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General Tabletop Discussion
*Dungeons & Dragons
Unearthed Arcana: Revenant Subrace, Monster Hunter, and Inquisitive
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<blockquote data-quote="GreenTengu" data-source="post: 7697981" data-attributes="member: 6777454"><p>The Revenant has a problem that, if you break down the races, the weight of the mechanics in the subrace is not equal. If you take an Elven subrace and apply it to a Halfling, it would be way more powerful than any Halfling subrace because the bulk of the Halfling beneficial mechanics are in the main race with the subraces adding just a bit of flavor because the Halfling subraces are very similar... Meanwhile Gnomes get basically no worthwhile mechanics in their main race and all their benefits are in the subrace.</p><p></p><p>So creating a "floating subrace" that you are supposed to be able to plug into any race is going to inherently be unbalanced. It wouldn't have been had the designers set forth to make all subraces just as mechanically powerful from the outset, even if that meant subraces have subraces with some identical features, but since the initial races have already been written up, you can't just pretend they are all equal or even meant to be equal.</p><p></p><p>Both of the subclasses at first glance seem to be to have features that are generally all equal or better than what other subraces get at those levels. The Monster Hunter in particular seems like a flat out vastly superior version of the Battlemaster who might not be able to choose as many maneuvers, but has some solid basic ones and all other features are superior.</p><p></p><p>The Inquisitive Rogue has a terrible name and the whole "this action requires you not to move during your turn" seems an awkward mechanic unless there is another, similar ability in the game that this can be compared to. The ability to lock onto a target and get sneak attacks against it for the next 10 rounds also seems quite imbalanced. It would be fine if it were worded so it only affects the next attack, but continuous for one minute until applied to another character is a bit much.... Particularly given that it is based off making a skill roll in which the class already makes certain you can't make a bad roll at when using, thanks to being a Rogue you can easily have double proficiency bonus in and the target is defending with charisma-- and most enemies have much lower charisma than they do wisdom.</p><p></p><p>Thematically though, I do like all of these ideas. It just feels like the precise mechanical implementation of them could use maybe some more tweaking.</p></blockquote><p></p>
[QUOTE="GreenTengu, post: 7697981, member: 6777454"] The Revenant has a problem that, if you break down the races, the weight of the mechanics in the subrace is not equal. If you take an Elven subrace and apply it to a Halfling, it would be way more powerful than any Halfling subrace because the bulk of the Halfling beneficial mechanics are in the main race with the subraces adding just a bit of flavor because the Halfling subraces are very similar... Meanwhile Gnomes get basically no worthwhile mechanics in their main race and all their benefits are in the subrace. So creating a "floating subrace" that you are supposed to be able to plug into any race is going to inherently be unbalanced. It wouldn't have been had the designers set forth to make all subraces just as mechanically powerful from the outset, even if that meant subraces have subraces with some identical features, but since the initial races have already been written up, you can't just pretend they are all equal or even meant to be equal. Both of the subclasses at first glance seem to be to have features that are generally all equal or better than what other subraces get at those levels. The Monster Hunter in particular seems like a flat out vastly superior version of the Battlemaster who might not be able to choose as many maneuvers, but has some solid basic ones and all other features are superior. The Inquisitive Rogue has a terrible name and the whole "this action requires you not to move during your turn" seems an awkward mechanic unless there is another, similar ability in the game that this can be compared to. The ability to lock onto a target and get sneak attacks against it for the next 10 rounds also seems quite imbalanced. It would be fine if it were worded so it only affects the next attack, but continuous for one minute until applied to another character is a bit much.... Particularly given that it is based off making a skill roll in which the class already makes certain you can't make a bad roll at when using, thanks to being a Rogue you can easily have double proficiency bonus in and the target is defending with charisma-- and most enemies have much lower charisma than they do wisdom. Thematically though, I do like all of these ideas. It just feels like the precise mechanical implementation of them could use maybe some more tweaking. [/QUOTE]
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Unearthed Arcana: Revenant Subrace, Monster Hunter, and Inquisitive
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