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Races that have too much LA...
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<blockquote data-quote="Kae'Yoss" data-source="post: 3269767" data-attributes="member: 4134"><p>The secret doors thing is very DM dependable. I have seen campaigns where there were hardly any secret doors, and the elves got nothing.</p><p></p><p>And the longsword, rapier, shortbow and longbow (which is what elves get) aren't that usefull:</p><p></p><p>Most characters that will use those weapons will be proficient with them, anyway, and most of the rest will hardly get anything out of it: </p><p></p><ul> <li data-xf-list-type="ul"> Fighters, rangers and the like are already proficient</li> <li data-xf-list-type="ul"> Rogues are already proficient with half the weapons (shortbow, rapier), and they usually don't like the longsword, as you can't use it with weapon finesse. So only the longbow remains (more or less +1 damage, not that much of a bonus)</li> <li data-xf-list-type="ul"> Arcanists will often use those weapons, meaning they might have a small edge on lower levels (using those instead of quarterstaff and light crossbow) once they run out of spells</li> </ul><p></p><p>I alwas found those proficiencies nice (as elven arcanists can use proper weapons instead of toys), but nothing I'd ever waste resources on</p><p></p><p></p><p></p><p>I did. +1 and +2 both. I am playing a drow in a current campaign.</p><p></p><p>Dwarves are too strong without LA. Giving them +1 would probably mean that noone would play them (which suits me just fine). But in order to keep them as a LA-less race, I instead made them small. </p><p></p><p></p><p></p><p>Native outsiders can be resurrected. They also have to eat and sleep. They're somewhere between humanoids and outsiders. Humanouts, if you will.</p><p></p><p>Tieflings get half-decent ability adjustments and energy resistances.</p><p></p><p></p><p></p><p>Plus the trifling matter of some half-decent resistances and two bonuses to ability scores without any penalties. They make great paladins and clerics.</p><p></p><p></p><p></p><p>The flare cantrip won't work, since it must be bright light, like daylight or the spell of the same name.</p><p></p><p>Plus, there's always daylight adaptation...</p><p></p><p></p><p></p><p></p><p>One thing you are missing is that in 3.5e, they overpowered the dwarven races even more than before, for some reason. (My guess is that those who did the revision were all raving dwarf fanboys <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></blockquote><p></p>
[QUOTE="Kae'Yoss, post: 3269767, member: 4134"] The secret doors thing is very DM dependable. I have seen campaigns where there were hardly any secret doors, and the elves got nothing. And the longsword, rapier, shortbow and longbow (which is what elves get) aren't that usefull: Most characters that will use those weapons will be proficient with them, anyway, and most of the rest will hardly get anything out of it: [list] [*] Fighters, rangers and the like are already proficient [*] Rogues are already proficient with half the weapons (shortbow, rapier), and they usually don't like the longsword, as you can't use it with weapon finesse. So only the longbow remains (more or less +1 damage, not that much of a bonus) [*] Arcanists will often use those weapons, meaning they might have a small edge on lower levels (using those instead of quarterstaff and light crossbow) once they run out of spells [/list] I alwas found those proficiencies nice (as elven arcanists can use proper weapons instead of toys), but nothing I'd ever waste resources on I did. +1 and +2 both. I am playing a drow in a current campaign. Dwarves are too strong without LA. Giving them +1 would probably mean that noone would play them (which suits me just fine). But in order to keep them as a LA-less race, I instead made them small. Native outsiders can be resurrected. They also have to eat and sleep. They're somewhere between humanoids and outsiders. Humanouts, if you will. Tieflings get half-decent ability adjustments and energy resistances. Plus the trifling matter of some half-decent resistances and two bonuses to ability scores without any penalties. They make great paladins and clerics. The flare cantrip won't work, since it must be bright light, like daylight or the spell of the same name. Plus, there's always daylight adaptation... One thing you are missing is that in 3.5e, they overpowered the dwarven races even more than before, for some reason. (My guess is that those who did the revision were all raving dwarf fanboys ;) ) [/QUOTE]
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