moving along but wanted to get something posted.</p></blockquote><p></p>
[QUOTE="Khaalis, post: 4364259, member: 2167"] Thanks for the input. [COLOR="RoyalBlue"][b]On Mighty Swing:[/b][/COLOR] I personally, IMO, don’t see this as a balance problem. Look at [b][i]“Tide of Iron”[/i][/b] • At-Will • 1[W]+STR + Push 1 + Shift 1 • Requires a shield (+2 AC), so max damage will be 1d10 Now [b][i]“Mighty Swing“[/i][/b] • Feat • 1[W]+STR + Push 1 • Requires a 2H weapon, so lose AC bonus and do max damage of 1d12 (or 2d6). By taking the feat it allows a Minotaur to gain ½ of the special ability of [i]Tide of Iron[/i]. Even for a Fighter, you are in effect losing 2 AC to gain up to +2 damage (an average of only 1pt). The only place I can see this possibly being unbalanced is that it can affect any attack, including other powers. However, in all reality this is simply a Metapower feat like Weapon Focus, Astral Fire, Dark Fury, Fast Runner, etc. I see it as basically balanced as Shield Push. The only way it might be more balanced is to state that you gain the “Push 1” on basic attacks. However, I think this would make it too weak for a feat. [COLOR="RoyalBlue"][b]On Ability Scores:[/b][/color] I have to agree on INT vs. CHA now that I have had more time to think about it. Since I haven’t had a lot of feedback on this it’s been hard to judge. However, I too have some difficulty seeing them as gaining an Intelligence bonus. Granted INT doesn’t affect characters the way it used to, but it does open a thematic door to more Minotaur wizards that I think should be normal. With CHA the arcane class of choice would be warlock, which thematically I see as more fitting. With that said, I do think I’ll swap this back to CHA, not INT. [COLOR="RoyalBlue"][b]On Direction Sesnse:[/b][/color] My only problem with Paragon tier is that I don’t think the feat is that powerful. Its an auto success on one very small aspect of a single skill. Useful yes. Game breaking, no. [COLOR="RoyalBlue"][b]On Natural Attacks:[/b][/color] The current version of the race still includes a basic Gore attack, treating it as a melee basic “weapon attack”. They are also retaining the Goring Charge power. [COLOR="RoyalBlue"][b]On Size:[/b][/color] I had been designing the race from a ‘homebrew’ viewpoint. The MM stats for the minotaur are very low for even a classic minotaur. Also, as was pointed out to me in my Risi racial thread, the weight listed in the MM for even 7’ is quite low. Granted if people want to use the data in the MM they can. This basically falls under the same discussion as languages. Just because the PHB lists only 10 languages and states that every creature that can speak, speaks common – doesn’t mean that all fan content needs to be the same. Maybe I’ll do 2 versions – a “purist” version and a “homebrew” version. [COLOR="RoyalBlue"][b]On Going Charge:[/b][/color] I had specifically not put the +1 attack bonus for a charge into the Power Description, since by listing “You must charge” I had assumed that all effects related to Charging would then be tacked onto the basics of the power. This also includes feats like Fast Runner, Powerful Charge, etc. Does that make sense? The problem I had is that if it states “You must charge” and the Attack is STR+3, people will still try to add the charge bonus on top of that. [COLOR="RoyalBlue"][b]On Bullheaded:[/b][/color] While I like the idea, and even though above I say that just because it’s not currently in the PHB doesn’t mean it can’t exist, one thing I think I like about 4E is the removal of inherent penalties. Thus I wouldn’t want to give a racial trait that dumps a -3 penalty on the race out the gate. However, with that said, I like this as a possible Heroic Tier Racial Feat. [COLOR="RoyalBlue"][b]On Dimwitted:[/b][/color] As above, this trait is REALLY painful in the 4E system. I don’t think the race really fits an INT bonus, but at the same time this trait makes them basically come across as dumb as rocks and that isn’t true. It also severely gimps any character who wants to make an Arcane minotaur PC which breaks with the core philosophy of any race … any class (which I personally think is a long time past due). On another note, while I do like some of the ideas you have, many seem very rooted in the 3E mindset of heaping on negatives to ‘pay for’ more powerful traits. With that said, I personally haven’t ruled out a form of Flaw System for 4E where you might be able to buy such flaws for some minor boost. I haven’t used the system enough yet to see how much that would break the balance though. [COLOR="RoyalBlue"][b]On Battle Courage:[/b][/color] I like the idea that the minotaur PC can choose or not choose this ability. Not all minotaurs are warriors, and being fearless doesn’t seem to me a racial trait, but a trained trait. Thus, I don’t think it should be a full fledged racial trait. These aren’t bestial feral minotaur that are in the MM. The more I see, the more I think I need to specify in the 1st post that this is a ‘homebrew’ racial minotaur, not the bestial ‘monster’ minotaur. [COLOR="RoyalBlue"][b]On Horn Slash:[/b][/color] This breaks one of the cardinal design rules. Feats shouldn’t give you action type abilities, but bonuses or a specific reaction to a trigger. Also, it breaks the economy of actions in that you are granting an Attack from a Move Action. I think this would be better if written something like this: [i]“When you hit an enemy with your [i]Gore[/i] weapon, an enemy adjacent to you takes damage equal to your STR modifier.”[/i] [COLOR="RoyalBlue"][b]On Rampaging:[/b][/color] I think I personally want to hold off on a Rage-style power beyond perhaps a +2 damage when bloodied. Again, feats are supposed to be simple, and basically situational or flat bonuses, not powers unto themselves. [COLOR="RoyalBlue"][b]On Relentless Pursuit:[/b][/color] As with many of the other comments, I would simplify this. Perhaps make it a stacking feat to Mighty Swing, along the lines of [i]”When you use Mighty Swing and push a target, you may shift into the foe’s starting square.”[/i] This makes it so you take 2 feats to gain the benefits of [b]Tide of Iron[/b]” with a 2H-Weapon. [COLOR="RoyalBlue"][b]On Epic Feats…[/b][/color] I’ll have to get to these another time. Need to be moving along but wanted to get something posted. [/QUOTE]
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