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The Arms Race of Races
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<blockquote data-quote="Kitirat" data-source="post: 4244778" data-attributes="member: 7003"><p>Ok I have now DMed or played 50+ hours total of pregened 4th ed. Having done so, I have seen countless times specific races totally kicking butt, saving the day or their lives, while others consistantly fall short. From that I have formed an opinion on the races and wanted to see if anyone felt it was off base (kind of looking for it to be with regards to the two "loser" races).</p><p></p><p>Top Tier and examples:</p><p>Dwarf: I have seen the reduce slide/push/pull by 1 save dwarves from bing thrown off bridges, lava, and pits many times. The second wind as a minor action has effectively given them 1.25% normal hit points and most players love it.</p><p></p><p>Halfling: Actually had a player say "I'd never thought the best paladin would a halfing with valiant strike and lost i nthe crowd" but it is. In the last adevnture I ran (it was long, 20 hours) over 11 encounters, I sw the halfing turn 6 criticals into misses and a few hits as well. With lost in the crowd, they are excellent front liners amazingly.</p><p></p><p>Eldarin: Yes it is just a teleport, but the number if times it has saved the life of the characters or gotten them (especially the bow ranger) into good shotting position is too innumerable to count.</p><p></p><p>Elf: Shift in difficult is awesome in my setting (snow and forests are common), the reroll with accuracy has saved more then a few dailies from missing. It has a ton of abilities and has changed to course of the game numberous times.</p><p></p><p>Midtier:</p><p>Human: Awesome options and extra stuff. With the +!1 to saving throws I have seen more then a few "pop-ups" from dyiung with a 19 (note: using the DDxp rule of natural 20 gives you a healing surge). The extra stuff they get is wonderful, but it is mid tier because the bonuses are generally not game changing for the character. Sure when they miss your reflex by one you can go "woot, I'm a human", but in general, it is not as porfound as the top tier races. That sad, I think humans need nothing else, they are extremely solid.</p><p></p><p>Dragonborn: Much as the humans, they abilities are excellent and thus far seem close enough not to need anything else. the minion cleaning ability of the breath weapon is great. Again just not generally as game changing as the top tier guys. It is still an excellent race and needs nothing else IMO.</p><p></p><p>Bottom Tier</p><p>For these two races, I have had players actually request mid game to change from them (the exception is the half-elf warlock pre-gen, who has both prime-shot and an encounter ability, making her more on par with the mid-tier guys).</p><p></p><p>Tiefling: At first glance it looks great. Like the stat boons, especially for wizard and warlord, but just does not measure up. The encounter power is the worst in the game (+1 to hit and damage against someone who hit you already) and the +1 against bloodied foes is useful and commonly used every battle, but just generally does not measure up to the other races. The fire resistance is so situational that only 2 times have I seen it matter (blazing skeletons hitting the tiefling pregen wizard). IMO, something needs to be given to them to bring them up to snuff of the other races, though it need not be too much. Have o suggestions at the moment.</p><p></p><p>Half-elf: I've been vocal on the board about this one, but in practice it seems to be pretty clear that the players, not just me, find this guy the bottom rung race. +1 to allies diplo and an at-will as an encounter is not even equal to a single multi-classing feat (look at the tiefling warlord pregen to confirm this). Most love the idea of a multi-classing half-elf but it is missing something. Note that this assumes the pregen warlock was a mistake and the half-elf does not get a class feature of choice as well. If it did, it would start to move into the mid tier. It just pays too much for its versatility. </p><p></p><p>Anyone else played a good bit with the same or different observations? Anyone houseruled the tiefling or half-elves yet?</p><p></p><p></p><p></p><p>See ya,</p><p>Ken</p></blockquote><p></p>
[QUOTE="Kitirat, post: 4244778, member: 7003"] Ok I have now DMed or played 50+ hours total of pregened 4th ed. Having done so, I have seen countless times specific races totally kicking butt, saving the day or their lives, while others consistantly fall short. From that I have formed an opinion on the races and wanted to see if anyone felt it was off base (kind of looking for it to be with regards to the two "loser" races). Top Tier and examples: Dwarf: I have seen the reduce slide/push/pull by 1 save dwarves from bing thrown off bridges, lava, and pits many times. The second wind as a minor action has effectively given them 1.25% normal hit points and most players love it. Halfling: Actually had a player say "I'd never thought the best paladin would a halfing with valiant strike and lost i nthe crowd" but it is. In the last adevnture I ran (it was long, 20 hours) over 11 encounters, I sw the halfing turn 6 criticals into misses and a few hits as well. With lost in the crowd, they are excellent front liners amazingly. Eldarin: Yes it is just a teleport, but the number if times it has saved the life of the characters or gotten them (especially the bow ranger) into good shotting position is too innumerable to count. Elf: Shift in difficult is awesome in my setting (snow and forests are common), the reroll with accuracy has saved more then a few dailies from missing. It has a ton of abilities and has changed to course of the game numberous times. Midtier: Human: Awesome options and extra stuff. With the +!1 to saving throws I have seen more then a few "pop-ups" from dyiung with a 19 (note: using the DDxp rule of natural 20 gives you a healing surge). The extra stuff they get is wonderful, but it is mid tier because the bonuses are generally not game changing for the character. Sure when they miss your reflex by one you can go "woot, I'm a human", but in general, it is not as porfound as the top tier races. That sad, I think humans need nothing else, they are extremely solid. Dragonborn: Much as the humans, they abilities are excellent and thus far seem close enough not to need anything else. the minion cleaning ability of the breath weapon is great. Again just not generally as game changing as the top tier guys. It is still an excellent race and needs nothing else IMO. Bottom Tier For these two races, I have had players actually request mid game to change from them (the exception is the half-elf warlock pre-gen, who has both prime-shot and an encounter ability, making her more on par with the mid-tier guys). Tiefling: At first glance it looks great. Like the stat boons, especially for wizard and warlord, but just does not measure up. The encounter power is the worst in the game (+1 to hit and damage against someone who hit you already) and the +1 against bloodied foes is useful and commonly used every battle, but just generally does not measure up to the other races. The fire resistance is so situational that only 2 times have I seen it matter (blazing skeletons hitting the tiefling pregen wizard). IMO, something needs to be given to them to bring them up to snuff of the other races, though it need not be too much. Have o suggestions at the moment. Half-elf: I've been vocal on the board about this one, but in practice it seems to be pretty clear that the players, not just me, find this guy the bottom rung race. +1 to allies diplo and an at-will as an encounter is not even equal to a single multi-classing feat (look at the tiefling warlord pregen to confirm this). Most love the idea of a multi-classing half-elf but it is missing something. Note that this assumes the pregen warlock was a mistake and the half-elf does not get a class feature of choice as well. If it did, it would start to move into the mid tier. It just pays too much for its versatility. Anyone else played a good bit with the same or different observations? Anyone houseruled the tiefling or half-elves yet? See ya, Ken [/QUOTE]
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