Showing posts with label #DnD #OneDnD #RulesReview #. Show all posts
Showing posts with label #DnD #OneDnD #RulesReview #. Show all posts

Saturday, August 20, 2022

One DnD - Races

 

Racial Bonuses – Ruling: Nerf to Hummies.

·         This follows the bonuses for most races currently.

·         Races previously were exceptions to the +2/+1 bonuses:

o   Humans +1 to all

o   Triton +1 to three (in the original Volo’s Guide to Monsters).

o   Half-Elf - +1 to two and a +2

·        Reason for Decision: Ultimately 5e already switched to a +2/+1 system, so while it is a nerf to humans – see the Human entry below.

Size Matters/Small and Speedy – Ruling: Mild buff.

·         Humans can now be Small.

·         Small humans can move 30 feet per round.  However, Halflings and Gnomes also move at 30 feet per round. In fact, all races move at the same speed.

·         Is there an advantage to being Small?

o   Takes up the same space 5 feet x 5 feet.

o   A Small creature can squeeze into a Tiny space.

o   A Large creature can move into a Small creature’s space.

o   Carrying Capacity is based on Strength and is only starts to be modified for Tiny creatures or Large creatures.

·         Reason for Decision: Small creatures get an additional 5 feet of movement, but the rules gave few baseline advantages to being Small. Now this is mostly aesthetics.

Humans – Ruling: Buff

·         Humans now gain a Proficiency in an additional skill.  A buff.

·         Humans gain the Skilled Feat or another Feat of their choice. This Feat allows additional Proficiency in three skills that a Human lacks Proficiency. Also, a buff.

·         So currently Humans get +1 in every Ability. This may or may not increase the Ability modifier. Usually. half the time it does since every 2 points increase the modifier

·         In exchange for the +1 to an Ability, Humans get Proficiency in one skill and possibly up to 4 Skills. Since the Proficiency Bonus starts at +2, this is a strong exchange.

·         Alternatively, a Human can simply take any Feat.

·         But wait, that’s not all. Humans then get an Inspiration after every Long Rest. More on this below on Inspiration.

·         Reason for Decision: An across the board bonus to all Abilities (and in most cases only a +2/+1) is now a Skill master or an increased Skill and free Feat.

Aardling – New

·         Aardlings can Bonus Action fly its Speed up a number of times equal to the Proficiency Bonus each day.

·         Aardlings obtain extra spells at 1st, 3rd and 5th

o   At first level, Idyllic has the most useful with Guidance.

o   At third level, Heavenly has the most useful with Cure Wounds (larger heal than Healing Word) but Exalted with Divine Favor with 1d4 extra radiant has its place (extra 20 damage over 10 rounds of combat).

o   At firth level, Exalted with Lesser Restoration is potent and better than the roleplay utility spells.

·         I can see most Aardlings that do damage (melee or ranged) choose Exalted.

·         Finally, Aardlings obtain a resistance to Radiant Damage. Not as useful as most enemies do not use Radiant Damage.

Dragonborn – Ruling: Mild Buff

·         Breath weapon with a line has been changed to be uniformly a 15 foot cone.

·         The DC remains the same.

·         Damage has changed from 2d6 (6) damage at 1st and up to 5d6 (15) at 16th level. It is now 1d10 + character level or (6) at 1st level and (21) at 16th level. This is a mild buff with less variation due to a single die.

·         The Breath Weapon can now be used a number of times equal to a Proficiency Bonus per Long Rest. This is a large buff as it used to be a single use.

·         Damage Resistance and Language are effectively the same.

·         Darkvision is now mainline.

·         Reason for Decision: Breath Weapon is now more useful but is not a game changer.

 Dwarf – Ruling: Mild Buff

·         Darkvision is the same.

·         Dwarven Resilience is the same.

·         Dwarven Toughness is new. It increases HP +1 per level. This is arguably a buff since this was encompassed in the original +2 to Constitution but now a Player can select another Ability for the modifier and obtain the benefit of +1 HP per level.

·         Forge Wise is reworked Tool Proficiency and adds Jeweler’s Tools and Tinker’s Tools.

·         Stonecunning is way better with the ability to add Tremorsense as a Bonus Action.

·         Dwarves lose proficiency with battleaxe, handaxe, light hammer, and Warhammer.

·         Dwarves also lose the speed mitigation from not wearing heavy armor.

·         Reason for Decision: Dwarven Toughness is good and Stonecunning is great but the loss of weapon proficiency and speed mitigation balance these new abilities.

Elves – Ruling: Mild Buff.

·         Darkvision is the same.

·         Keen Senses is the same.

·         Fey Ancestry is the same. The part about not being put to sleep is now in Trance.

·         Trance is the same.

·         Elven Lineage

o   Drow

§  No increase in Charisma

§  Darkvision increase is the same.

§  No longer has Sunlight Sensitivity. That’s a plus.

§  No longer has Drow Weapon Training. That’s a minus.

§  Spell usage is the same.

o   High Elf

§  No increase in Intelligence.

