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New Race for Review - Minotaur (civilized)
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<blockquote data-quote="Eldritch_Lord" data-source="post: 4367927" data-attributes="member: 52073"><p>They have been removed intentionally from the PHB1 and MM1, not the game, unless I've missed an announcement to that effect. Summoning was intentionally removed from the PHB1 and MM1--but it's going to be in later books.</p><p> </p><p></p><p></p><p>No, that's not what I'm saying. I'm arguing that a given ability being unique (at least so far) is a feature, not a bug, and while I was using a bit of hyperbole suggesting that <em>only</em> the minotaur would have it, the point remains that a race having a "schtick" like natural weapons or an eladrin's teleport is a good thing rather than a bad thing.</p><p></p><p></p><p></p><p>I'll get to work on that, then. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p> </p><p></p><p></p><p>The natural attack is basically the equivalent of having a short sword attached to your forehead--a halfling can punch you, but it's just a punch; a dragonborn can bite you, but its teeth are basically a human's or a dog's teeth, sharpness-wise; a minotaur, however, can <em>gore</em> you with the <em>freaking horns</em>, as you pointed out before. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> While I don't care about minotaurs in particular getting natural weapons to represent their horns, it's the principle of natural weapons that sets a race apart. Granted, it's something effectively invisible in-game (like the elf's reroll), nothing blatantly different, but it's something players would appreciate.</p><p> </p><p></p><p></p><p>Ah. Well, speaking as an experienced homebrewer whose players think most of my stuff is pretty well balanced, I'd point out that you need to differentiate <em>concept</em> from <em>implementation</em>.</p><p></p><p>In the wrong hands, natural weapons could be massively overpowered. "Minotaur horns? 3d8 damage, +5 to attacks, easy. They're <em>freaking minotaur horns</em>!" They could also be underpowered. "Minotaur horns? Those unwieldy things? Sure, 1d6 damage, but a -3 to hit. You can't maneuver those things at all!" The <em>concept</em> of natural weapons, however, is simply "weapons that always present and cannot be disarmed or sundered, but also cannot be enchanted." The concept of natural weapons is a good one, but individual implementations may be over- or underpowered and should be looked out for. Just because the last two DMs who you playtested [concept X] for sucked at balancing stuff doesn't mean a new DM might be very good at it and make a wonderful [concept X] that you might want to use in all of your games.</p></blockquote><p></p>
[QUOTE="Eldritch_Lord, post: 4367927, member: 52073"] They have been removed intentionally from the PHB1 and MM1, not the game, unless I've missed an announcement to that effect. Summoning was intentionally removed from the PHB1 and MM1--but it's going to be in later books. No, that's not what I'm saying. I'm arguing that a given ability being unique (at least so far) is a feature, not a bug, and while I was using a bit of hyperbole suggesting that [I]only[/I] the minotaur would have it, the point remains that a race having a "schtick" like natural weapons or an eladrin's teleport is a good thing rather than a bad thing. I'll get to work on that, then. ;) The natural attack is basically the equivalent of having a short sword attached to your forehead--a halfling can punch you, but it's just a punch; a dragonborn can bite you, but its teeth are basically a human's or a dog's teeth, sharpness-wise; a minotaur, however, can [I]gore[/I] you with the [I]freaking horns[/I], as you pointed out before. ;) While I don't care about minotaurs in particular getting natural weapons to represent their horns, it's the principle of natural weapons that sets a race apart. Granted, it's something effectively invisible in-game (like the elf's reroll), nothing blatantly different, but it's something players would appreciate. Ah. Well, speaking as an experienced homebrewer whose players think most of my stuff is pretty well balanced, I'd point out that you need to differentiate [I]concept[/I] from [I]implementation[/I]. In the wrong hands, natural weapons could be massively overpowered. "Minotaur horns? 3d8 damage, +5 to attacks, easy. They're [I]freaking minotaur horns[/I]!" They could also be underpowered. "Minotaur horns? Those unwieldy things? Sure, 1d6 damage, but a -3 to hit. You can't maneuver those things at all!" The [I]concept[/I] of natural weapons, however, is simply "weapons that always present and cannot be disarmed or sundered, but also cannot be enchanted." The concept of natural weapons is a good one, but individual implementations may be over- or underpowered and should be looked out for. Just because the last two DMs who you playtested [concept X] for sucked at balancing stuff doesn't mean a new DM might be very good at it and make a wonderful [concept X] that you might want to use in all of your games. [/QUOTE]
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