#Project Horizon (5e rebuild)

1 messages · Page 2 of 1

dawn robin
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unless....

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its a generic action anyone can take

frank python
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Anyway, you get the idea, you can have some fun with it

dawn robin
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I'll consider a third feature on races we shall see

frank python
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Do consider focus features too. Like, I can pronounce worcestershire as many times as needed, just need to slow down my sword-swining while doing it

dawn robin
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thought

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what if focus features were like, pokemon "delayed turn move" things

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aka, spend turn 1 readying, turn 2 execute

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out of combat, easy enough to do as you have plenty of time

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mid combat, its an investment

frank python
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Well that doesn't really work on senses and such. And I think the prevailing opinion is that such features were widely unpopular. Now, you could make some for sure, but I wouldn't make it some big systemic thing

dawn robin
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time to remake true strike

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racial true strike expression

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a true racist

frank python
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I'd specifically say something like "Staying Focused for prolonged periods is tiring. Your DM may limit excessive usage of features invoking this condition.". So that you can't just say "I keep it on"

dawn robin
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"every round after the first you keep it on you gotta con save or take exhaustion"

frank python
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Eh, I wouldn't. Like, you should be able to keep it up for an entire combat. But for example you can't walk the entire dungeon with it on, you can only stop at corners to use it. This sort of thing. Yes, it's a bit loose, but I think that's the best way to make it work

dawn robin
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so, along the conc line of thinking what if

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you can spend 1 minute to activate this feature, it stays active until you take any damage

frank python
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That's an interesting option to keep in mind. I think it's less universal though, so I wouldn't make a whole condition out of it, just apply it on a case-by-case basis

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I specifically meant for Focused to be usable in combat, but at a cost. This kinda just ends with the start of combat, usually

dawn robin
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an easy cost would just be to make it take an action to activate

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like, full Main action

frank python
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I guess it's not bad, but we all know that utility features have a tendency to be too situational

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That's probably too steep. And I think for most features you don't want to allow just keeping them on outside of combat

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For example this tremorsense here would totally negate most ambushes

dawn robin
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well, 30 ft isn't that big, most ambushes would have a ranged attacker start

frank python
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The feature is 60

dawn robin
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for 1 minute

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if you know an ambush is coming sure

frank python
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...yes, but we're brainstorming ways to remove said limitation perish

dawn robin
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also, I run tremorsense as basically discount blindsight. AKA, you don't auto-detect creatures

frank python
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I feel like it should be 15 feet base, 60 is Focused

dawn robin
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if they hide better than your passive, you don't see em

frank python
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Well, I guess. Still, the whole point is that we don't want permanently on features

dawn robin
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I think the way I did dwarf is ok, in that they have "default always on 30", but can push it for better if they need it

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which might actually be too niche?

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I can't think of too many situations where u want 60 ft over 30

frank python
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Yes, but I still think that taking Focused is a way better option for "pushing it" than limited uses

frank python
dawn robin
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ya know, now I wanna rewrite the feature

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like not make it use Focused but like, totally replace it

frank python
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Speaking of which, I was actually thinking with a sort of "passive cantrips" idea. You have people saying "I cast Guidance every minute!", right? What if cantrips had designated passive effects that'd take care of it in a balanced way? So like, Guidance giving a +1 to unexpected checks for the whole party, Virtue granting some passive Temp HP and so on

frank python
dawn robin
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I actually stole it from onednd, they gave dwarf a triggerable tremorsense

frank python
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Oh. Still, limited uses, and on a Long Rest... perish

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by the way limiting it to stone can be a good balancing option too

dawn robin
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maybe, tho I do want more racial features to be generally good

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tremorsense is already limited in that you only gain the sense through the surface you are touching

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so if like, you are touching rock but they are on a different rock, you don't see em

frank python
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True. I suppose it's not that OP even if it wasn't as limited

dawn robin
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it also isn't actual sight, unlike blindsight

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aka, you can't target invis creatures with spells via tremorsense

frank python
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huh, weird

dawn robin
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ye, tremorsense is actually worse than blindsight lol

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only benefit is xray vision through cover

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thats why I gave em 30 foot at base, unlike dragonborn with 10 foot blindsight base

frank python
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I feel like it kinda shouldn't? It's a bit weak like that. Like, it shouldn't be all that distinct from Blindsight, except for the myriad ways to avoid it

dawn robin
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ye, be

  • incorporeal
  • on a different rock
  • flying
    to avoid it
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and if you are a caster, sucks to be you

frank python
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so I would make it be blindsight tbh

dawn robin
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but it can be good, its good for like, checking a room before you enter it, sensing most invisible enemies locations, etc

frank python
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Also, you could let the Dwarven version detect tunnels and rooms as a bonus (perhaps only in the focused state)

dawn robin
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true, not just creatures

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but like, sonar mode

frank python
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kinda, yeah. Though maybe keep this part to 15 feet or so

dawn robin
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dwarves have bat sense now

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they have echolocation lol

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honestly? That fits

frank python
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Well, it's not full echolocation, but almost

dawn robin
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what if it was?

frank python
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Dunno. Feels like straying from the flavor. Tremorsense+darkvision are enough

dawn robin
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bat dwarf do be funny tho

frank python
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Like, we're remaking 5e, let's stick to 5e tropes

dawn robin
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a lotta cave dwellers have echolocation, right? Not just bats I'm sure

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(I don't actually know if thats true)

frank python
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Yes, but tropes > logic

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Well, unless you wanna remake the entire thing to be more biorealistic, I suppose. But I have a feeling that you don't

dawn robin
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could be like that tho

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not tremorsense as in "you sense movement" but like, you make a vibration and can sense everything around you

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echolocation but through rock

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that way you can sense things that don't move, like objects

frank python
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...so tremorsense

dawn robin
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tremorsense only senses tremors from others, this would mean you can sense everything

frank python
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Well, fair. And yes, that's literally what I suggested

dawn robin
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ye, I was trying to get a visual for it

frank python
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I really want something like that but for wind patterns, it'd feel so cool

dawn robin
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slap that on the air genasi

frank python
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Gives more justification to requiring Focused too, as you gotta keep stomping

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Was thinking more like some sort of Monk ability. And really, go stand in some wind, close your eyes, and imagine you can do it. Obviously you can't, but it's easy to pretend

dawn robin
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I could see it

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or druid

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the whole "one with nature" thingy

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So I might keep it as tremorsense but just, rework how tremorsense works

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so its not a useless sense that sounds like it should be powerful

frank python
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Honestly, you should just define sight. All of these senses let you see, though there are limitations

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So there isn't a difference in terms of spell targeting or whatnot. Only in what can you do to hide. For tremorsense, the list is pretty long anyway - even stepping very carefully should at least grant advantage

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Only Dwarves should see rooms like that though, for others it's just moving stuff

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Anyway, gotta go to sleep

dawn robin
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Is that sufficient?

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with this line added to the "types of senses" paragraph

A creature detected by any of these senses is considered "seen" for the purpose of features that require you see the target, such as most spells.

dawn robin
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First sample of some subrace features as well as a lore blurb for it, starting with the dragon boi themselves

dawn robin
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Was wording on the dwarf, wanted to make the subraces based on depth and that felt more dwarvish-y (and roughly keeps with current dwarves, hill/mountain/duregar). Couldn't think of anything for the surface dweller tho...

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anything I thought of either was too small (like +5 movement) or too... not biological (like appraising things well or something)

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or its just not dwarf pilled enough

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Gonna ask #brew_14 message

frank python
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Isn't Cover more for hard stuff than visual stuff? You can have both fog (obscurs vision, doesn't block projectiles) and glass (blocks projectiles, no effect on vision)

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I feel like you might've gotten a little too specific about the sight distances. The sentence about disadvantage is a little awkward. Should probably be more like "can confer disadvantage". And specify that the table is more of a rough approximation than some hard rule

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I feel like Blindsight could use some examples, such as "Echolocation-based Blindsight will generally be able to detect most corporeal things, while smell-based will typically be limited to creatures"

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Darkvision refers to some dim light rule that's not here

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What does the star symbol do?

dawn robin
frank python
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I guess Lifesense should be weird about Constructs and Undead

dawn robin
frank python
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And I feel like you shouldn't mix actual obstructions with darkness either

dawn robin
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dim light distance (and darkness) should be a hard rule, if nothing else surely?

