Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Scoring abilities of 2024 Species (and looking back to MotM)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Kobold Stew" data-source="post: 9475272" data-attributes="member: 23484"><p><strong>How did I arrive at these scores?</strong></p><p></p><p>There are many recurrent features or classes of features, and by definition they should have comparable point values. At the same time, and totally subjectively, there has to be some variation for synergies, and this means a familiar feature has to fall within a restricted range.</p><p></p><p>The weight I give them now is within the framework of the 2024 PHB, and is often different than how I rated them in 2014. (Some explanations make reference to species discussed in the next post, from MotM).</p><p></p><p>I’m happy to hear thoughts on any of these weightings.</p><p></p><p style="text-align: center"><strong>Minor Features (0-3 points)</strong>.</p><p><strong>Darkvision</strong>. Worth 1 point. Superdarkvision (120’) is worth 1.5 points. Darkvision and the ability to cast the Light cantrip is slightly more flexible but ultimately both abilities accomplish the same outcome; 1 point.</p><p></p><p><strong>Skill</strong>. Proficiency in a skill is worth 1 point, 1.5 if you have free choice or if Perception and/or Stealth is available. Halfling Nimbleness and ability to hide enhance the stealth skill in combat, whether you are proficient or not, and are worth 2 points.</p><p></p><p><strong>Movement</strong>. Climb or Swim speed equal to base move, 1 point. An associated ability can make it 1.5 (hold breath or amphibious). Flight is discussed below. Fast movement has a cumulative effect: +5’ speed is worth 1 point, +10’ speed is worth 3 points (in assessing older species, 25’ movement would be worth -1 point).</p><p></p><p><strong>Powerful build</strong>. Worth 0.5 points, can be enhanced (I assign 1 point for Equine Build of the Centaur, since it also allows you to carry a companion with some tactical effects, with no compensation for difficulty climbing (which is already generous; you’ve chosen this form). While there are exploits, the main consequence is just that you are not worrying about encumbrance.</p><p></p><p><strong>Fey</strong>. Being Fey gives you 1 point, because you are immune to certain powerful spells (e.g. Hold Person). Fey Ancestry, which also gives you advantage vs. Charm effects is worth 2.5 (see next point).</p><p></p><p><strong>Resistances and Save advantage</strong>. Bonus to saves vs. charm or fear otherwise don’t come online before mid-tier 2, so they are worth 2.5 or 3 (Fear is more debilitating). Normal resistances for common types are worth 2; rare types are worth 1. An associated ability for the same type (like the dwarven save bonus) gives an extra .5. Harengon’s +d4 to dex saves is worth 3.</p><p></p><p><strong>Natural Weapons</strong>. No PHB 2024 race has them, but always being armed with a d6 weapon keying off of Strength is worth 2 points. Plus 1 if there is an associated effect PB times per long rest (Lizardfolk hungry jaws); plus 2 if there is an associated effect without restriction (Centaur’s trample).</p><p></p><p><strong>Cantrip</strong>. The value of a cantrip is highly variable. The ability to cast Thaumaturgy, Prestidigitation, or Druidcraft, by itself, is worth .5. An attack cantrip on its own might be worth 1.5, 2 if there’s choice or it becomes flexible, or 2.5 if the new True Strike is allowed. Most would be worth 1.</p><p></p><p>Other minor features.</p><ul> <li data-xf-list-type="ul"><strong>Trance</strong>. The Elven Trance ability reduces sleep time and gives immunity to sleep, but for most characters, it is purely flavour. .5 points. Some MotM species additionally give a rotating choice of skill and tool proficiency: that’s worth 2 points.</li> <li data-xf-list-type="ul"><strong>Small Size</strong>. In 2014 rules, being small had some penalties, but now it is basically a wash. I note when a character must be small, but give it no value.</li> </ul> <p style="text-align: center"><strong>Major Abilities (3-5 points)</strong>.