D&D 5E Races that make a better class than yours.

Ninja-radish

First Post
Personally I don't think the issue is with this race or that race. I think the issue is that two of most classes in a party is too many. I feel it's rude for someone else to bring a monk into the game when you're already playing one.
 

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Ilbranteloth

Explorer
For me it's something I'm cognizant of because it has the potential to steal some of the spotlight from my character. That doesn't mean it will steal the spotlight from my character, just that it has the potential. This isn't a concern exclusively for combat or mechanics. For me it's most often the archetype or dynamic of the character.

If I came to the table with a cleric of a storm god and another player did too, it might be fun for one of us to worship and emulate a Thor type god, while the other worships and emulates a Storm type goddess. We'd still get to play our core concept but we'd be different enough to not overshadow each other. Or maybe I would want to be more unique within the party and let the other player be the storm cleric while I play a cleric of one of the myriad domains that weren't chosen.

But that's part of what I don't quite get. I don't know if it's because of when and how I learned how to play, or just a different approach, but to me it's about the characters and the party. It's not a "me" approach, but a "we" approach.

We've never been concerned about "the spotlight" but I think that it has to do with the fact that any single moment in the campaign is a small part of the story of the characters. Each character has their story arcs, written largely by the decisions and actions of their characters, with contributions by the DM (me). The party could be all dwarven clerics of Moradin. That would write a different type of story, but the fact that this specific character did something in that combat, and this other one did something else when trying to find a way into a ruined keep, etc. has more to do with their personalities and strengths as characters and people as a whole, rather than one stat or feature.

If the character is defined based on the character sheet and their stats, then I can see how it's easy to have a lot of similarities between characters. But back in 2e days we had two bards, both with the gallant kit, and they were completely different. Because their focus was entirely on the character and not their abilities on paper.

Part of it might have to do with the size of the groups I run. Most have 6-8 players, some have had more. And back in AD&D days you always had a number of people with the same classes, and that was when a wizard was a wizard. No specialists. Fighters were fighters, and while you could differentiate them to some degree by choice of weapon, it was really the character themselves that set them apart.

I find 5e a bit paradoxical in this regard. On the one hand, there are still a lot of options (and a growing number of them) to design a niche by stats. That is, you can design a character that is more specialized and hope that nobody else in the group has that same specialty. On the other hand, the rules are designed to allow everybody to attempt nearly anything. Feats encroach on the specialties of archetypes, and things like that.

So I can understand why this is a thing for people, but it's not a feeling I've ever personally experienced. What makes TTRPGs so much more interesting to me is specifically the role-playing. I'm not a good acting type role player, but that's entirely unnecessary. It's really more about getting into the head of the character, and figuring out how they would act in a given situation. What would they do? What would they think? And from a character perspective, I just don't think there are many people in a life-and-death combat that are going to say, "Hey, no fair. I was going to kill that guy with my longsword." A combat is a roadblock, and a potentially deadly one at that. So getting past it in any way that means I don't get hurt or killed is OK with me. A combat is almost never an end, it's just a mean to the end. Even defeating a BBEG doesn't usually require a direct assault, although that's usually the default action taken.

While the options have expanded exponentially over the years, there are still only so many combinations of race, class, feats, and other abilities. There are going to be similarities. But as for the character themselves? That's a different story.
 

Ilbranteloth

Explorer
Maybe not restricted, but when one of your key racial features is completely useless to anyone who isn't a melee combatant, it's not a good deal. It's really bad design- even Orc aggressiveness could find some use on a caster. When designing a race, you want to make sure that even unusual class choices can use the abilities of that race without feeling like it was a completely dumb choice- because even if nobody ever plays a Half-Orc Wizard, it still should make some kind of sense for there to be NPC Half-Orc Wizards.

Far from my biggest peeve about Half-Orcs though. I still refuse to admit that "I crit gud" is a freaking racial trait. It makes no sense to me (please don't try to explain how it makes sense, my friends have already tried).

If you're going to make a race that is predisposed towards certain classes, you should also throw a bone to other kinds of classes, because yes, there are Elf Barbarians and Dwarven Rangers in the world. Most of the 5e races are actually pretty good about this, because even if High Elves are terrible Barbarians (save for some oddball Dexbarian build), that free cantrip can really come in handy for the fights you don't want to (or can't) use rage for. Or maybe you use it for cool utility, that's not bad either.