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that's something that comes up a lot

frank python
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Yeah, I'd say so

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While you're at it, you should probably separate the typical "darkness" and true darkness. Darkvision is just good sight with little light, but it needs some light. It'd make it less of a necessity too

dawn robin
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complete darkness sorta thing?

frank python
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Yeah

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You kinda have the wording backwards too. It should be "Darkvision doesn't pierce magical darkness, unless a feature explicitly states that"

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Tremorsense seems a little oddly written. Should it even work through actual walls when you're not a Dwarf?

dawn robin
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ye, most tremorsense monsters are burrowers after all

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they sense prey on the surface through solid materials

frank python
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Yeah, but it's still the same part of material... Dunno. I feel like it'd need to a bit more clear and specific, but it's fine for now

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As for the races: The Chromatic thing is weird, not only 1/LR, but also kinda doesn't make much sense flavorwise. You could literally make it +1 AC though, that should be roughly balanced at Talent level

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As for the lore blurb... I think it'd make sense to keep the "useful" stuff here, like color tables or suggested ability scores, then put the lore into another place, because this is way too little lore

dawn robin
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I mean, this is just the little bits of lore, not the full wiki

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the stuff I want a player to know when making a PC

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scale color and desire are both great jumping points imo

frank python
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For Dwarves... Stubborn Friend seems a bit too situational. If you only have three abilities in total, you should make them count.

dawn robin
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What might I do to improve it? I like the idea of weaponizing their stubborn nature, as that does feel very dwarfy

frank python
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And while I can accept tremorsense, stealth doesn't fit the tropes at all. Give them more resistancey stuff like Fort save bonuses, or just a +1 to AC, or resistance to Fire and smith's tools

dawn robin
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Stone dwarves become a little stone themselves was the idea

frank python
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I guess something against Exhaustion could be part of it, depending on how often you intend to use that. I do agree that adding more stubbornness is neat, though that's already kinda in the hit points

frank python
dawn robin
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it doesn't all have to marry the tropes tbf

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an ambush dwarf does kinda fit

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just sits there waiting for prey then jumps out

frank python
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Eh, no

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That honestly sounds worse for compatibility than a change to ability scores

dawn robin
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huh?

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dwarves lying in wait in corners of a cave is a trope I've seen a few times in modules

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the number of times dwarves got wiped out when mining because something came around to get em is so many, making cave dwarves better at survival makes sense to me

frank python
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Survival yeah, but that's kinda why I liked the "stonesense" thing. I'd rather expand on that, it's more on-brand and still usable for ambushes if that's what you need

dawn robin
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first thing in my mind was "meld into stone" spell lol

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would combo great with tremorsense tbf

frank python
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Dwarves don't become stone though. They're masters of it, but they don't just turn into it

dawn robin
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hmm, thinking organically, what would the dwarven gods bestow upon their children that delve through the myriad of caves in the world....

frank python
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Well definitely not Meld, because that'd kill the whole concept of making great halls of stone and such

dawn robin
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with how many stories do exist of dwarven mines getting wiped out/taken over, I do feel like something about survival/resilience against such situations could be neat

frank python
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well, that's what the sense guards against

dawn robin
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would giving them goliath stone's endurance be a bad idea?

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limited uses per long rest tho, which isn't great

frank python
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Short

dawn robin
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alternatively: You cannot be surprised

frank python
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I was thinking about it actually, but I like Goliaths too much to allow that

frank python
dawn robin
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slow to move yes, but always watching their backs

frank python
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eh

dawn robin
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untrusting

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oh, what if... climb speed?

frank python
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eh

dawn robin
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a bit too minor/niche, but fitting

frank python
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not really tbh, they're not climbers

dawn robin
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not like, in lore, but in function

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moving through caves is difficult

frank python
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Sure, but they solve it by industrializing, not by relying on their own skills. They're too heavy for climbing

dawn robin
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what if they were innately just, great builders?

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maybe too niche again, but fitting

frank python
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and what would that do mechanically?

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I guess you could give them a slow climb speed in the hardware section, but dunno

dawn robin
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count as two people when making a structure or thing I guess, though that aspect of the game would need to be more developed

frank python
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yeah, way too niche

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So far the focusable Tremorsense seemed best (and you can add stuff like "you don't get lost in caverns"), and then the subraces could be different forms of resilience (DR, AC, fire resistance, Fort saves...)

dawn robin
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GPT's attempts, none of them particularly interested me but they can be referenced

frank python
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Alternatively Fort saves in base (or something more specific, like exhaustion and mind control)

dawn robin
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hm, was going to have Surface dwarves have a fort thing, would need to rework that if so

frank python
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Surface is a weird race anyway. Make it the Smithy one instead

dawn robin
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though that's not biological

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that's a trade they picked up

frank python
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Volcano?

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Dunno if switching to purely biological was a great idea either

dawn robin
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I like it, purely because it means I don't have to worry about "I was a dwarf raised by non-dwarves but I still have their teachings for some reason"

frank python
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Yeah, but now you can't give proficiencies and stuff. Either way, naming can be figured out, and Fire resistance seems fitting and balanced. Maybe alongside "can see through smoke" or something

dawn robin
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Fair, that might be better

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surface was pretty weird

frank python
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Or explicitly "can handle hot objects"

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Yeah, it was. At best it'd kinda make sense for a "can march for way longer" feature, but that doesn't make much mechanical sense, you have a party with you anyway

dawn robin
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Volcanic. :: You gain resistance to fire damage and take no fire damage from hot objects. Additionally, light fog or rain does not impair your vision.

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though if I do this, there's a theme here

frank python
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Uh, smoke. Not rain

dawn robin
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each of the subraces (other than cave) have a resistance on top of the base poison resist from the race

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maybe cave should gain a resistance?

dawn robin
frank python
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That's an option... I guess cave could have BPS DR?

frank python
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Though I feel like a resistance is strong enough, I'm fine with it being smoke only

dawn robin
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Additionally, light fog and smoke does not impair your vision.

frank python
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"Natural smoke and similar vapors don't impair your vision or breathing"

dawn robin
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Additionally, natural light obscurements such as fog and smoke do not limit your vision or breathing.

frank python
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If you're fine with the power level of that, yeah

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Btw Heat Metal immunity is probably the nicest situational ability there could be

dawn robin
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yup, I was thinking of that when I wrote it lol

frank python
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Dunno if armor is "handling" though

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Anyway, gotta go study

dawn robin
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well, I just made it "fire damage from objects", tho hopefully that doesn't include flame tongue

rough kite
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volcano seems like a niche terrain for a dwarf to live in though right?

dawn robin
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could also include natural thermal vents and the likes

frank python
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Eh, dig deep enough and there's lava there

dawn robin
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and dwarves do like rooming in volcanos in lore, ez forges

frank python
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I guess Cave could get the improved Tremorsense too

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Besides, if those are biological and not cultural, Volcanic is simply a subrace name, doesn't mean they actually live next to any sort of lava

dawn robin
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Your tremorsense improves to Tremorsense (60). When you take the Search action to find a hidden creature, you automatically detect any creature within your Tremorsense range that has a Stealth lower than your result.

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for Cave

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can likely be simplified but that's my first shot

frank python
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That's an option. I still like the Focused option though. And you'd probably need to reduce the base to 15, as this wouldn't be enough of an improvement

dawn robin
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stealth detection in a 60 foot range is pretty good though isn't it?

