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| #1Chameleon-XJul 25, 2015 16:08:36 | Comments and Suggestions welcome:
bugbear BugbearAbility Score Increase: +2 Strength, +1 Dexterity
Age: Bugbears usually reach maturity at the age of 15 years, and live about as long as Hobgolins.
Alignment: Most Bugbears are Chaotic Evil, but many Bugbears are hired by other humanoids as bodyguards and mercenaries. Those who spend a lot of time among civilized races and witness acts of mercy and compassion may grow to accept a non-evil way of life.
Size: Adult Bugbears generally stand between six and seven feet tall, and weigh up to 400lbs. Your size is medium.
Speed: Your base walking speed is 30ft.
Darkvision: You can see in dim light as if it were bright light, and in darkness as if it were dim light, to a radius of 60ft. Your darkvision is in black and white.
Predatory Eye: When you hit with an attack while you have advantage against the target, you can cause that attack to deal an extra 1d8 damage. You may deal this extra damage only once per turn. This extra damage increases to 2d8 at 11th level, and 3d8 at 16th level.
Surprise Attack: When you surprise a creature and hit it with an attack during the first round of combat, the target takes an extra 1d6 damage from the attack. The extra damage increases to 2d6 at 6th level, 3d6 at 11th level, and 4d6 at 16th level.
Sneaky Bruiser: You are proficient in the Stealth skill.
Languages: Common, Goblin |
| #2rampantJul 26, 2015 10:10:07 | Ok bugbear is in need of a serious retooling:
Brute: When you hit with a weapon attack using strength, you may deal one extra die of damage with the weapon. You may deal this extra damage only once per turn.
A weapon using only power limited to strength? and It's pretty OP to boot. I'd suggest installing the Heart of Hruggek instead. If you want a bug bear power for melee wepaons it'd be better off as a feat.
Surprise Attack: When you surprise a creature and hit it with an attack during the first round of combat, the target takes an extra 2d6 damage from the attack.
This one actually needs only a little tweaking. How about this: When you target a suprised creature and damage it during the first round of combat, the target takes an extra 1d6 damage from the attack. At 5th, 11th, and 17th level this extra damage increases by +1d6 to a total of +2d6, +3d6, and +4d6 respecitively.
Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Where is this even coming from? I'd suggest stealth proficiency instead. |
| (Reply to #2)Chameleon-X |
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| #4rampantJul 26, 2015 12:42:20 | Wording is important here. I chose the wording on the tweaked surprise attack so it would also apply to spell damage and other damage dealers that might come up.
Predatory eye is too swingy it can do anywhere from 1d4 to 2d6. If you have to keep it around instead of using the much more interesting and flavorful heart of hruggek, seriously dude check the 5e MM entry for Bugbears this heart of Hruggek thing is pretty sweet, I'd suggest using a predetermined value like +1d8 and make sure it scales as you level. |
| (Reply to #4)Chameleon-X |
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| #6rampantJul 26, 2015 13:02:15 | Compared to the oversized weapons you were leading with? |
| #7Core-Earth-StormerJul 26, 2015 17:22:53 | goblin +2 dex and con? all the others follow +2/+1 model ...i assume thats a mistake |
| (Reply to #7)arnwolf666 |
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| #9KeaerinJul 26, 2015 20:12:21 | A few notes on kobolds (my preferred race). Kobolds have always been lawful evil as a base alignment and I believe they are in the 5th monster manual as well ( not positive though and at work so can't verify). +1 to int doesn't really make to much sense, typically it's either con or cha. It should be noted though that in 3.5 and earlier editions they actually had a penalty to str and con -4 and -2 respectively. In 4th the removed the penalties and bumped con or cha instead. Pact tactics is often considered too strong of an ability to give to player characters and although it is very thematic for kobolds probably should be changed. |
| #10rampantJul 26, 2015 21:37:52 | Gnoll is next and frankly rampage/bite are rather problematic racial powers since it forces them into melee which isn't really a great plan for a lot of guys. What you could do is re-word it like this: Once per turn, when you drop a creature to 0 hit points on your turn, you may move up to half your speed as a free action.
THis is useful to any class and lets them use whatever bonus action they'd use normally since a lot of feats and class abilities want that slot as well.