I don't agree it's poor design just because it is predisposed toward a particular class, or against another. In my campaigns, dwarves cannot be sorcerers at all, and they have mechanical disadvantages (actual and significant penalties) as a wizard or bard (who is still another arcane caster in my world). They have magic resistance, and they are just naturally not magical creatures.

Why? Because that's how they are in my world. Sure, it's coming from the old AD&D stats, but that's fine. There are lots of people that make choices on what to do or who to be that are not as easy for them as other choices. Sometimes somebody chooses to do something because it is hard. Dwarven wizards are exceedingly rare, but that doesn't mean that there aren't any that aren't born that, for whatever reason, feel drawn toward the Art. It just doesn't come as easy to them as it does an elf.

It's simply a design decision. I've decided that in my world, dwarves are not innate arcane spell casters. My goal in my design is not "make sure everybody can play every possible combination equally." So throwing a bone has no place in my design. The 5e design is based around giving bonuses instead of penalties. Fair enough. But that means that if they are granting a bonus geared toward a particular class or place in the world, then it just might not apply to every class. Moreover, I think that the Strength and Constitution bonuses for the half-orc just make sense. I'd much prefer they design the race around a concept for that race that makes sense, rather than trying to make every race equally good for every combination.

As for the extra damage on a critical hit? I'd agree that it's not a great design choice. That would be difficult to explain away. They obviously wanted to add something that indicates they are brutes when it comes to combat. But it had to be something limited, so it wouldn't give them a constant advantage. There are a lot of rules like that. On the other hand, large cats in my campaign gain a choke hold on a critical hit. Why? Because that's how big cats attack - they go for the throat. It's instinctual and consistent, whether it was 500 years ago or today. The critical hit just means the succeeded on that attack. So the idea that there is some sort of instinctual combat ability isn't that farfetched to me. I don't have a particular explanation for the half-orc ability, but that's largely because I haven't bothered since I don't allow half-orc PCs in the campaign. If and when I need to, I'll tweak them just like I've tweaked the other races.

And no. There aren't any elven barbarians in my campaign either. Sorry. That doesn't mean that there might not be some sort of elf with an anger issue and a rage ability. But it won't be the barbarian class.
 

Wednesday Boy

The Nerd WhoFell to Earth
If the character is defined based on the character sheet and their stats, then I can see how it's easy to have a lot of similarities between characters. But back in 2e days we had two bards, both with the gallant kit, and they were completely different. Because their focus was entirely on the character and not their abilities on paper.

I'm speaking more about personalities and archetype of the characters than their character sheet and stats. If the two bards with the gallant kits had the same personality traits and their players wanted them to fill the same archetype, there could be the potential for stepping on each other's toes in an adverse way. Or maybe they would synergize and work beautifully together. But it's something I consider when deciding on my characters.

And it doesn't have to be tied to mechanics at all. If you wanted to play an elf wizard with the mother figure archetype, Sue wanted to play a human fighter with the mother figure archetype, and I wanted to play a gnome thief with the mother figure archetype, I would stop and consider if I wanted to be one of three mother figures or if I wanted to take on a different archetype entirely.
 
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Ilbranteloth

Explorer
Try to make a functional Half-Orc oh... let's say Warlock or Sorcerer or Bard or Druid... and then you see how often your racial abilities actually ever come into play as opposed to if you were an Elf or a Dwarf or a Halfling.

There's a huge different between functional and not utilizing your racial abilities.

And it isn't just bad enough that the race offers you NOTHING of any benefit beyond an Intimidation skill if you are anything but a Barbarian, Paladin or inferior version of the Fighter (moreover, this edition even made it so you can't even be a functional strength-based Monk-- they were so much on their "let's make Dexterity should be the god stat so that elves are the super race" kick that they not only made strength-based Fighters the crappier build, they actually eliminated the possibility of making a functional strength-based monk!), but the abilities the race DOES have all stack onto making them the best possible tank.

Yeah, they are much worse in my campaign. Because half-orcs in my campaign are almost always the result of an unwanted parent in the course of war. They have a lot more to worry about than a high strength.