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I can reduce base to 20, 15 might be too low compared to other senses

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I also made Search a bit more combat usable

frank python
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Well, I guess it works then

rough kite
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buffed search is dope

frank python
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oh btw I feel like Dragonborn abilities shouldn't count as magical. The breath is just chemical in nature, no?

dawn robin
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So, for true dragons, ye, but I feel like its harder to justify them on the little medium sized guys

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ah I just realized we never got around to buffing the Stubborn Friend perk

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dang

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Current ver

rough kite
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enemies have disadvantage on insight checks maybe?

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niche

dawn robin
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Wait what if

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eh maybe too martial focused but

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if an ally within 5 feet takes damage, you can use your reaction to swap places with it

frank python
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nah, they're not a fast race

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also definitely too martial-focused

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I guess Stubbornness should just be "saves against exhaustion and mind control, and any saves caused by prolonged effort or exposure"

dawn robin
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Though then I gotta rewrite Deep...

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which isn't terrible but

frank python
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Well, I guess. It was still kidna weird though. Give them something at least a little evil

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I guess these guys could potentially be stealthier a little

dawn robin
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well, old "deep" dwarf got a 3/5 spellcasting trait and sunlight sensitivity

frank python
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yeah, but that's lame

dawn robin
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correct

frank python
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could be improved darkvision (i.e. works in true darkness)

dawn robin
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magical darkvision? Could work, but very niche

frank python
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well, the resistance takes most of the power budget

dawn robin
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eh, compared to fire and poison damage resistance, psychic is way lower power budget

frank python
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resistance + stealth in rocky terrain? Easiest option

dawn robin
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So, basically what I had for old Cave dwarf?

frank python
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I guess. Though without the motionless part. And you could consider other options that terrain type (e.g. underground, or in darkess)

dawn robin
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Deep. :: You gain resistance to psychic damage and have advantage on Stealth checks made to hide in rocky environments. Additionally, you have Darkvision (60).

frank python
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Yeah

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I love how we just put three features into a trenchcoat

dawn robin
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Yah....

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new ver

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Also light levels added

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definitions of light levels still coming

frank python
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I'd add a qualifier to "darkness" or change to something like "gloom" or "murk". Also 30 feet is too much, should be like 5 without disadvantage and 5 with. Also I'd give examples of when they happen (e.g. to clarify that caves are typically just murk, not total darkness)

dawn robin
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I'm wondering how I'll handle flying races with this...

restive idol
# dawn robin Also light levels added

add blinding light (inverse DV)
as to flying creatures, It's sorta... I did a thing going into the weeds with this let me see if I can find it before I get distracted and go to bed

dawn robin
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Ye, blinding light vision would be funny to add to some races like aasimar

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I also wonder how ill handle the non SRD races

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I can add my own races at least

restive idol
restive idol
dawn robin
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I more meant for the racial template thing than sight, but ye that too

restive idol
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fair nuff

dawn robin
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Tho I already have a soft rule for max distance

restive idol
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I am not coherent enough for going over race stuff, specially for an adjacent system xD

dawn robin
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Same, too late

dawn robin
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nvm decided to update the sight list

oak talon
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I think these are good changes

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my main issue with a lot of the senses in 5e was that its unclear if you can see behind full cover or not

dawn robin
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Next wave of races now have their prototype subrace features

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tiefling and orc are going to be hard, because tiefling subs in 5e are all spell-stuff (or flight), and orcs don't have subs

dawn robin
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First shot at orc

rough kite
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no fey elf huh?

dawn robin
rough kite
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but my eladrin 😤

dawn robin
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They will be a hard one to add, yes

rough kite
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undying and primal orc make sense from a biological perspective

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what is endless turmoil supposed to represent?

dawn robin
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So, all three are meant to embody a sorta "battle" lifestyle of an orc, primal being the charger, undying being the "all in" sorta thing, and the turmoil the endurance fighter

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not solid on the name for the turmoil one tho

rough kite
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if you’re sticking to biological and not cultural, how do those tribes differ physically to get to that point?

dawn robin
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orcs often conquer and pillage, battle is their lifestyle for so long that its become a part of them. Some survived due to rapid and sudden strikes, others because nobody could take them down, and others due to clever/long term campaigns

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their god likely granted them these gifts to enhance their ability to fight

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"Enduring" might be a good name for it actually

rough kite
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enduring makes sense yeah

dawn robin
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Tiefling is still breaking me...

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as all the OG subraces are spell stuff

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and I'm trying to avoid any spells on races

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Ok so, tieflings are typically framed as devils specifically. Every other subrace set I've made thus far has been in sets of three. What if... I have a devil/demon/yugoloth subrace?

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I think that's good but I still need features for each...

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fiendish, demonic, and yugoslavian or whatever you'd call the other one ||joke||

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bruh they have a star wars reference in the wiki for 'loths

rough kite
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how would you feel about combining aasimar and tieflings?

dawn robin
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Too different imo

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if every "half humanoid half extraplanar" race was combined, we'd have very few races

dawn robin
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God, I've been trying to think of this for the past hour and I'm still almost at a blank

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the only good idea I've had so far was to make all the subrace features an extension of their Empowered Form, but with EF only being a 1/LR feature that seems kinda lame

rough kite
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where is the tiefling you have so far?

dawn robin
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This is what I have so far

rough kite
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demonic could trigger the empowered form at a certain life total for free? or under a different condition?

dawn robin
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Hmm, maybe

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demons are annoying because their whole thing is chaotic evil, they simply don't use the same tactic twice and they don't share much in common with one another

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raw power might not be a bad idea

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Back to a yesterday task, how might I improve this dwarven main feature to be more generally useful?

Stubborn Ally. :: You have resistance to the Charmed and Frightened condition. Additionally, you cannot be magically compelled to harm an ally, nor can magic force you to reveal secrets.

rough kite
rough kite
dawn robin
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True, tho still not very universal use

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not a ton of monsters push you around

rough kite
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charmed, frightened, poison, and movement resistances add up to quite a bit of power altogether

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you’re sticking in that spot

dawn robin
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I mean, the poison one is the big one

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hrm

frank python
rough kite
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maybe allies have advantage on death saves near you, or vice versa?

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too stubborn to let your buddy die

dawn robin
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that does have a ring to it, but also only works if your team is dying which is a spot you hopefully avoid in the first place

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What if it was like... a generic reroll?

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like, you are too stubborn to fail

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sorta like the hobgoblin thing

frank python
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saves against exhaustion and mind control, and any saves caused by prolonged effort or exposure

dawn robin
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Hob feature

Saving Face. Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest.

rough kite
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I worry that gets too universally strong

frank python
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Also it's weirdly party-dependent

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Honestly you kinda just remade Lucky lol

dawn robin
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Yah, a lucky-like thing could do something

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maybe like, the lucky feat rather than halfling lucky sorta thing?

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maybe

frank python
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Eh, dunno

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Like, you could just have reflavored Lucky, there's no rule against repeating abilities

rough kite
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that seems more vain than stubborn

dawn robin
frank python
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Nah, it just means you have a decent amount of races

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I guess you could make it Offensive Lucky, forcing enemies to reroll 20s

dawn robin
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heh, I actually made that one of the halfling subraces

frank python
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Does that really fit though?

dawn robin
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based off the halfling feat

frank python
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I think it's better here imo

dawn robin
#

eh, dwarvish stubborn isn't "turning a hit to a miss", its more "I don't care that you hit"

#

closer to stone's endurance than lucky

#

what if they could half the damage of any attack they wanted, 1/LR(or SR)?

frank python
#

...wait aren't we doing Hobgoblin?

dawn robin
#

not SRD so not on the first batch

#

would have to rename if I do do it

frank python
#

worded better of course

dawn robin
#

and no, hob was only mentioned because one of their features seemed similar to what I was going for

#

still on dwarf

dawn robin
#

exhaustion is quite rare, mind control too, and "prolonged exposure" is typically a non-issue

frank python
#

Well, mind control is a solid start, depending on how exactly you define it. Should probably encompass Charmed and Frightened

dawn robin
#

well, then we are back to what it is now

#

Stubborn.You have resistance to the Charmed and Frightened condition. Additionally, you cannot be magically compelled to harm an ally, nor can magic force you to reveal secrets.

