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General Tabletop Discussion
*Dungeons & Dragons
Scoring abilities of 2024 Species (and looking back to MotM)
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<blockquote data-quote="fluffybunbunkittens" data-source="post: 9475390" data-attributes="member: 7037492"><p>I love that you took the effort to write <em>all</em> of this out! I do disagree, of course, with the valuation of certain features...</p><p></p><p>Superdarkvision in regular play is not really better than regular Darkvision - the important thing is just having <em>any</em> in the first place. It does enable engaging from max 120ft range against enemies with only regular Darkvision, but unless the whole party is building dwarves/drow/orcs and prepared to fight every encounter in open spaces at moonless nights, I would not say this is worth a whole point.</p><p></p><p>Holding breath / amphibious are ribbons, not worth any points. Natural weapons are worth nothing as well, <em>unless</em> they are horns/bite/hooves (as those don't need free hands, which could be niche useful for grapplers).</p><p></p><p>Many race special abilities are overcosted. Lizardfolk bonus action bite / unarmored AC are the most glaring example, because you are <em>not</em> going to have a build that makes use of both, so they should not be counted as separate features. Orc Relentless Endurance should be at most half the cost, because you are aiming to <em>not</em> ever use it (and even if you do, everything in the game has multi-attack, it likely won't keep you standing). Dwarf tremorsense swings between amazing and utterly useless based on how the GM treats 'must be in contact with same surface'. Goliath giant size is mainly just a 1/day speed boost... but <em>if</em> you're a grapple build then it's suddenly amazing, so good luck valuing that.</p></blockquote><p></p>
[QUOTE="fluffybunbunkittens, post: 9475390, member: 7037492"] I love that you took the effort to write [I]all[/I] of this out! I do disagree, of course, with the valuation of certain features... Superdarkvision in regular play is not really better than regular Darkvision - the important thing is just having [I]any[/I] in the first place. It does enable engaging from max 120ft range against enemies with only regular Darkvision, but unless the whole party is building dwarves/drow/orcs and prepared to fight every encounter in open spaces at moonless nights, I would not say this is worth a whole point. Holding breath / amphibious are ribbons, not worth any points. Natural weapons are worth nothing as well, [I]unless[/I] they are horns/bite/hooves (as those don't need free hands, which could be niche useful for grapplers). Many race special abilities are overcosted. Lizardfolk bonus action bite / unarmored AC are the most glaring example, because you are [I]not[/I] going to have a build that makes use of both, so they should not be counted as separate features. Orc Relentless Endurance should be at most half the cost, because you are aiming to [I]not[/I] ever use it (and even if you do, everything in the game has multi-attack, it likely won't keep you standing). Dwarf tremorsense swings between amazing and utterly useless based on how the GM treats 'must be in contact with same surface'. Goliath giant size is mainly just a 1/day speed boost... but [I]if[/I] you're a grapple build then it's suddenly amazing, so good luck valuing that. [/QUOTE]
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Community
General Tabletop Discussion
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Scoring abilities of 2024 Species (and looking back to MotM)
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