Yeah, it seems to me that the primary purpose of providing more Dexterity options is because people didn't like the idea of having to always be a Strength-based fighter. But I have players with Strength-based monks and fighters that function quite well. Of course, the goal here is to have a character you can play and survive, and they have done that better than many other characters. Including Dex-based monks, elven rogues, and all sorts of other race and class combinations.

When you look at the properly constructed races, how it is supposed to work is that if your racial attribute bonuses make you superior for one class, your other abilities should give you less benefit if you are that class and more benefit if you are another class. For instance, the Dwarf has a lot going for it to be a tanky melee class, but if you are one then your weapon and armor proficiency are effectively nullified or, if you choose Hill Dwarf, the extra hit points mean less to a class that gets twice as many hit points normally than one that gets half as many.

To me, a "properly constructed race" is one that fits the design concept of the race. If anything, the bonuses should apply primarily (and maybe only) if you are playing to the archetypes of that particular race. Otherwise, you're playing against type and don't gain those benefits.

In the case of the Elf, if you do a Dex fighter with one then your weapon proficiencies don't mean anything. On the other hand, if you choose the Wizard-leaning one, you get one extra cantrip which means a lot less to a character who already gets 3 than a character who wouldn't normally get a cantrip at all.

In the case of the Half-Orc, your attribute bonuses are already ones that extraordinarily limit you to only 2 classes or the inferior build of a third class or possibly the cleric (but not really). Then you have an ability that only helps you if you are the person in the party who is going to go down in combat first-- sure, its possible that someone besides the tank is going to one day have to make a death saving throw, but in any such case the tank should have already gone down and be on their 2nd or 3rd turn of being at 0 HPs before it is remotely likely that a spellcaster is going to be making one. And then you have an ability to do more damage, but ONLY in melee combat.

Oh, and let's consider something here... what reason was there to limit savage attacks to melee weapons? Putting that restriction on it when you already forced the race to primarily specialize in the second worst attribute in the damn game was an incredibly stupid thing to do. Is there any particular reason the aggressive spirit of the Orc-blooded individual couldn't make their magical attacks a bit more "boomy" than a less a race with less fury racing through their blood? A simple strike-out through the words "a melee weapon" and replace "weapon's" with "attack's"... and right there you would have a key to making a functional Orc Monk, Druid, Ranger, Sorcerer, Warlock or Wizard. Instead, an unnecessary restriction to ONLY work with melee weapon attacks slapped on there exclusively to artificially limit the classes you can even play as with the race is jammed in there for no other reason but that the designer who made it sucks at his job.

I'm not sure what you're referring to as the "second worst attribute in the damn game" but if it's Strength, then you are talking about a functional difference of 5% (a +1 bonus) if you aren't taking advantage of it. It's hardly game breaking. I can think of a number of different reasons to limit it rather than "exclusively to artificially limit the classes you can even play" or that it was "because the designed who made it sucks at his job."

One is that I have a hard time understanding how you can throw a fire bolt or shoot an arrow "with savagery." You might make angry faces and curse, but it doesn't really have much of an impact on the spell or arrow. I would definitely agree that a thrown weapon would be different and quite reasonable.

I suspect no consideration was given to limiting the classes, since it doesn't actually do that at all. In other words, I don't think any decisions were made to limit classes, just enable some others.

Unlike in my world, you can still play any class you'd like with a half-orc. And it could also be better than other races at that class, since the fact that you don't get a bonus on the ability score you want does not actually limit your ability scores. You can have a half-orc wizard with an 18 Intelligence just as easily as any other race. You can't get a 20 Intelligence at 1st level, but it doesn't prevent you from gaining it later. And again, we're talking about a 5% difference in effectiveness.

When you make a decision in real life, is 5% enough to change your mind? If there's a 5% chance a restaurant will be sold out of what you want for dinner, do you decide the risk is too great? Or call off a vacation to the beach because there's a 5% chance of rain, or even a hurricane? I think you're putting way too much weight on such a small amount, myself.

And its no like the concept of an Orc shaman or warlock is such a wild or unusual one that it would seem wildly out-of-character. And when such things are depicted, they are never depicted as absolutely HAVING to use a weapon at all times to be remotely effective. In fact, having their spellcasters use big, flashy, barely controlled blasty damaging spells seems quite Orc-like.