#

its all a circle expression

rough kite
#

I don’t think every racial should have to be good all the time right?

#

you’ve already got some strong stuff on the race

frank python
#

Well it skips the important part of walking long distances and such

dawn robin
#

no, but they should be somewhat useful in most campaigns

frank python
#

It's rare, but it's an important part of the flavor

dawn robin
#

at low level, charm/frighten is pretty rare

frank python
#

and if by "prolonged" we mean "at least a minute", it should come up sometimes

dawn robin
#

should it?

#

I might just leave it

frank python
#

I feel like the current one is too magic-inclined

dawn robin
#

hmm, perhaps, though their other feature is very martial-inclined so it matches

frank python
#

I don't really like the "harm an ally" part, I'd rather make it a generic resistance to mind control

#

Well, Dwarves kinda are martial-inclined, but this is usable on both regardless

dawn robin
#

a total rewrite may not be terrible

#

tho I do like the mechanicalized "stubborn" part

dawn robin
#

I think that idea is too niche still

frank python
#

As long as mind control includes Charm and Frightened, it's strong enough

dawn robin
#

like, its good, but super niche

#

considering dwarf only gets 2 features and a subrace, both features need to matter more

frank python
#

Alternatively you could just do a Will and Fort bonus

dawn robin
#

Actually, not terrible idea, and gives me an idea

#

atm I plan to have saves be "player picks one for full prof, other two get half prof", I could let dwarf basically get jack-of-all-trades there, +1 any half-prof save

#

at low levels its basically prof in all, but wanes off at higher levels

#

maybe too good?

frank python
#

Well, I'd limit it to Will and Fort if only for flavor reasons, but otherwise it's not a horrible idea for sure

dawn robin
#

so +2 +1 +1 is standard, they'd get +2 +2 +2, then +3 +2 +2, then +4 +3 +3, etc

#

tho that somewhat undermines stuff like Monk getting all the saves

frank python
#

Yeah, I'd just do a flat bonus or limited reroll

dawn robin
#

I did buff indominable to become auto-success on fighter, so making dwarf have the "old" indominable could work

frank python
#

Potentially, yeah. And just make it 1/SR but only used up if you succeed

#

I'd prefer something more passive if possible though, so maybe reroll 1 and 2 on Fort and Will? Might need to expand the range to match Lucky

#

Could be Reliable Talent on these, but dunno

dawn robin
#

Stubborn (1/SR). :: Once a turn you can reroll a saving throw that you fail. If you do so, you must use the new roll. You do not expend a use of this feature if this reroll does not turn the Saving Throw into a success.

rough kite
#

interesting

#

more simple, keeps the theme

#

I like it

frank python
#

Weird wording, but not a bad idea. But do limit it to Will and Fort

dawn robin
#

Stole wording (at least first half) from indom, unsure on second half

#

I mean, stubborn reflex can work, saves some wording too

#

less dwarvish sure, but adventurers are all shapes and sizes

frank python
#

I'd go for "If this causes you to succeed, you must finish a short rest before using this feature again". It removes the convenient marker at the front, but that's kinda the point. Makes it feel more natural

#

Eh, no. Those are racial features, they should stick to the theme. It's pretty strong anyway

dawn robin
#

You regain use of this feature if the new roll also fails.

frank python
#

I mean, yeah, you probably do want to keep the convenient marker...

dawn robin
#

helps immediately note which features are limited use

#

Stubborn (1/SR). :: Once a turn you can reroll a Fortitude or Will save that you fail. If you do so, you must use the new roll. You regain use of this feature if the new roll also fails.

frank python
#

Yeah. Though it's kinda something we'd rather sweep under the rug. But I guess convenience wins

#

Though I'd rather go for "This feature is only expended if the new roll causes you to succeed"

dawn robin
#

First page of races "done", lore added and such

frank python
#

I feel like the lore is a little inconsistent. Why does it only talk about a single subrace of Dwarves?

dawn robin
#

Would've been more fitting if I kept to the original theme of "surface/cave/deep"

#

can't think of a great tie in now, but I felt that the other two are easily explained

frank python
#

If you want minimalist lore paragraphs here, limit them to "useful" stuff - appearance, reasons for adventuring, this kind of stuff

#

And put the actual lore somewhere else where it doesn't need to squeeze

dawn robin
#

what other note do you think I should add? Just an "appearance" style description of all three?

#

sorta like how dragonborn has a "adventurer draw + looks" pair

frank python
#

I'm not sure really. Maybe just ignore lore altogether and only have appearance and other relevant tables

dawn robin
#

I think that could be a good pair to have, its the main things a player would need

frank python
#

I'd still include ability scores for NPCs

dawn robin
#

"what does X race look like, why would X race be me"

frank python
#

Yeah, that's fair too

dawn robin
#

was that a delayed message from a much older convo?

frank python
#

No. ASIs are a convenient piece of info about a race

#

And while it's not really relevant for players, it does make for a bit of a suggestion, and helps the DM modify generic statblocks

dawn robin
#

I'll try to make that narratively apparant in the descriptions

frank python
#

Eh, I'd just list it in a hardware section

dawn robin
#

Rock and Stone. :: Dwarves are short and hardy folk with resilient wide frames. Both sexes of Dwarves often sport immaculate facial hair as well. Their ancestry also alters their appearance, with the Cave Dwarf appearing the most humanoid, Deep dwarves having a more pale appearance, and Volcanic dwarves having red hair and a smoky breath.

frank python
#

Smoky breath is going a little far, I feel. Don't make stuff magical that doesn't need to

dawn robin
#

I'm putting racial ASI into the rules for generating a PC's stats in the first place, no reason to add a new column to each race when players will ignore it

frank python
#

Also at some point I was actually gonna suggest making them pale to throw off the people who cry "racist" expression

dawn robin
dawn robin
frank python
#

And how are you doing racial ASIs then?

frank python
dawn robin
#

Mostly by not doing it, its just part of character creation alongside the "roll for stats" and "point buy"

frank python
#

Well, that's good. But that's why I'd add it to the racial blocks

dawn robin
#

I will prob make a small set of "common NPCs" for all races where I can

frank python
#

With how you simplified and hopefully balanced those, modifying generic NPCs could actually be feasible. There aren't too many features

#

Alternatively you could make a "how to make NPCs of this race" block in some DM-facing resource, possibly modifying or just trimming abilities

dawn robin
#

though tbf, compared to commoner's being all 10's (which is very good compared to irl commoners), guards just having higher physical stats, mages having higher mental stats, any head start granted by "racial ASI" can easily just be explained as:

Yah we got dwarf and human guards, they both have the same stats, just most dwarf guards are younger than human ones because they train faster

#

like yah you started with 12 STR instead of 10, but the guard has 13 so, both of you had to train

#

most guards don't need to make many ability checks, so extra stats don't do as much

#

the only thing that I can really think of that would differ them is if I gave NPC's the player race features

#

like, dwarf guard has more HP and has a 1 use save bonus

frank python
#

Yeah, features sound like a good idea

dawn robin
#

though at the same time, I don't like guards with like, "Player Levels"

#

racial features almost feel like they should be treated the same, its a PC only thing, NPC's get like, little baby versions

frank python
#

They should absolutely get streamlined versions, but you mostly streamlined them already

#

They can also be stronger, though I'm not sure how it'd feel for the players. It makes sense for NPCs, because they're not gonna be relevant for long enough. And then you can just skip tracking uses or something

dawn robin
#

I guess, tho depends on the NPC

#

like if its the Dwarven Blood Lord, ye they are gonna have hella HP and amazing saves
But if its Dwarven Orchard Farmer, they can just have all 10's and nothing else

frank python
#

Dunno. I think it makes sense for the farmer to have much the same abilities (though they can mean more or less depending on other stats, of course). Makes the world more colorful

dawn robin
#

Maybe, but if Joe Orchard Dwarvenson ever was forced to make a saving throw in the first place, I think they would spontaneously combust