</p><p>These are the toughest to assess. They fall into a few major categories, however:</p><p></p><p><strong>Spellcasting</strong>. Single casting of a specific level 1 and/or 2 spell, with or without a cantrip. 4 points (Elf, Tiefling). Gnome’s minor magics only worth 2. Assimar’s healing is a variation of this—3 points. Fairy spellcasting only has one spell plus Druidcraft, but it allows the PC to become Tiny; I’ve pegged it at 3.5)</p><p></p><p><strong>Fun effect PB times per long rest</strong>. None of these is changing the tide of a combat, but they are real options that can be employed regularly. 4 points (Giant Ancestry for Goliath, Breathweapon for Dragonborn), but 5 for Aasimar Revelation (choice, includes flight). Dwarven Tremorsense is here, but the benefit is halved because of the restriction for stone (2 points). Kobold’s Draconic Cry gives a combat benefit exploitable by the whole party (5 points). I put the Orc’s adrenaline rush here, even though it is on short or long rest, because the effect is small. Harengon’s hopping Is purely defensive (3.5 points). Goblin’s Fury of the Small has such a minor effect, half value (2 points – not fun).</p><p></p><p><strong>Major effect once per long rest, for 10 minutes</strong>. There are major effects, lasting potentially more than one combat, which will change the shape of an encounter. 5 points. (Goliath’s growth, and Dragonborn flight, though both gated at level 5, fit here.)</p><p></p><p>Within this framework, other abilities in this category can be identified. Not every character will weigh these benefits the same, but they all seem to fall in this range.</p><p></p><p><strong>Dwarven Toughness</strong> is half of an origin feat (see below), is useful, and the player does not get choice, but it is additive to regular toughness. 4 points.</p><p></p><p><strong>Human Resourcefulness</strong> is a free re-roll after you see the result (the way Lucky worked in 2014). Normally 4 points, but since it doesn’t stack if you already have Heroic Advantage, only 3 points.</p><p></p><p><strong>Halfling Luck</strong>. Even without critical failures, the ability to reroll a 1 on a d20, every d20, represents an edge players will enjoy at all levels. I’ve seen the effect pined at a 3% bonus, which seems about right. 5 points.</p><p></p><p><strong>Orc’s Relentless Endurance</strong> won’t come up often, but when it does it feels great. 3 points.</p><p></p><p><strong>Harengon’s +PB to initiative</strong>. For those that want to go first, this is important; but anyone benefits. 3 points.</p><p></p><p><strong>Lizardfolk’s natural armor</strong> is flavorful but under-optimized in most cases, replicating a level 1 spell (Mage Armor). 4 points. The Tortle's AC is worth more because it does not require investment in Dexterity to keep up with regular armor options.</p><p></p><p><strong>Tabaxi’s Feline Agility</strong> is powerful and can be used regularly, with a reset condition. 4 points.</p><p></p><p><strong>Kobold Draconic Legacy</strong> realistically represents a choice between three common abilities: either a skill (normally 1.5 points), a Sorcerer cantrip, which can include an attack cantrip but not the 2024 True Strike (2 points), or a bonus on Fear Saves (3 points). Though each of these is a minor ability, the fact that players can choose which one, means that the choice will always benefit the character. 3 points.</p><p></p><p style="text-align: center"><strong>Build-defining abilities (5+ points)</strong>.</p><p>These are abilities that a character could be using all the time, with major tactical implications. Decisions need to be made ad hoc, but generally these are worth 7 points.</p><p></p><p><strong>Origin Feat</strong>. Assuming the strict rules of backgrounds, the Human ability to choose any origin feat in addition to the one from backgrounds is very significant, and allows clear optimization. 7 points (5 if custom backgrounds are allowed).</p><p></p><p><strong>Magical Cunning</strong>. I rate a benefit to a single save on par with saves vs. charm or fear (which gave 2.5 and 3). Gnomes get three of these, two minor saves (2 points each) and one major save (3 points), and these are additive to save proficiency. Total: 7 points.</p><p></p><p><strong>Flight</strong>. The Fairy’s and Aarakocra's flight speed is worth 7 points.</p><p></p><p><strong>Nimble Escape</strong>. The Goblin’s Nimble Escape gives a bonus action choice for every round. While slightly less powerful than a Rogue’s Cunning, this provides a great degree of flexibility for anyone who wants it. 6 points.</p></blockquote><p></p>