Agreed. It's just not something that comes naturally to them. A small number of them have unusually high Wisdom or Charisma scores, and might take to the call naturally. That doesn't mean that being an Orc shaman is as common or easy for them as it is for a dwarven cleric.

Oh, and finally there is the Intimidation skill. That could possibly be useful, but only if you are willing to follow up your threats with actual violence. Its always going to be inferior to Deception or Diplomacy in any given situation.

Really? It seems to work well for all sorts of criminals today. And parents. You don't have to follow up every threat with violence. You just have to be convincing enough to make them think you're willing and capable.

And, moreover, since the Half-Orc's attributes and other abilities basically prevent you from being any class that is going to have a reason to invest in charisma, it cannot remotely be of any use. You can pick an intimidation skill up off of background or choosing it from your class skill list, so you are better off being any other race that offers any other skill you might use in addition to giving you actual benefits then just picking Intimidation up off background or class.

So remind me again why I can't put that 18 I rolled into Charisma? Or the 15 if you use the standard array?

But, you know... given that the two major things that make the Half-Orc kind of terrible are..
1) Strength being an absolute trash dump stat in this edition that offers you no real benefit.
and
2) Savage attacks being unnecessarily limited only to melee weapon attacks

Well, #2 is easily houseruled out of existence and #1?... well, yeah... that's a more fundamental problem with this edition that isn't resolved so easily. Quite a lot of houserules would have to be implemented in order to make Strength (and even more so Intelligence) attributes that any character should actually want to invest in.

I've got lots of players that invest in Intelligence and Strength. For any race. Personally, I find them to function quite as expected.

However, if you are the type of player that focuses on only playing the "most optimal" combination possible, while avoiding anything that would hamper that (such as playing a half-orc wizard, when other races have a bonus to Intelligence), then you will obviously feel differently. Just recognize that the game isn't necessarily designed for that approach, nor is it the approach that everybody else uses. Your design goals would differ significantly from those of the folks that designed D&D, of nearly every edition, with the possible exception of 4e.

Nothing wrong with that, but it certainly doesn't mean that the game is poorly designed, or that they are incompetent at their jobs. They just have different priorities than you.
 

Ilbranteloth

Explorer
But lack of balance does make a game bad. What you're describing is the exact same justification used in designing 3rd edition, where some feats/skills/spells/classes were intentionally designed to be inferior so as to encourage game mastery. This lead to huge swathes of options being essentially thrown in the dumpster, because as the edition pressed on it became more common knowledge of which classes were wildly overpowered or incredibly weak. Anecdotally speaking I've yet to see a player in 4th or 5th edition come to me and say they want to re-make their character on account of poor performance, and this was not at all unusual in the days of 3rd edition. From a DM's perspective, a balanced game is also vastly more pleasurable and easy to run. In a game with significant character imbalances, it becomes a draining balancing act to try and keep the powerful players challenged without annihilating the less optimized players, and I for one am pretty happy that this is not as extreme as it was, which is a result of better balancing.

But balance is a far more complex function of the game. What are you attempting to balance? Their design was to balance the game in a way that any mix of races and classes, in a party of 4, could succeed in an adventure of properly balanced encounters - including both combat and non-combat encounters. This is without the use of magic items, or even requiring any specific race or class to be within the party. It could be no cleric, no rogue, or no spell casters. Regardless, the game has to work.

So the balance that makes a game bad for you might not be the same as that for others.

Anytime that you get into optimizing, then by definition you are putting your character build out-of-balance. Otherwise there would be no choices at all, there would only be the single, optimized archetype of that character.

And nearly every option that I've seen people complain about being underpowered, are inevitably something that one of my players has chosen to play specifically, and has had no complaints about it (and also didn't know that others felt it was "suboptimal").

One problem that 2e and 3e ran into with "balance" and "suboptimal" abilities is that they put a lot of non-combat stuff into rules. They were codifying fluff and other things that help define characters. The problem was, for some, that choosing one of those things that further defined your character meant you opted not to beef up your combat facility. No problem if that's not the focus of your game. Even as far back as 1e, you could select a non-weapon proficiency of, say, carpenter, instead of spending those slots on something more readily useful while adventuring. For those of use

A good example of how 5e (and 4e before it) sidestepped that issue with spells is to make many of them ritual spells. While that's great for the stat optimizers, it's had an impact on those that had other considerations. Some examples are alarm, Tenser's floating disk and "Leomund's tiny hut." In a campaign where wandering monsters are a possibility, resting is sometimes questionable, or treasure doesn't come in gems and easily carried bags of gold, and encumbrance is a thing, then it kind of broke a number of things.