#

like, commoner boi doesn't fight, and if they do, they die

#

a guard? Maybe, tho that 11 hp isn't going to get you many places

#

elite guard? Ok now we can start talking

frank python
#

Well, sure. But then they might as well have it, no? expression

dawn robin
#

The 20 lines per stat block in the Monster Manual would like to talk

frank python
#

Obviously the DM can skip adding it, but I think it'd be neat to have a section like that

dawn robin
#

I see no reason to add combat features to anything that doesn't survive a single round in combat, unless its built to be an enemy for the players to murder

frank python
#

You're not

#

It's literally once per race

#

If the DM doesn't intend to have someone fight, they won't be making a stat block in the first place

dawn robin
#

Are you suggesting adding several stat blocks for each race, or a note in the DMG/MM that says "if you wanna make a dwarf variant add XYZ"?

frank python
#

the latter

dawn robin
#

Ye thats ok, as then its up to the DM to add or not (or ignore which is also ok)

frank python
#

Yeah, pretty much. And if you want, you can streamline it to the extremes (+2*CR HP, +1 AC, +3 to Fort and Will). But that's a little more lame than more active features like rerolls and such, so if anything, I'd make this optional.

dawn robin
#

agreed

frank python
#

Something I was thinking about doing is a description of how every class typically looks like for the race. It can be helpful for players, but it also seems to be a solid lorebuilding tip

#

Of course it doesn't replace proper lore, but it's a neat way to sum up the most game-relevant stuff

dawn robin
#

don't they already have that?

frank python
#

they do?

dawn robin
#

I thought most classes start with a few examples of what this class might look like

#

Barbarian
PHB p46
A tall human tribesman strides through a blizzard, draped in fur and hefting his axe. He laughs as he charges toward the frost giant who dared poach his people's elk herd.

A half-orc snarls at the latest challenger to her authority over their savage tribe, ready to break his neck with her bare hands as she did to the last six rivals.

Frothing at the mouth, a dwarf slams his helmet into the face of his drow foe, then turns to drive his armored elbow into the gut of another.

These barbarians, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea.

For some, their rage springs from a communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.

frank python
#

Yes, but that's the opposite way around and it doesn't really say anything about the race

oak talon
#

I think its fairly straight forward as to how being a barbarian may look like for you

frank python
#

I meant a table like:
Fighter: Dwarven fighters are typically heavily armed and armored foot soldiers. They rely on their natural stalwartness to stands as an impenetrable shield wall, and their smith's strength to crush their enemies with heavy hammers and axes.
Wizard: Dwarven wizards are typically geomancers and diviners, commonly specializing in finding resources underground. They specialize in X and Y spells for combat...

Y'know, something like this

dawn robin
#

I mean, this is kinda that but with more drama and flavor

frank python
#

And focused on class instead of race

#

This is more of an exercise, really, but I think it can be helpful

dawn robin
#

wait

#

where are you expecting this blurb to be?

#

on the race or on the class

oak talon
#

i think it might be a little excessive to have like

#

every single class have a description for every single race

#

i think sections about the gods, combat styles, and values of a race can already help create those connections

frank python
#

Well, yes. But this forces you to actually think in terms of directly relevant stuff. The other things should absolutely exist too though. As I said, it's more of an exercise, I'm not convinced you should actually include it. Just wanted to share because I think it's neat

dawn robin
#

fair enough

frank python
#

And at some point you'll realize you never thought of some combination

dawn robin
#

dwarf + anything because I forget they exist all the time

frank python
#

Uh... what?

dawn robin
#

somehow they blend into the crowd in my head, with all the glitz and glamor of the fancy races that have come out since

#

and I guess I don't have many players who play clerics

#

I use em as NPCs all the time but don't think about em with classes

frank python
#

Well, personally I rather like simple-and-sturdy races. And more importantly, I like simple, classic, low-magic races. Most of the new stuff just "looks" goofy

dawn robin
#

they are also from an age where ASI were locked on races before TCE and such, so I consider them much more restrictive

#

even tho I use the variable TCE rules

frank python
#

Well, obviously. Does anyone actually stick to these?

dawn robin
#

ye, before TCE most did

frank python
#

ok, but now it doesn't matter whether the race is old or new

dawn robin
#

ye but my brain isn't smart by default

#

it thinks they follow the same rules as before

#

so in my head, they are more lame due to being restricted, despite no longer being restricted

rough kite
#

dwarves best fantasy race

#

come at me leaf lovers

frank python
#

Well, Goliaths are better, but they're pretty much tall surface dwarves

frank python
dawn robin
frank python
#

don't

#

if anything, move them away from giants

#

the One idea is cool, but it absolutely isn't Goliath anymore

twilit sinew
#

I'm late to this but you can call the bio race "ancestry"

dawn robin
#

Maybe too pathfindery

twilit sinew
#

eh

#

feels like the best term

#

if you accidentally arrive to a similar conclusion to PF, maybe it just shows PF is good

#

"race" still feels weird, and it's confusing since it's the same term as plain 5e

dawn robin
#

Ancestry feels too familial to me

twilit sinew
#

that's fair but I don't know if there are any better terms

dawn robin
#

Race is a classic, understood by the community and recognized quickly

#

If it ain't broke

#

This system is mostly 5e after all, so an easier conversion makes everyone happy

#

Not that it's not a bad term, but I'm not wanting to get too many pathfinder terms and it's alright already

twilit sinew
#

"race" feels weird because of D&D's complicated history with racism

dawn robin
#

Well, I'm not WOTC, hopefully I'll avoid em

twilit sinew
#

parentage, lineage and origin also work

dawn robin
#

Origin isn't bad, tho doesn't feel biological enough

twilit sinew
#

yeah, but origin + culture makes sense tbh

#

heritage feels too blurred because your heritage can be both biological and cultural

#

lineage actually might be good because that's also the term WOTC is now using to describe character player races post-TCOE

restive idol
#

I will say, it being Race, and WotC's racism aren't exactly linked

#

WotC willstill be racist with lineage/species/whatever

#

them trying to wash some keywords without changing their core behaviour isn't going to fix diddly xD

twilit sinew
#

that is true

#

I guess it just feels weird to me considering it is also a term we use IRL

twilit sinew
restive idol
#

or gestures to hadozee

ancient bolt
twilit sinew
#

like they can reword the description of yuan-ti as a playable race, but yuan-ti are still. literal devil worshippers across the board

#

they don't even have a god like how drow have eilistraee

restive idol
twilit sinew
#

tbh this is a general issue with the faerun setting

#

and other settings but especially faerun

#

but I'm not gonna hijack this thread to go into That

#

you are right tho, replacing wording actually doesn't fix it, so maybe race isn't as bad as I thought

restive idol
#

I mean, it's easy enough to fix.
"Orcs are not a biologically evil monoculture, they have diverse feelings, culture and goals" bam, done. ezpz

twilit sinew
#

even a mention of general cultural shifts or potential outpockets of resistances help fix that

#

implying it's a matter of control over the culture by certain groups who perpetuate it, rather than something innate to them

ancient bolt
restive idol
#

Personally, I'm sticking with Race, because my project is 5e-revised, and basically ignores everything after December 31st 2023.
(And frankly, a chunk before that).
So mine will just add lore info.
I think rachs broadening shit too, but he has more freedom there.

dawn robin
#

Having orcs as a playable race in the base book also helps, OG 5e only had half orcs (which may have been even worse?)

twilit sinew
ancient bolt
#

yes

twilit sinew
#

aggressive, fucking stupid, and not even playable

dawn robin
#

Classic

restive idol
# dawn robin Having orcs as a playable race in the base book also helps, OG 5e only had half ...

