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Community
General Tabletop Discussion
*Dungeons & Dragons
What To Do With Racial ASIs?
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<blockquote data-quote="DND_Reborn" data-source="post: 8044038" data-attributes="member: 6987520"><p>FWIW, the very first bard anyone played at our table, incidentally, was a Dwarven Bard/ Paladin MC (stopped at 8th/8th). IIRC he started with CHA 14 and stopped at CHA 16.</p><p></p><p>Well, for one thing to try to broaden their role-playing experiences. I am mostly talking about newer players, but have seen even experienced players fall into this. I'm certainly not advocating they "have" to try something new once in a while, but IMO players get more out of the game when the do.</p><p></p><p>Also, if the loss of +1 makes a character "not fun" for a player, I think the issue lies elsewhere. At any rate, what a player gets out of playing a "sub-optimal" race for their class really depends on the player. I've gotten a lot of fun out of playing non-optimal combinations, some players don't. If that is the case, they are the ones trapped by the system. Yes, you can float them, but we both agree (see below) that you might as well just bump the systems and forget the ASI.</p><p></p><p></p><p></p><p>Well, fine, since you asked... Halflings have nimbleness and lucky (arguably one of the most powerful racial traits in the game). Lightfoot can hide behind other PCs, exposing themselves to less danger. Stout have better CON so better concentration checks and hit points potentially. And of course, the DEX +2 helps with AC, Initiative, etc.</p><p></p><p>Dragonborn breath weapon is like another spell slot in many ways (not quite like a <em>Burning Hands</em>, but close), and resistance to a damage type can be no small thing. STR +2 can help in grapple situations (as you mention with goliath) but also in STR saves and keeping their feet.</p><p></p><p>With both of these, again feat selection and spell choice will help determine if the race works or not. I'm not saying such choices are optimal, but they can certainly make such Wizards competitive with races with INT +2 (or at least feel like they are still contributing to the game and fun to play).</p><p></p><p></p><p></p><p>Yep. But IMO PCs already have enough bonuses. I would rather remove ASI completely and have race determine maximum ability scores. <em>THEN</em> a gnome Wizard <em>really</em> would be better than a halfling (Gnome INT 20, halfling INT 18). Personally, I am <em>totally fine</em> with that, but I know many people aren't so... <em>shrug</em></p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8044038, member: 6987520"] FWIW, the very first bard anyone played at our table, incidentally, was a Dwarven Bard/ Paladin MC (stopped at 8th/8th). IIRC he started with CHA 14 and stopped at CHA 16. Well, for one thing to try to broaden their role-playing experiences. I am mostly talking about newer players, but have seen even experienced players fall into this. I'm certainly not advocating they "have" to try something new once in a while, but IMO players get more out of the game when the do. Also, if the loss of +1 makes a character "not fun" for a player, I think the issue lies elsewhere. At any rate, what a player gets out of playing a "sub-optimal" race for their class really depends on the player. I've gotten a lot of fun out of playing non-optimal combinations, some players don't. If that is the case, they are the ones trapped by the system. Yes, you can float them, but we both agree (see below) that you might as well just bump the systems and forget the ASI. Well, fine, since you asked... Halflings have nimbleness and lucky (arguably one of the most powerful racial traits in the game). Lightfoot can hide behind other PCs, exposing themselves to less danger. Stout have better CON so better concentration checks and hit points potentially. And of course, the DEX +2 helps with AC, Initiative, etc. Dragonborn breath weapon is like another spell slot in many ways (not quite like a [I]Burning Hands[/I], but close), and resistance to a damage type can be no small thing. STR +2 can help in grapple situations (as you mention with goliath) but also in STR saves and keeping their feet. With both of these, again feat selection and spell choice will help determine if the race works or not. I'm not saying such choices are optimal, but they can certainly make such Wizards competitive with races with INT +2 (or at least feel like they are still contributing to the game and fun to play). Yep. But IMO PCs already have enough bonuses. I would rather remove ASI completely and have race determine maximum ability scores. [I]THEN[/I] a gnome Wizard [I]really[/I] would be better than a halfling (Gnome INT 20, halfling INT 18). Personally, I am [I]totally fine[/I] with that, but I know many people aren't so... [I]shrug[/I] [/QUOTE]
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