I prefer for the spell casters to make hard decisions about whether to use their magic for utility purposes or combat. Ironically, the move to add damage-causing cantrips would have been enough to give spell casters more combat utility without needing to add rituals too.

Personally, I've never had issues with character imbalances. They've never been remotely severe enough to cause an issue with characters of the same level, and we frequently have characters of different levels too (as much as seven levels or more between them), and that also is not a factor. I'll readily admit that players that prefer to optimize their characters don't tend to play in my campaigns for long (at least not with that approach) because that really only works if I'm designing around combat-optimized players. I don't, and while I don't actively try to inhibit them, the types of encounters and tactics the monsters use frequently have that effect. Most of them, however, have stuck around, and just moved away from the optimization approach.
 

Ilbranteloth

Explorer
I'm speaking more about personalities and archetype of the characters than their character sheet and stats. If the two bards with the gallant kits had the same personality traits and their players wanted them to fill the same archetype, there could be the potential for stepping on each other's toes in an adverse way. Or maybe they would synergize and work beautifully together. But it's something I consider when deciding on my characters.

And it doesn't have to be tied to mechanics at all. If you wanted to play an elf wizard with the mother figure archetype, Sue wanted to play a human fighter with the mother figure archetype, and I wanted to play a gnome thief with the mother figure archetype, I would stop and consider if I wanted to be one of three mother figures or if I wanted to take on a different archetype entirely.

That's reasonable enough. But once you are looking beyond stats themselves, unless everybody is trying to design a specific character (like everybody wants to be Jon Snow, or Indiana Jones), that the characters themselves are never the same.
 

GreenTengu

Adventurer
Yeah, it seems to me that the primary purpose of providing more Dexterity options is because people didn't like the idea of having to always be a Strength-based fighter. But I have players with Strength-based monks and fighters that function quite well. Of course, the goal here is to have a character you can play and survive, and they have done that better than many other characters. Including Dex-based monks, elven rogues, and all sorts of other race and class combinations.

Yeah, here is where you utterly missed the whole point of proper balance and failed.

You start with the idea that "hey, at worst, they are going to be 5% worse than everyone else". But you don't actually comprehend what they means.

Let us say that person A has a 90% chance to hit and someone else has 95% chance of hitting. Well, the overall "chance" difference might only be 5%, but the actual difference is that the person with a 95% chance has literally twice the chance of hitting as the person with 90%. This is also true if you are looking at two people with a 5% chance of making the roll or a 10% chance of making the roll.

Moreover, the 5% only holds true on dice rolls that use a d20. On dice rolls that use a smaller die size (i.e. all damage rolls) the difference rises exponentially the smaller the die.

Also, a 5% difference on every single roll on every single round is going to amount to a 100% difference after 20 rounds.

That means that after fewer rounds than you can expect to take place over the course of a single adventure, the character with only a 5% disadvantage can expect to fail often enough that it will end up dead-- i.e. the 5% difference over the long run IS going to prevent the player from playing a character that can conceivably survive-- which you yourself listed as your criteria-- because they have a 5% lower chance of being effective at anything which is going to add up to a 5% lower chance of survival each and every round which is cumulative, not isolated, which means that cumulatively that 5% is going to become a 100%.
 

MrHotter

First Post
There's a huge different between functional and not utilizing your racial abilities.
<snipped for brevity>

It is possible to make poor race/class/concept choices when creating a character. It matters more to some players than it does to others.

I like the idea of the main racial abilities being generally useful and having the sub-class being more suited to certain classes. That's pretty much the case for almost every race in the PHB.

The half-orc could benefit from having sub-races. Keep the con bonus, low light vision, and menacing in the main race and move the str bonus, savage attack, and relentless to a warrior sub-race. Then there could be a 'mystic' sub-race for the rare orc that is attuned to magic. Give that +chr or +wis and some other ability suited to a more primal spell caster.