So... yesno...
If you view orcs as diverse, sapient beings, with a rich culture, and different sociopolitical factions, with only some being evil (be it from dark influence, or the evil that creatures do), so that there's an array of options for Half Orcs to come into being, and a variety of upbringing options for those people, and the experience that brings... there's nothing wrong with it!

If you view orcs as biologically evil, and effectively angry animal-people, and they only make halforcs through one way, and so the spawn is shunned as an unwanted punishment or reminder of trauma, and so they are abused and/or are also biologically evil... not so much.

dawn robin
#

Yah, the issue being that early 5e pretty much only had evil orcs afaik, so...

#

Bit of a yikes

#

Wonder what the old lore for phb half orc was

twilit sinew
#

OH GOD I DIDN'T EVEN THINK OF THAT

restive idol
# twilit sinew this is the original DMG orc...

That said, Im OK with the idea of an Orc having a negative Int, and having trouble with book smarts.
If it was say, +2str, +2 con, +1 wis, -2 int, representing enhanced toughness and wilyness, but they struggle with the structured learning int represents... I'm down.
"questionably sapient green unga bunga animal people"... less down. xD

twilit sinew
#

THAT'S BAD

#

THAT'S VERY BAD

dawn robin
#

Yuuup

twilit sinew
restive idol
#

gimme a sec, I'll have it

dawn robin
#

Whether united under the leadership of a mighty warlock or having fought to a standstill after years of conflict, orc and human tribes sometimes form alliances, joining forces into a larger horde to the terror of civilized lands nearby. When these alliances are sealed by marriages, half-orcs are born. Some half-orcs rise to become proud chiefs of orc tribes, their human blood giving them an edge over their full-blooded orc rivals. Some venture into the world to prove their worth among humans and other civilized races. Many of these become adventurers, achieving greatness for their mighty deeds and notoriety for their barbaric customs and savage fury.

#

So if a human tribe is unga enough for orc bunga, you get half orcs

#

The result of alliance forced marriages

twilit sinew
#

also even if they try to be good, there's evil that lurks anyways

restive idol
dawn robin
#

"Human blood giving them an edge over the orcs"

#

Lol

twilit sinew
#

tldr you might be good if you're half human! but you'll still have some evil in ya!

#

fuck you if you're an orc

#

your only saving grace is being purified by being half human

#

that's shit

dawn robin
#

Yah, it was something

twilit sinew
#

that's dogshit

dawn robin
#

Early dnd for ya

#

If they posted that today they'd get ripped to shreds

#

Next up: half-illithid due to the success of BG3

restive idol
twilit sinew
#

my character I'm doing for my new game is literally a yuan-ti aasimar

#

just to be clear, his father wedded an angel. just as am extra middle finger to the lore saying they're all evil, and making it clear it's not his heritage making him good

#

but I shouldn't need to do this myself

dawn robin
#

I'm still wondering if I should add support for universal race mixing

#

I have half human half anything support

twilit sinew
#

would be nice if you did

restive idol
#

do it coward

dawn robin
#

The boef already did it so well tho

restive idol
#

yeah, just rip the BoEF off.

dawn robin
#

Or

twilit sinew
#

would be cool if aasimar and tieflings could have kids and not just cancel out because something something cosmic alignment cancels out

restive idol
#

Hell, if you don't have a copy, I will send you my PDF.

dawn robin
#

I just say the fertility god decided screw it, let them all screw

twilit sinew
#

what's boef

dawn robin
#

Don't ruin it ovion

twilit sinew
#

oh

restive idol
twilit sinew
#

I'm 21

#

and I like to party

dawn robin
#

It's the ||dnd official sex guide||

restive idol
#

then yeah, google it.
Or BoEF Gwendolyn FM Kestrel

twilit sinew
#

WOW

#

||sex book||

#

wait so it includes mixes of different races tho?

dawn robin
#

It's funny how detailed older editions got

twilit sinew
#

is that what we're getting at

restive idol
dawn robin
#

Yes

twilit sinew
#

WOAH

twilit sinew
#

WAIT I'VE BEEN LOOKING FOR SOMETHING LIKE THIS

dawn robin
#

Google the compatibility chart

#

It's out there

twilit sinew
#

is there a 5e??

restive idol
dawn robin
#

Not official at least

restive idol
twilit sinew
#

aw :(

dawn robin
#

Tho for real if I did make a full mix compatibility I'd just let everyone mix

#

If you can explain it to your DM go for it

restive idol
#

to just copy from the last time it came up:

it was 3rd ed and like... semi-official?
third party ogl, but the people making it were linked to WotC, and making d20 stuff for WotC so...
essentially, a 2nd party product

this books great.
It's so silly, they got given the arguably dumb assingment of "make the D&D sex book", and they went so hard into it when they didn't have to.
As well as being very in depth on consent, sex, sexuality, reproduction, etc, they commissioned a lot of not art, but straight up D&D specific photoshoots to give a lot of it imagery too.
It's still got a biit of "haha funny sex book", but as above, its only about a third of it at most.

dawn robin
#

My only issue is, no matter how I'd do it it would be a min maxer's dream

#

Or I make it a worse race than any other

restive idol
twilit sinew
#

I'VE SEEN THAT TABLE

restive idol
dawn robin
#

The easy solution is to just let you take any race, and swap one of its two primary features with another race's

twilit sinew
#

I'm a little sad it doesn't have yuan-ti on there but I'm just gonna use lizardfolk in place

#

seems a yuan-ti aasimar is semi-officially possible

dawn robin
#

Since my races all have 2 core features

twilit sinew
#

yeah

#

basically

dawn robin
#

Then u get the senses and variants of the "main" and only one feature of the "sub"

#

Guess genetics and dominant genes or something idk

restive idol
#

mm

dawn robin
#

But that's just asking for a min mixer to grab a strong race, dump the worst feature, and grab the power feature of another race

twilit sinew
#

I think the best solution is to allow race mixing but ultimately make their cultural heritage more important regarding their abilities, and make those balanced

#

so it's not just focused on combining the two strongest races

dawn robin
#

I've tried to make every feature roughly equal in power, but I can never be perfect

twilit sinew
#

actually encourage creative backstories thru design and all

twilit sinew
#

not your fault if minmaxers go nuts

#

that's a DM's problem to block

#

I feel like if you're concerned with what a minority of players, the crazy minmaxers, do, you'll just impede what the average player can do

#

it should be on the DM to shut that down case by case imo

#

just like how DMs can ban variant human if a player is That Fucking Guy

dawn robin
#

Moreso that the presence of a feature may encourage min maxer playstyles

#

Min maxers will min max no matter what, but not having easily exploited features minimizes the presence of "almost" min maxers

twilit sinew
#

that is a fair concern

dawn robin
#

I can make it DM optional, I guess

#

Half human is core tho

twilit sinew
#

that's a good decision

restive idol
#

Oh also

#

don't forget

twilit sinew
#

that way DMs can block That Guy from going nuts

restive idol
#

tieflings are fiend heritage

#

so are naturally suspicious

dawn robin
#

Then in new books it's like "nvm that everyone loves them now"

#

Which, I do agree the internet loves tieflings (maybe too much), but it is a pretty fast lore turn inworld

twilit sinew
#

it could so easily be turned into a commentary on racism and appearances

#

like oh actually, they can be just as good as anyone else, but sometimes they're turned to dark paths because of expectations on them

#

so on

restive idol
twilit sinew
#

"everyone loves them now" is boring

#

unrealistic

#

not a solution

dawn robin
#

Yes, I want everyone to love them, but gimme a reason

restive idol
#

in my setting most people don't give a shit.
those that do find them unsettling, is solely due to concern they might be lawyers or from the interplanar DMV type thing

dawn robin
#

I think they just said "enough adventurers were cool tieflings so now everyone forgives them for... whatever they did"

twilit sinew
twilit sinew
#

10/10, no notes

#

sees someone with horns OH FUCK THEY'RE HERE BECAUSE MY CART REGISTRATION EXPIRED

dawn robin
#

Found it

dawn robin
#

The new onednd "reason"

twilit sinew
#

WHAT DID THEY DO

dawn robin
#

A couple random tieflings were good, so now everyone loves them

twilit sinew
#

that's not realistic

#

and it's boring

dawn robin
#

Yes

twilit sinew
#

you could make a whole game plot about how those tieflings earned everyone's respect rather than just going "yeah they did it. off screen. doesn't matter now"

restive idol
# twilit sinew *sees someone with horns* OH FUCK THEY'RE HERE BECAUSE MY CART REGISTRATION EXPI...

