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Turtle Race for 5e (From WotC Forums)
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<blockquote data-quote="DrOct" data-source="post: 6707610" data-attributes="member: 65948"><p>You make some good points! But honestly, in my estimation the issue might actually be that the Warforged (which is playtest Unearthed Arcana stuff right?) are too weak/uninteresting not the other way around! I actually think most of the PHB races actually have more and more powerful (certainly more interesting) stuff than the Warforged does. But that's all a judgement call.</p><p></p><p>I really agonized over all of this, and you might be totally right! But it's also being made in the context of the Lizardfolk from the <a href="http://www.drivethrurpg.com/product/153959/Southlands-Heroes-for-5th-Edition?affiliate_id=199628" target="_blank">Southlands 5E Heroes</a> book from Kobold Press, which provides a bit of a "system" for customizing Lizardfolk. I took that system a lot further than the book does to customize further and wrote up the shell thing myself, but it is being made in the context of a system with a bunch of "slots" and other powers (I have the shell taking up several of those slots).</p><p></p><p>The other thing of note: The section in the DMG with stats for making NPC's actually gives Lizardfolk a +3(!) AC bonus (that stacks with armor), no movement penalty, a swim speed of 30, and the ability to hold their breath for 15 minutes. The only cost is a -2 to Int (depending on what you're doing that's a high cost or maybe it's not). Admittedly those guidelines are for an NPC so balance against other PC races isn't as big a deal, but it is in there, and I considered that in this context too.</p><p></p><p>As it stands, the no one chose to make a Tortle in the first round ot character creation, and most folks in my group didn't seem terribly interested in them (I mostly agree with them, the other Lizardfolk variants we have are more interesting to me anyway) and it seems unlikely that anyone will choose to make one later on. So it may not be an issue in the end.</p><p></p><p>Anyway you might be totally right, and maybe just dropping the +2 to a +1 would be the way to go. Or eliminating some of the other benefits. I don't know if this'll ever really get much of a playtest or not, but it's close enough for me and my group (who are not generally crazy optimizers, but even when they are are optimizing are likely to gravitate to other kinds of things than defense) for now. But if feel free to toy with this and make your own varient! If it gets used I'd love to hear how it went and what changes you made!</p></blockquote><p></p>
[QUOTE="DrOct, post: 6707610, member: 65948"] You make some good points! But honestly, in my estimation the issue might actually be that the Warforged (which is playtest Unearthed Arcana stuff right?) are too weak/uninteresting not the other way around! I actually think most of the PHB races actually have more and more powerful (certainly more interesting) stuff than the Warforged does. But that's all a judgement call. I really agonized over all of this, and you might be totally right! But it's also being made in the context of the Lizardfolk from the [URL="http://www.drivethrurpg.com/product/153959/Southlands-Heroes-for-5th-Edition?affiliate_id=199628"]Southlands 5E Heroes[/URL] book from Kobold Press, which provides a bit of a "system" for customizing Lizardfolk. I took that system a lot further than the book does to customize further and wrote up the shell thing myself, but it is being made in the context of a system with a bunch of "slots" and other powers (I have the shell taking up several of those slots). The other thing of note: The section in the DMG with stats for making NPC's actually gives Lizardfolk a +3(!) AC bonus (that stacks with armor), no movement penalty, a swim speed of 30, and the ability to hold their breath for 15 minutes. The only cost is a -2 to Int (depending on what you're doing that's a high cost or maybe it's not). Admittedly those guidelines are for an NPC so balance against other PC races isn't as big a deal, but it is in there, and I considered that in this context too. As it stands, the no one chose to make a Tortle in the first round ot character creation, and most folks in my group didn't seem terribly interested in them (I mostly agree with them, the other Lizardfolk variants we have are more interesting to me anyway) and it seems unlikely that anyone will choose to make one later on. So it may not be an issue in the end. Anyway you might be totally right, and maybe just dropping the +2 to a +1 would be the way to go. Or eliminating some of the other benefits. I don't know if this'll ever really get much of a playtest or not, but it's close enough for me and my group (who are not generally crazy optimizers, but even when they are are optimizing are likely to gravitate to other kinds of things than defense) for now. But if feel free to toy with this and make your own varient! If it gets used I'd love to hear how it went and what changes you made! [/QUOTE]
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