robus;7256432...constraining race options said:Same here, but without all the moaning. "Why can't I play a monk? Why aren't there any Paladins? I want to be an Elf! Why can't I be a kenku?"
Then followed by complaining when the town guard harassed them out of town because the party had a genasi, a bunch of short races, a goliath and a dragonborn, in a superstitious, low-magic, human-centric nation.
Seriously people, you play freaks and there will be social consequences.
As for what I with I hadn't allowed:
Sharpshooter. The "ignore cover" and "ignore long range" rules are just too powerful, especially for an archer who has +12 attack bonus and Extra Attack. He can just reach out and kill anything, anywhere on the battlefield.
I made a rogue with a hand crossbow when I was asked to join a level 13 game. The balancing factor for hand crossbows seems to be that magical hand crossbows don't exist, so eventually you hit a point where all of your attacks are at half damage. I ended up using a magic dagger for my main weapon, although I still kept the hand crossbow for bonus attacks against a second target, because half damage is better than nothing.It is a very powerful combo - I'm playing a character who uses it in Adventure League right now because I wanted to see for myself if it was as OP as people said. It is.
That happened to me, even when I wasn't doing more damage than anyone else. I think it's a player perception thing, because they see the one attack for 35 damage and it's a bigger number than the fighter/paladin making four smites for 28 each.The thief backstabs just about each round since we tend to play with flanking and advantage. At a certain level that damage is the highest in the party. Not necessarily the worst thing, but it stands out, even with the fighter getting 2 attacks and the higher chance for criticals.
If I may ask, is it because of
(a) low rolls (characters are not up to challenges)
(b) high rolls (characters find challenges too easy), or
(c) the variation between players (and so differences between characters at the same level)?
I made a rogue with a hand crossbow when I was asked to join a level 13 game. The balancing factor for hand crossbows seems to be that magical hand crossbows don't exist, so eventually you hit a point where all of your attacks are at half damage.
I had one player who rolled an 18 and a 16 (boosted to 20/18 with racial bonuses), and another player with nothing higher than 14 (increased to 16 by race), and neither one overshadowed the other until level 8 - when the second player's character maxed out their prime stat, and there was virtually no observable difference in their power levels.If I may ask, is it because of
(a) low rolls (characters are not up to challenges)
(b) high rolls (characters find challenges too easy), or
(c) the variation between players (and so differences between characters at the same level)?
Not for hand crossbows. I mean, it's totally up to the DM because ammunition is just listed as ammunition on the table, but it would be really weird if the ancients left a bunch of magical hand crossbow bolts around but not any magical hand crossbows.Isn't magic ammunition totally a thing though?
I suppose it depends on how you do magic items in your game. The DMG is, deliberately , vague in that in this edition, leaving it up to the DM. Nothing says new magic bolts can't be created unless that's just not a thing in your campaign (magic items are essentially all relics).Not for hand crossbows. I mean, it's totally up to the DM because ammunition is just listed as ammunition on the table, but it would be really weird if the ancients left a bunch of magical hand crossbow bolts around but not any magical hand crossbows.
It was a published adventure, and there weren't any magic hand crossbows in it. I think that's true of almost every published adventure for 5E.Also, I'm actually not sure how magic hand crossbows are not a thing unless it's specific to a campaign. weapon +1-+3 is generic in the DMG, ANY weapon can have a magic equivalent - if the DM wants it. Am I missing something?
It's worth remembering that UA is not fully playtested and not balanced: in my campaign UA can usually only come into the game with balancing revisions. It always pays to ask the question - what is this like as an MC dip? Revised Ranger for example, is an imba MC dip.I'm starting a fresh 5e Greyhawk campaign - the players should be generating new characters soon. I'm generally pretty permissive and have been doing this long enough to spot traps/trouble but it's always good to crowd-source these kinds of things.
So, as the title says, What rule/option/class etc. do you regret allowing into your game? If you're a player - what do you wish hadn't been allowed into the game? Basically, what addition/option (be it feats, a UA option, a certain class, etc.) do you believe was not good/fun for your game?