I'm all for different races having different ways to fit into each class, but I don't think there should be bad/best choices for race/class combinations. A forest gnome can use his inteligence/dex bonus to make a good fighter, but he would not be a good choice as a str fighter. All of his other racial abilities are still useful to the player, so the player won't feel sub-standard if he compares himself to other fighters.
 

Ilbranteloth

Explorer
Yeah, here is where you utterly missed the whole point of proper balance and failed.

You start with the idea that "hey, at worst, they are going to be 5% worse than everyone else". But you don't actually comprehend what they means.

Let us say that person A has a 90% chance to hit and someone else has 95% chance of hitting. Well, the overall "chance" difference might only be 5%, but the actual difference is that the person with a 95% chance has literally twice the chance of hitting as the person with 90%. This is also true if you are looking at two people with a 5% chance of making the roll or a 10% chance of making the roll.

Moreover, the 5% only holds true on dice rolls that use a d20. On dice rolls that use a smaller die size (i.e. all damage rolls) the difference rises exponentially the smaller the die.

Also, a 5% difference on every single roll on every single round is going to amount to a 100% difference after 20 rounds.

That means that after fewer rounds than you can expect to take place over the course of a single adventure, the character with only a 5% disadvantage can expect to fail often enough that it will end up dead-- i.e. the 5% difference over the long run IS going to prevent the player from playing a character that can conceivably survive-- which you yourself listed as your criteria-- because they have a 5% lower chance of being effective at anything which is going to add up to a 5% lower chance of survival each and every round which is cumulative, not isolated, which means that cumulatively that 5% is going to become a 100%.

Yeah, I'm pretty sure that a 5% difference means a 5% difference. Meaning that in any given round, he has a 1 in 20 chance less than hitting.

That means that for every 20 attempts, the person with a 5% advantage will succeed 1 time more than the other on average.

Hardly game breaking.

Even for damage dice - so instead of a +1 damage to your ranged attacks, you have +0. If you normally cause 1d10 damage, then you're talking about the difference between 5 damage or 6 damage per round that you hit, (or 6 vs. 7 if using the rounded up damage that the game uses as the default damage).

So, assuming the combat lasts 20 rounds, and the dice religiously follow statistics, with a target number of 15, then:

The person with no bonus will hit 5 times (25%) for 30 points of damage (6 x 5).
The person with a +1 bonus will hit 6 times (30%) for 42 points of damage (7 x 6).

The equivalent of two hits difference, or about a 19% difference in damage output after 20 rounds. That's hardly 100% and not what I would call game breaking, although meaningful enough to make it worth something.

But the game isn't one long combat (or whatever other ability that it would benefit). Hitting less frequently might mean that you get hit more, but you will still have time to heal between combats. Also, there are effective tactics to help avoid getting hit. So I don't think (well, I know since I've been playing for a while) that it doesn't mean you'll automatically end up dead.

But all of that is assuming that you can't have the same stat (say, Dexterity in this case) because you are a half-orc. And that's not the case at all. It just doesn't help you get to whatever your target score is (18? 20?). Does every character have to have the minimum number to be playable?

Or is there a certain score that you're saying you must have or you'll die? At what point can a character not survive because a key score is too low? Or at what point is a given score too low that it's unplayable? You insist that the bonuses that the half-orc grants makes certain classes unplayable, but the evidence of other people actually playing those race/class combinations would seem to refute that claim. So I'm trying to understand why this bit of math makes it so detrimental that a specific class combination would be so.

In addition, if you were the only player with that class in the game, how would you tell that it is subpar? If you are a half-orc rogue, and doing your roguish thing, while the fighter does their fighter thing, what would trigger that knowledge? Just the fact that you didn't get a bonus to your Dexterity?

Because by that measurement, every race would have unplayable classes. Although you seem to single out any class that utilizes Strength or Intelligence as a primary ability as unplayable, or at least undesirable. So do you avoid playing all of those classes? I'm really curious.

I can tell you that after 30+ years of playing, and always using a dice rolling generation of ability scores (in order), that the vast majority of our characters have not been remotely optimized and yet that hasn't altered our enjoyment or success at the game at all. We've had super strong wizards, clumsy rogues, and everything in between.
 

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