[QUOTE="Kobold Stew, post: 9475272, member: 23484"] [B]How did I arrive at these scores?[/B] There are many recurrent features or classes of features, and by definition they should have comparable point values. At the same time, and totally subjectively, there has to be some variation for synergies, and this means a familiar feature has to fall within a restricted range. The weight I give them now is within the framework of the 2024 PHB, and is often different than how I rated them in 2014. (Some explanations make reference to species discussed in the next post, from MotM). I’m happy to hear thoughts on any of these weightings. [CENTER][B]Minor Features (0-3 points)[/B].[/CENTER] [B]Darkvision[/B]. Worth 1 point. Superdarkvision (120’) is worth 1.5 points. Darkvision and the ability to cast the Light cantrip is slightly more flexible but ultimately both abilities accomplish the same outcome; 1 point. [B]Skill[/B]. Proficiency in a skill is worth 1 point, 1.5 if you have free choice or if Perception and/or Stealth is available. Halfling Nimbleness and ability to hide enhance the stealth skill in combat, whether you are proficient or not, and are worth 2 points. [B]Movement[/B]. Climb or Swim speed equal to base move, 1 point. An associated ability can make it 1.5 (hold breath or amphibious). Flight is discussed below. Fast movement has a cumulative effect: +5’ speed is worth 1 point, +10’ speed is worth 3 points (in assessing older species, 25’ movement would be worth -1 point). [B]Powerful build[/B]. Worth 0.5 points, can be enhanced (I assign 1 point for Equine Build of the Centaur, since it also allows you to carry a companion with some tactical effects, with no compensation for difficulty climbing (which is already generous; you’ve chosen this form). While there are exploits, the main consequence is just that you are not worrying about encumbrance. [B]Fey[/B]. Being Fey gives you 1 point, because you are immune to certain powerful spells (e.g. Hold Person). Fey Ancestry, which also gives you advantage vs. Charm effects is worth 2.5 (see next point). [B]Resistances and Save advantage[/B]. Bonus to saves vs. charm or fear otherwise don’t come online before mid-tier 2, so they are worth 2.5 or 3 (Fear is more debilitating). Normal resistances for common types are worth 2; rare types are worth 1. An associated ability for the same type (like the dwarven save bonus) gives an extra .5. Harengon’s +d4 to dex saves is worth 3. [B]Natural Weapons[/B]. No PHB 2024 race has them, but always being armed with a d6 weapon keying off of Strength is worth 2 points. Plus 1 if there is an associated effect PB times per long rest (Lizardfolk hungry jaws); plus 2 if there is an associated effect without restriction (Centaur’s trample). [B]Cantrip[/B]. The value of a cantrip is highly variable. The ability to cast Thaumaturgy, Prestidigitation, or Druidcraft, by itself, is worth .5. An attack cantrip on its own might be worth 1.5, 2 if there’s choice or it becomes flexible, or 2.5 if the new True Strike is allowed. Most would be worth 1. Other minor features. [LIST] [*][B]Trance[/B]. The Elven Trance ability reduces sleep time and gives immunity to sleep, but for most characters, it is purely flavour. .5 points. Some MotM species additionally give a rotating choice of skill and tool proficiency: that’s worth 2 points. [*][B]Small Size[/B]. In 2014 rules, being small had some penalties, but now it is basically a wash. I note when a character must be small, but give it no value. [/LIST] [CENTER][B]Major Abilities (3-5 points)[/B].[/CENTER] These are the toughest to assess. They fall into a few major categories, however: [B]Spellcasting[/B]. Single casting of a specific level 1 and/or 2 spell, with or without a cantrip. 