(in my setting devils are heavily office workers and bureaucrats, doing the paperwork, hell is literally endless office cubicles and watercoolers.
patrons and deals with the devil are straight up contracts and business transactions
demons are a bit more varied, but also largely a police state in their realm

blood war at this point is basically those operators in suits and a tac vest, vs the american policeforce.)

dawn robin
#

Reminds me of... was it good omens?

#

Very beurocratic hell

twilit sinew
#

I like that

restive idol
twilit sinew
dawn robin
#

The question now comes, as I'm rewriting the lore, should I add racism? XD

twilit sinew
#

yes!

#

it makes things interesting

#

it's boring if everyone gets along for no reason. there's a lack of commentary and it also doesn't make sense within any setting that has, for example, any two races going to war

restive idol
dawn robin
#

But my rules will not be for a specific setting, they will be the universal generic

#

Should it still exist in such a vacuum

twilit sinew
#

tieflings don't deserve a bad reputation, but it makes sense why they do. they strongly resemble fiends and there's few enough numbers to make sense that someone who's never encountered a tiefling assumes they are a fiend, and generally a society that hates fiends won't trust a minority that comes from them too

#

what matters is to make the distinction that they ARE far beyond what society expects

restive idol
#

I say that, but my setting does have a bare minimum of racism tbh.
Bit of "greyskin" hate (lack of understanding between surface and underdark people), but otherwise it's pretty... chill in that regard.
Almost none infact in modern societies.
There's occasional jabs on racial traits, but it's mostly about allegience and effort put in, due to in the cataclysm your worth wasn't your race - it was if you stuck in and helped people not starve to death or not.

Pre-cataclysm society (and those with links to it), super racist tho.

twilit sinew
#

a lot of early 5e went "these monstrous races are expected to be evil and most of them are but your special widdle player character can be different"

#

which is just not right

#

having societal expectations of a race makes sense. having them actually literally just be that expectation is bad

#

and they still do this shit with goblins too!

twilit sinew
#

where it makes sense that there's suspicions of orcs and tieflings even if it's undeserved

restive idol
#

But they're racist enough for everyone, so it's OK

twilit sinew
#

but note that if a setting is different, to still encourage tensions among certain cultures due to any history such as a bloody war or propaganda spread by leaders

#

to flesh out the world

restive idol
dawn robin
#

Would also be amusing if some "racism" was actually spread from the race's god who had beef with the other race's god

twilit sinew
restive idol
#

Ah, worldbuilding, and GM prep, the "things taken out of context" jackpot.

dawn robin
#

Every good setting has nazis somewhere

twilit sinew
#

I mean you're right. that sort of horrific supremacist ideology lurks in the corners of society if it isn't prominent, and deserves to be villified

restive idol
twilit sinew
restive idol
#

(the pre-cataclysm society was near startrekian, but also ultrafacist. The moon ones are the last enclave of that society, and were extremists of it then.
They are at war with magic cats.)

twilit sinew
#

(in my setting, earth was going to shit so all these different groups from earth went to different planets and got scattered across the galaxy by a mysterious force. the martian nazis are descended of billionaires who fucked off to and terraformed mars, and they're specifically Those billionaires with subtle eugenicist and white supremacist ideologies. y'all know who I mean)

#

(eventually they just all dissolved into cannibals)

#

(because they were incapable of working with each other as a society)

restive idol
#

So yeah, conflict is good, just make sure it's not all that defines a race, people or society

twilit sinew
#

yep!

#

make there be reasons outside of "these people bad"

#

like actual depth

dawn robin
#

Which race of the SRD do u think should be the most racist ||and why is it dwarves||

dawn robin
#

What a perfect pair

twilit sinew
#

elves

ancient bolt
#

agree with elves

twilit sinew
#

specifically high elves

restive idol
#

It wouldn't even be deliberate, just elves would see basically most other race like intelligent pets or livestock.

The more progressive ones would say things like "they're awfully clever for a race that lives such short lives", the less progressive ones would treat foreign nations like visiting a zoo, or engaging in trade negotiations with a pack of dogs.

twilit sinew
#

make wood elves chill

ancient bolt
#

dwarves hold grudges but aren't as disposed to being racist

twilit sinew
#

what I'm saying is elder scrolls this

ancient bolt
twilit sinew
#

high elves but make there be a reason for the racism

dawn robin
#

Ye, I do remember our talks about how the crazy long lives of elves would mess so much up

restive idol
#

Other races would also likely see elves like dogs and cats see humans tbh.

A near eldritch being that your grandmother knew as a child, that has barely aged as you lay on your deathbed

dawn robin
#

I have more thoughts but its late and I tire

twilit sinew
#

in elder scrolls, the altmer (high elves) are racist because of the ruling class, the thalmor, who promote eugenics and genetic "purity." most high elves are racist because they have been tricked into thinking they're the purest elves, but the thalmor actually are as oppressive and controlling as they are because not only do they believe in elf eugenics, but they also want to end the world believing it will promote them to god status. you don't need to do this in depth since this is for universal settings but essentially, make it make sense you know

restive idol
#

This is the sort of bioessentialism we should have, over "lol, orcs are born evil, lmao"

twilit sinew
#

YES

#

look the elder scrolls games aren't the best mechanically but the lore fucks hard

#

the only race I have issues with the writing of honestly are the reachmen (forsworn) and even they were written with some sympathetic views

#

they even touch up on racism against dark elves. and dark elves aren't even evil, they're just very hardcore

#

all races playable, none really evil. be more like elder scrolls lore

#

even the gods can be ambiguous and don't have set in stone lore and morality

#

that's actually a huge source of conflict, where mankind's patron is seen as evil by the elves

#

but like, not actually evil

#

(it's complicated)

dawn robin
#

So I started working on Rogue a bit to take a break from the races, I (and my most common rogue player) really liked the idea of cunning strikes from onednd, though it has its issues we were ready to instantly implement it as is to our future 5e games.

I was working on it and realized... I might be able to do this better by instead letting the rogue gain both 1) multiattack, and 2) more options to use with the Combo action! That way I don't really hurt the DPS of the rogue, they won't use cunning strike every round (if they miss the first attack they prob wanna try another normal attack to get that SA damage), and its super easily scalable!

#

For those unaware of my new attack actions

#

Examples of how I might do it for rogue (it would be at 5th level not 3rd lol)

dawn robin
#

oh wait... I just realized... what if I let rogue take the Combo action as a cunning action? Then they can combo just about every turn. And it also means that I can add "stronger" combo actions that require you take the combo action twice to use, so they'd have to spend an attack + Swift to use it

#

Oh yah, its all coming together

#

wording is super rough but something like this

#

When you take the Combo action you can choose from these additional options regardless of the damage type you used, however you must also expend your Swift action to do so.
Maybe better

dawn robin
#

I'm gonna type up a blurb and post to a brew chat on this

#

#brew_14 message message here
A bit of a long + deep system one ||that's what she said|| so I might not get as much response, but hey you miss every shot you don't take

rough kite
#

I want to read this after my meeting in a bit

#

is combo considered a bonus action then? or bonus action equivalent?

dawn robin
#

For rogue, yes

#

Normally it's a thing for multiattackers to go "I hit you then I combo you with my second attack", but rogue can do it with their BA instead

rough kite
#

so this wouldn't cost sneak attack damage right?

dawn robin
#

Correct

rough kite
#

I think it's cool as hell and helps them step a bit more into monk control territory

#

rather than just stabby stab

dawn robin
#

Agreed, that's what I loved about onednd cunning strikes, and I hope this is able to bring it over without any damage loss

frank python
#

I've never liked Cunning Strikes, but I can't say why, it's completely irrational

dawn robin
#

Rogues thing is sneak attacks, and cunning strikes kinda try to replace sneak attacks

#

It feels weird when something new tries to replace an old staple, but also works alongside it while replacing it?

rough kite
#

if in testing you see it's too good you can just make the condition cost a single die

#

so they're not too hamstrung

dawn robin
#

Niche wise tho, rogue def needed something to help them step away from pure damage dealers and contend with mages

#

Hopefully this is a step towards that

dawn robin
#

Tho, with only two options at base and +1 with greater, I need more ideas

#

Unless.... the subclasses grant more? 🤔

rough kite
#

now we're talking

#

assassin leaves an exposed wound for advantage or something, scout cuts their movement some, swashbuckler does some stuff

dawn robin
#

What would thief do?

