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<blockquote data-quote="DND_Reborn" data-source="post: 8109498" data-attributes="member: 6987520"><p>I'm confused. How can their racial stuff seem OP <em>or</em> useless at the same time? You sort of have to be one or the other IMO. Since you later have an underwater adventure, I guess you mean they seem OP due to the circumstance of the adventure? In which case, it happens. A lot of races are better suited to underground adventures, but does that make them OP? I don't really think so.</p><p></p><p>Given the pirate theme, a Triton seems very appropriate. Sure, their abilities will prove helpful, but it shouldn't really ruin anything, should it?</p><p></p><p></p><p>It is a powerful combo, sure, but again nothing that ruins the game IMO. This type of PC is great in combat under certain circumstances, but you can easily get around that IME.</p><p></p><p></p><p>Personally, I don't like DM veto power when it comes to things that are by the book--even if a bit strong. Unless it goes against something story-wise, why ruin the player's fun because <em>you</em> feel it is too strong or don't like it personally? It sounds like you've done a lot to be inclusive of other things (Yuan-Ti, Artificers, etc.) so I find it a bit odd you want to remove other things. IMO a Warforged Artificer is more "broken" than a Triton Paladin/Warlock would be... I mean, a Warforged doesn't breath <em>at all</em>, so could adventure underwater without issue really.</p><p></p><p>A better thing would be to not allow MCing. It is a variant option, so if you don't want the powerful combos it can create, just tell the players MCing doesn't make sense for the game to you. My suggestion, otherwise, for MCing would be to require you to keep it even, so this PC would end up at 10/10, not 18/2 or something, sort of the idea you MCed "from the beginning" and picked up all the core training for both classes as part of your backstory.</p><p></p><p>Ultimately, you <em>are</em> the DM, so the final choice is yours. As a player, I wouldn't be happy about a ruling that I can't play something because you find it too powerful or useful, but I would bow to your authority and try to enjoy the game anyway. <img class="smilie smilie--emoji" loading="lazy" alt="🤷♂️" title="Man shrugging :man_shrugging:" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f937-2642.png" data-shortname=":man_shrugging:" /></p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8109498, member: 6987520"] I'm confused. How can their racial stuff seem OP [I]or[/I] useless at the same time? You sort of have to be one or the other IMO. Since you later have an underwater adventure, I guess you mean they seem OP due to the circumstance of the adventure? In which case, it happens. A lot of races are better suited to underground adventures, but does that make them OP? I don't really think so. Given the pirate theme, a Triton seems very appropriate. Sure, their abilities will prove helpful, but it shouldn't really ruin anything, should it? It is a powerful combo, sure, but again nothing that ruins the game IMO. This type of PC is great in combat under certain circumstances, but you can easily get around that IME. Personally, I don't like DM veto power when it comes to things that are by the book--even if a bit strong. Unless it goes against something story-wise, why ruin the player's fun because [I]you[/I] feel it is too strong or don't like it personally? It sounds like you've done a lot to be inclusive of other things (Yuan-Ti, Artificers, etc.) so I find it a bit odd you want to remove other things. IMO a Warforged Artificer is more "broken" than a Triton Paladin/Warlock would be... I mean, a Warforged doesn't breath [I]at all[/I], so could adventure underwater without issue really. A better thing would be to not allow MCing. It is a variant option, so if you don't want the powerful combos it can create, just tell the players MCing doesn't make sense for the game to you. My suggestion, otherwise, for MCing would be to require you to keep it even, so this PC would end up at 10/10, not 18/2 or something, sort of the idea you MCed "from the beginning" and picked up all the core training for both classes as part of your backstory. Ultimately, you [I]are[/I] the DM, so the final choice is yours. As a player, I wouldn't be happy about a ruling that I can't play something because you find it too powerful or useful, but I would bow to your authority and try to enjoy the game anyway. 🤷♂️ [/QUOTE]
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