§  No longer has Elf Weapon Training. That’s a minus.

§  Different variation of Cantrip using the Arcane Spell List.

§  No Extra Language. Mild minus.

§  Adds Detect Magic and Misty Step at third and fifth level. Big plus.

o   Wood Elf

§  No increase in Wisdom

§  No longer has Elf Weapon Training. That’s a minus.

§  No longer has Mask of the Wild. Another minus.

§  Fleet of Foot is the same.

§  Now has Druidcraft, Longstrider (at 3rd level), and Pass without Trace.

·         Reason for Decision: Removes the Ability Score bonuses and weapon training but adds some spells. High Elf seems like a big winner.

Gnomes – Ruling: Minor Buff.

·         Now moves 30 feet.

·         Darkvision is the same.

·         Gnome Cunning is buffed – no longer Advantage on magic saving throws but all saving throws.

·         Gnomish Lineage

o   Forest Gnomes

§  No increase in Dexterity.

§  Has the minor illusion cantrip.

§  Speak with Beasts is replaced with Speak with Animals spell that can be cast a number of times equal to the Proficiency bonus. This is a mild nerf.

o   Rock Gnomes

§  No increase in Constitution.

§  Artificer’s Lore is removed. Minor nerf.

§  Gains prestidigitation and mending cantrips.

§  Tinker is reworked to create a toy, fire starter, or music box with Prestidigitation. No longer requires an hour to create. Allows activation with a Bonus Action.

·         Reason for Decision: Removes the Ability Score bonuses and reworks Gnome Cunning to be used in all circumstances. The Gnomish Lineage abilities are streamlined with minor buffing to Tinker.

Halflings – Ruling: No material change.

·         No increase to Dexterity.

·         Brave is the same.

·         Lucky becomes Luck. Now only can be used on a d20 Test –an attack roll, straight ability check, or saving throw. No change.

·         Halfling Nimbleness is altered to where you cannot stop in the same square/location as a larger creature.

·         Naturally Stealthy is added – gain Proficiency in Stealth Skill.

·         Reason for Decision: losing Dex and adding Naturally Stealthy is not tremendous change.

Orc – Ruling: New(ish) and Strong

·         Adrenaline Rush – may take Dash as a Bonus Action and gain Temporary HP equal to Proficiency Bonus. May use this a number of times equal to a Proficiency Bonus. HUGE.

·         Darkvision.

·         Powerful Build – may carry more being counted one Size larger for carrying capacity, etc. Decent.

·         Relentless Endurance – When reduced to 0 hp, may drop to 1 hp instead. May use once per Long Rest. HUGE.

·         Reason for Decision: how many barbarian/fighter Orcs are you ready for at the table?

Tiefling – Ruling: New(ish)

·         Darkvision

·         Tiefling Legacy involve spells and a strong resistance (poison, necrotic, or fire).

o   Poison Spray 1d12 (6) damage within 10 feet, Chill Touch 1d8 (4) damage and cannot regain hp within 120 feet, or 1d10 (5) damage within 120 feet – and this is the first level spell.

o   Ray of Sickness 2d8 (8) damage within 60 feet and Poisoned, False Life gains 1d4+4 temporary hp for a minor heal, or 2d10 (10) within 60 feet are also all strong at third level.

o   Similarly, hold person, ray of enfeeblement and darkness are all solid.

·         Otherworldly Presence adds thaumaturgy as a cantrip.

Races – Welcome Thrall to the Table.

The goal was clearly to give flexibility so any type of character may come from any race. That is mission accomplished. However, Human, Orc, and Tiefling are really strong. All races have a place but how do you not make a melee an Orc?

Race

Trait

Value

Trait

Value

Trait

Value

Trait

Value

Human

Resourceful (Gain Inspiration every Long Rest)

Strong

Skillful (Gain Proficiency in One Skill)

Medium

Versatile (Gain the Skilled Feat or another Feat)

Strong

 

 

Aardling

Angelic Flight (bonus action fly)

Medium

Celestial Legacy

Weak

Damage Resistance (Radiant)

Weak

 

 

Dragonborn

Breath Weapon

Strong

Damage Resistance

Medium

Darkvision

Strong

Draconic Language

Weak

Dwarf

Darkvision

Medium

Dwarven Resilience

Medium

Dwarven Toughness

Strong

Forge Wise

Weak

Elf

Darkvision

Medium

Keen Senses

Medium

Fey Ancestry

Weak

Baseline Spells

Strong

Gnome

Darkvision

Medium

Gnomish Cunning

Strong

Cantrips

Weak

 

 

Halfling

Brave

Medium

Halfling Nimbleness

Strong

Luck

Strong

Naturally Stealthy

Medium

Orc

Adrenaline Rush

Strong

Darkvision

Medium

Powerful Build

Weak

Relentless Endurance

Strong

Tiefling

Darkvision

Medium

Fiendish Legacy

Strong

Otherworldly Presence

Weak

 

 

 


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