4 points (Elf, Tiefling). Gnome’s minor magics only worth 2. Assimar’s healing is a variation of this—3 points. Fairy spellcasting only has one spell plus Druidcraft, but it allows the PC to become Tiny; I’ve pegged it at 3.5) [B]Fun effect PB times per long rest[/B]. None of these is changing the tide of a combat, but they are real options that can be employed regularly. 4 points (Giant Ancestry for Goliath, Breathweapon for Dragonborn), but 5 for Aasimar Revelation (choice, includes flight). Dwarven Tremorsense is here, but the benefit is halved because of the restriction for stone (2 points). Kobold’s Draconic Cry gives a combat benefit exploitable by the whole party (5 points). I put the Orc’s adrenaline rush here, even though it is on short or long rest, because the effect is small. Harengon’s hopping Is purely defensive (3.5 points). Goblin’s Fury of the Small has such a minor effect, half value (2 points – not fun). [B]Major effect once per long rest, for 10 minutes[/B]. There are major effects, lasting potentially more than one combat, which will change the shape of an encounter. 5 points. (Goliath’s growth, and Dragonborn flight, though both gated at level 5, fit here.) Within this framework, other abilities in this category can be identified. Not every character will weigh these benefits the same, but they all seem to fall in this range. [B]Dwarven Toughness[/B] is half of an origin feat (see below), is useful, and the player does not get choice, but it is additive to regular toughness. 4 points. [B]Human Resourcefulness[/B] is a free re-roll after you see the result (the way Lucky worked in 2014). Normally 4 points, but since it doesn’t stack if you already have Heroic Advantage, only 3 points. [B]Halfling Luck[/B]. Even without critical failures, the ability to reroll a 1 on a d20, every d20, represents an edge players will enjoy at all levels. I’ve seen the effect pined at a 3% bonus, which seems about right. 5 points. [B]Orc’s Relentless Endurance[/B] won’t come up often, but when it does it feels great. 3 points. [B]Harengon’s +PB to initiative[/B]. For those that want to go first, this is important; but anyone benefits. 3 points. [B]Lizardfolk’s natural armor[/B] is flavorful but under-optimized in most cases, replicating a level 1 spell (Mage Armor). 4 points. The Tortle's AC is worth more because it does not require investment in Dexterity to keep up with regular armor options. [B]Tabaxi’s Feline Agility[/B] is powerful and can be used regularly, with a reset condition. 4 points. [B]Kobold Draconic Legacy[/B] realistically represents a choice between three common abilities: either a skill (normally 1.5 points), a Sorcerer cantrip, which can include an attack cantrip but not the 2024 True Strike (2 points), or a bonus on Fear Saves (3 points). Though each of these is a minor ability, the fact that players can choose which one, means that the choice will always benefit the character. 3 points. [CENTER][B]Build-defining abilities (5+ points)[/B].[/CENTER] These are abilities that a character could be using all the time, with major tactical implications. Decisions need to be made ad hoc, but generally these are worth 7 points. [B]Origin Feat[/B]. Assuming the strict rules of backgrounds, the Human ability to choose any origin feat in addition to the one from backgrounds is very significant, and allows clear optimization. 7 points (5 if custom backgrounds are allowed). [B]Magical Cunning[/B]. I rate a benefit to a single save on par with saves vs. charm or fear (which gave 2.5 and 3). Gnomes get three of these, two minor saves (2 points each) and one major save (3 points), and these are additive to save proficiency. Total: 7 points. [B]Flight[/B]. The Fairy’s and Aarakocra's flight speed is worth 7 points. [B]Nimble Escape[/B]. The Goblin’s Nimble Escape gives a bonus action choice for every round. While slightly less powerful than a Rogue’s Cunning, this provides a great degree of flexibility for anyone who wants it. 6 points. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Scoring abilities of 2024 Species (and looking back to MotM)
Top