THen you can drop bite, or maybe fold it and an improved rampage into a feat or whatever.
The damage on pack attack needs to be more standaradized, it's got a similar problem to the original bugbear power. |
| #11ClutchboneJul 27, 2015 10:43:38 |
Goblins are sneaky little liars with an attitude problem. I'd suggest +2 Dex, +1 Cha, or at least bring the Con mod down to +1.
Nimble Escape also pretty much copies the rogue's Cunning Action feature, so maybe change it to a version of the Halfing's Brave: "Nimble Escape: You have advantage on saving throws against being restrained" and/or "ability checks to escape a grapple"
Hobgoblins are traditionally +con +dex, which makes them a bit more unique than other bruiser-type races. I would also not give them Con saving throws, that's either redundant for fighters or way too powerful for other classes.
With kobolds, I'd change the +1 Int to +1 Cha to encourage kobold sorcerors rather than wizards, and change Trapsmith to be a version of the Rock Gnome's Artificer's Lore and/or Tinker, related to traps and thieves tools instead.
In general I would suggest not give a race features that copy class features, especially not from their "archetype" class. ie Goblins/hobgoblins should really want to be rogues/fighters rather than think "well, I already have that feature so I'm losing out if I choose that class." The monster entries in the MM have those traits, but they don't work for player races. The racial features should be complimentary to class features, not make one obsolete or redundant.
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| #12HebitsuikazaJul 27, 2015 13:09:00 | I'll try to break these down.
First, as a general issue, you focused way too much on combat powers and combat powers that tend to only work if you are one particular class. You need to consider more non-combat powers that are useful to a greater variety of classes. But, I will focus on what you have for now.
Bugbears... First, I wouldn't have the sneak attack scale. They get sneak attack at first level? Okay. But no scaling. High Elves get a Cantrip, but they don't get higher level spells later.
Furthermore, you gave them two abilities that do exactly the same thing-- extra dice rolls on damage. And it looks like these would stack adding up to insane damage at higher levels that makes it pointless to ever be an melee attacker as any other race. I would go with the Predatory Eye one and lower the damage to D6. If you attack them on the first round and have surprise, you are already getting advantage so your predatory eye will already kick in.
As for something to replace the other one with-- I would recommend a grappling ability. For instance, they count as Large sized creatures when grappling. Grabbing people and squeezing the life out of them used to be a bugbear thing. Then again, bugbears used to look just like bears with thick body hair, live in caves and be unable to stand being around more than 2 other people at a time. They've been increasingly making them less and les distinct from Hobgoblins sadly. Your height for them is too small. They are supposed to be between 7 to 8 foot tall. In fact, all your heights are way off-- what's up with that? Almost everything is a foot shorter than it is supposed to be except for Lizardfolk and Orcs which you made massive
Anyway, you are going to need something beyond this-- something with roleplaying flavor rather than combat oriented. Unfortunately, with Bugbears I don't have a lot of ideas. I never tried tackling this one for a reason. Other than the odd idea of it being really stealthy despite being so huge that one could hardly miss it, its really never been much more than a meaty, hard-hitting combat machine and its various traits of being cave-dwelling chaotic, unreliable minions who bully those smaller than them and may or may not eat people doesn't provide a lot of idea.
Gnolls. Again an entire foot shorter than they should be. Gnolls tend to be between 6-7 foot tall, though may appear shorter due to the fact that they walk with a hunch.
The bite attack is WAY too powerful. It should be 1d4 at best, but the bite is not going to be on the level of a short sword. It needs to be made clear that the bite cannot be used in addition to other attacks, but is just a desperate option for use when unarmed allowing you to dominate unarmed fights except agaisnst monks.
Blood Frenzy does not work because it is not a normal part of gameflow for the DM to tell you how many hit points an enemy has left. In fact, there are special abilities that give you the chance to figure out how many hit points and enemy has. Thus, the player is not supposed to know when this ability would kick in and thus cannot know how to roll it. Plus, since you are already getting a free unarmed attack every time you drop an opponent below 0 hit points (assuming one is in range), there shouldn't be a second ability to help you accomplish this.... Same deal with pack attack, there shouldn't be additional abilities beyond the first to help you output extra melee damage or you are going to massively outshine all other melee attackers (except the Bugbear as mentioned earlier) but a ridiculous degree.
