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Please critique my cultural caste (racial) traits
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<blockquote data-quote="gweinel" data-source="post: 6973949" data-attributes="member: 2165"><p>This is exactly the critique I wanted and really appreciate it! </p><p></p><p>It seems, i had to clarify what i had as guide in order to get these bonuses. I had as an example the new races from Volo's guide and all the work that is presented in this thread: <a href="http://www.enworld.org/forum/showthread.php?496297-Second-Edition-Reverse-Engineered-D-amp-D-5e-race-design-and-over-40-example-races" target="_blank">http://www.enworld.org/forum/showthread.php?496297-Second-Edition-Reverse-Engineered-D-amp-D-5e-race-design-and-over-40-example-races</a> . Do you think these cultures are more powerful than the Yuan it or Lizard Men?</p><p></p><p>As a general rule all races have 12 points to spend to their abilities. A "+1" in ability score costs 2 points. A skill also costs 2 points. A feat at 1st lvl costs 6 points. For the abilities that give I have as a measure the power of a feat. Since i give three "+1" to the ability scores and a skill, then all the other powers must be a bit less powerful than a feat. I find just difficult to adjust all the class restrictions to the class balance. </p><p></p><p> </p><p></p><p>Thanks for the clarification for the duration feature. If you deconstruct the rule do you think a +d6 to damage in spells for the arcane classes (i have to clarify that this rules doesn't apply to cantrips) or +d8 to healing spells for the divine classes has the same, much or less power than a feat? </p><p></p><p></p><p></p><p>Of course you are right about diplomacy. This happens if you have played too much 3rd e. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /> Again you are right and i prefer your streamlined version of the "inspiration" ability. Again do you think this is more or less powerful than a feat. Maybe i should remove the "Army tactics" ability now that the other trait gets more power?</p><p></p><p></p><p></p><p>Again, i think you are right. I should remove the Charisma ability score modifier and give em another ability score increase. As for their military training: The armor and weapon proficiency they get have to do with their basic training. Of course now that i prohibit them to become spellcasters this rule seems indeed odd (as you see these rules had many versions and some previous rulings now don't fit well). Maybe i would give em medium armor and short swords? </p><p> </p><p></p><p></p><p>Here it is typo. I meant they get a +1 and a +2 to their ability scores and not two +2. Actually they are the same with the variant humans race except they get an extra +1 to one ability score. It is supposed that this bonus balance the charisma disadvantage in their social interactions.</p><p></p><p>Thank you again for your input. I really appreciate it!</p></blockquote><p></p>
[QUOTE="gweinel, post: 6973949, member: 2165"] This is exactly the critique I wanted and really appreciate it! It seems, i had to clarify what i had as guide in order to get these bonuses. I had as an example the new races from Volo's guide and all the work that is presented in this thread: [url]http://www.enworld.org/forum/showthread.php?496297-Second-Edition-Reverse-Engineered-D-amp-D-5e-race-design-and-over-40-example-races[/url] . Do you think these cultures are more powerful than the Yuan it or Lizard Men? As a general rule all races have 12 points to spend to their abilities. A "+1" in ability score costs 2 points. A skill also costs 2 points. A feat at 1st lvl costs 6 points. For the abilities that give I have as a measure the power of a feat. Since i give three "+1" to the ability scores and a skill, then all the other powers must be a bit less powerful than a feat. I find just difficult to adjust all the class restrictions to the class balance. Thanks for the clarification for the duration feature. If you deconstruct the rule do you think a +d6 to damage in spells for the arcane classes (i have to clarify that this rules doesn't apply to cantrips) or +d8 to healing spells for the divine classes has the same, much or less power than a feat? Of course you are right about diplomacy. This happens if you have played too much 3rd e. :P Again you are right and i prefer your streamlined version of the "inspiration" ability. Again do you think this is more or less powerful than a feat. Maybe i should remove the "Army tactics" ability now that the other trait gets more power? Again, i think you are right. I should remove the Charisma ability score modifier and give em another ability score increase. As for their military training: The armor and weapon proficiency they get have to do with their basic training. Of course now that i prohibit them to become spellcasters this rule seems indeed odd (as you see these rules had many versions and some previous rulings now don't fit well). Maybe i would give em medium armor and short swords? Here it is typo. I meant they get a +1 and a +2 to their ability scores and not two +2. Actually they are the same with the variant humans race except they get an extra +1 to one ability score. It is supposed that this bonus balance the charisma disadvantage in their social interactions. Thank you again for your input. I really appreciate it! [/QUOTE]
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