BUT.. hmm... well, the ability I mentioned. It is the favored enemy ability of the Ranger. Maybe the Gnoll can get a Favored Prey ability that gives it the benefits for tracking it and the ability to check the amount of hit points it has, but not the other parts of the ability.
Beyond that... maybe an ability to eat anything (including slain enemies) raw so that the player generally does not have to carry around rations. That would fit a scavenger.
For the goblin, you seem to have given them a point more of constitution more than they needed.
Again, your sizes are screwed up. Goblins are 3-4 feet tall.
Other than that, they look pretty solid. Nimble Ecape is a pretty powerful ability. I don't like it because it is something you are going to be doing every single turn. Every single turn, do your action and then roll a hide check... every turn... Other races don't have abilities that you use absolutely constantly. If they have a significant game effect they tend to be short or long rest rechargables... everything else is either situational in situations that don't arise all that often or just give a flat bonus. Furthermore, coupled with the Rogue's sneack attack its going to be crazy...
Hobgoblins... first, switch that Strength bonus to Constitution. You already have Strength on Bugbear and Orc. You don't want them to have the same class selections. Either go 2 Con and 1 Cha or 2 Con and 1 Dex (given that I don't think you are going to make subrace to do either one). The Hobgoblins are too small again-- they are supposed to be 5'9" to 7" with an average of around 6'6" (more common to be taller than smaller). Martial advantage is way too strong, it is very conceivable to be able to use this ability every single turn which means you would constantly be doing double damage with all attacks always. That's not going to work.
Hobgoblin resistance is fine. Soldiers discipline is unnecessary though and goes over the top-- you are already getting to reroll a save every short rest, getting to add your proficiency bonus to your con save is too much focus on saves....
The weapon proficiencies are... fine, I guess, Elves get them too. The issue is that with the exception of Cleric, classes are either already going to have these proficiencies anyway or they are going to be better off using other weapons. In fact, it is worth nothing that having given them both soldier's discipline and weapon proficiencies, it would be an utter waste to ever make them fighters-- so a smart player would avoid their most common class. Keep the weapon proficiencies, lose the constitution bonus.
Thing I gave them when I did them... the ability to trade advantage for dealing 1d6 damage instead, proficiency in the athletics skill, advantages on checks to recuperate while resting, adding proficiency bonus to initiative checks, and either advantage on saving throws against being frightened (subrace 1) or adding any shield bonus to Dexterity saves (subrace 2). If any of those sound good, go with some reasonable selection of those.
With the Kobold... again, I think you made them too small. I think they are 2'9" to 3'6" last I checked. Shifty manuever is way too complicated and moving characters not your own (or rather allowing them to move) needlessly slows down the game. And, again, this is something that would come into effect every single turn constantly bringing the whole game to a halt every single time this character was up to take an action, I would suggest much the same kinds of things I did for the Goblin instead.
Pack tactics is.... meaningless. I think everyone gets advantage when their allies are around a creature. So you are giving them an ability that everyone already has be default game rules.
Trapsmith is fine. Its good. Keep that one.
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| #13rampantJul 27, 2015 15:28:43 | Your high elf argument is flawed, cantrips auto scale, that said the ability does need to be changed so it's not a sneak attack clone, Heart of Hruggek or a weakened form of the ability would be a much better option. |
| #14HebitsuikazaJul 27, 2015 16:18:48 |
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| #15rampantJul 27, 2015 18:50:00 | The problem with predatory eye isn't so much that its a sneak attack that stacks with sneak attack, as it's that it's an at-will power. If it was once an encounter it wouldn't be an issue, or at least far less of one.
Alternatively somehting based on the heart of hruggek would make a good replacement as well. |
| #16KeaerinJul 27, 2015 20:56:43 | "Pack tactics is.... meaningless. I think everyone gets advantage when their allies are around a creature. So you are giving them an ability that everyone already has be default game rules."
umm no they don't as far as I'm aware it requries an action called "help" to give an ally advantage and it's only 1 attack. I believe you're thinking of sneak attack, you only need an ally next to the target to qualify for the bonus damage, but that doesn't grant advantage.
pack tactics is generally considered to powerful in the hands of pcs
edit for auto correct issues |