#

Wait

#

Disarm them and take the weapon lol

rough kite
#

disarm or make their next hit at DA or something

dawn robin
#

Cause the caster's next spell to auto fail as you stole one of their spell components when they weren't looking

rough kite
#

inquisitive reduces their insight or something? mastermind you can steal their face to copy

dawn robin
#

Tho an issue does arise from ranged attacks

rough kite
#

those two are harder to implement

dawn robin
#

As these also work for a bow

rough kite
#

maybe not every sub gives one?

dawn robin
#

Maybe

frank python
#

Sneak attacks that steals someone face sounds particularly brutal

rough kite
#

I'm thinking GoT style where you can make a disguise of them

#

probably not a good one for this feature

frank python
#

I think I'm glad I haven't watched it

dawn robin
#

Could just be magik

rough kite
dawn robin
#

Sub specific expansions is neat tho

#

Arcane trickster casts a nondamaging spell as their combo

#

Idk, but its an open book

#

Full of possibilities

rough kite
#

ki features for everyone

#

sign me up

frank python
dawn robin
#

I'll call it Gish and say that this is the gish class. This will surely unite the nations

dawn robin
#

I'm thinking about rewriting subclass levels to be every 4 levels for every class too, so we don't have sad rogue with 3rd level features then nothing till 9th

#

alternatively, 6/10/14/(20) is standard, with the first features being at 1/2/3

rough kite
#

just depends on if you think it needs a subclass capstone or not

#

most don’t IMO

dawn robin
#

ye, 6/10/14 could be the norm for all

#

1/2/3 for 1st, and 20 is optional

#

tho that means that some would have 5 subclass features (or more if doubled up)

#

which, I guess is ok for classes that are very sub dependant

#

so either
1/6/10/14
2/6/10/14
3/6/10/14

or

1/5/9/13
2/6/10/14
3/7/11/15

#

I'm only considering standardizing this because I think it'd be neat if (with no multiclassing) all players get to get sub features at the same time

#

so everyone's like "yay its the subclass level"

rough kite
#

agreed, just like extra attack and spells etc

#

multiclassing makes things so much messier

restive idol
#

I think bojangles somehow left this thread

#

I do not understand how

dawn robin
#

They are a cat, capable of anything

rough kite
#

do they lose attacks altogether? or just deal reduced damage?

dawn robin
#

Would likely default to an unarmed attack, some enemies would be nearly unaffected while others would be greatly hampered

#

Hm, if I do anticipate more than thief disarming foes, I may want to include a default or backup attack for most weapon using foes

rough kite
#

yeah if you want to make it a more universal option it’s something to consider

#

when I was working on timewalker I found out how little support there was for disarms

dawn robin
#

yah, it is a universal option atm, though using it via Combo (which only thief can do) is more effective, normally

rough kite
#

so in that case they’d have to object interaction to pick it up at their next turn, right? would that have any actual impact?

#

thief just taking it definitely does

dawn robin
#

ye, I think the idea would be that Disarm requires follow up, either by you or an ally

#

if you do nothing then ye they just retrieve the item

rough kite
#

I like it

dawn robin
#

Is this strong enough to make surprise still really strong, but also not prevent them from acting at all?

ancient bolt
dawn robin
#

well, it suffers these penalties until its first turn in combat, was the goal

#

so like, they are surprised, roll initiative with penalty, takes longer to get to their turn, then they end the condition

ancient bolt
dawn robin
#

technically 5e kinda has a surprise round atm

#

though I'm trying to remove as many "you can't play" conditions as I can, which I include surprise in

#

though penalties on your first turn are ok imo

ancient bolt
#

Not really
Surprise is a pseudo-condition - it's not a condition, but it works like one

ancient bolt
# dawn robin

Seems fine.
Am unsure as to the extent of "saving throws it inflicts" - If I am surprised and I push you off a cliff, do you have advanatage on the Dex save to take half damage?

dawn robin
#

the ground inflicts that damage, but you'd have advantage to resist the push

#

at least, that's how I'd rule it

ancient bolt
#

cool
Makes sense an object can inflict a save - works well with traps.

dawn robin
#

Reminds me I need to make falling rules

#

I wanna make it possible to do air combos on someone, but also not have Wylie coyote rules

#

Maybe, all falls happen at end of (every) turn, unless it's the turn of the person falling in which case its instant?

#

Tho then what about if someone wants to shove someone in the air but instantly combo them back on the ground?

#

Maybe it's the choice of the launcher

dawn robin
#

I think I'll go with choice of launcher, makes the most sense and really shouldn't break things

dawn robin
#

A little more clean writing + bold

#

Not sure if I should put a max...

#

like, there should be one to avoid just someone instagibbing an enemy or something

#

but should it be 5e's 20d6?

ancient bolt
dawn robin
#

Ye, tho, humans don't reach terminal velocity until they fall... about 1,500 ft

#

in 5e you reach terminal velocity in 200 ft

#

though you also reach that max speed irl in about... 12 seconds apparently?

#

if the first result of my google search is right

ancient bolt
#

true
5e it would take 18 seconds approx
I think PF's max is like 700?
So it for sure can be really, really high, as long as it can't be abused (which is more on the class/subclass side of thigns)

dawn robin
#

tho also, "commoners" irl with 4 hp can survive terminal velocity, albeit with grand injury (normally)

ancient bolt
dawn robin
#

Good old nat 20

ancient bolt
# dawn robin Good old nat 20

i don't think it was skill, more of just in the right place
So it'd be more of the of the DM being nice to the player and letting them chalk of the fall damage bc of where they fell rather than the player's action deciding it.

restive idol
dawn robin
#

maybe the "elite athelete" stat block has 21 hp

ancient bolt
#

guards have 11

#

they could take 20 damage, and then get to do death saves, and potentially stay alive

dawn robin
#

true

#

so you're telling me there's a chance

ancient bolt
#

hat's this

dawn robin
#

the odds of rolling a 20 on 20d6

ancient bolt
#

ok

dawn robin
#

0.00000000000000027351112
in decimal form

ancient bolt
#

quite low

dawn robin
#

a little bit yah

#

technically... the odds are actually half that

#

as not only do they need to roll 20 on damage, they also need to win those death saves

#

a little more than half because death saves favor life a touch but hey

restive idol
#

there's been about 160 recorded instances of people falling at terminal velocity that survived in the last century

dawn robin
#

slightly more than 3x10^-16

#

tho to get the odds we'd have to know how many people didn't survive term velocity too

restive idol
#

yeah

#

a quick google says roughly 680,000 falls a year - though that's all, and not just terminal

dawn robin
#

maybe those people were secretly level 5 adventurers

#

at least a handful had feather-fall

restive idol
dawn robin
#

ah ye, I remember that

restive idol
#

Techncially, it'd take you ~1.2-1.5 turns falling to hit terminal velocity, and the first turn you'd fall like... 450-480 feet, but that's too in the weeds

dawn robin
#

halving fall damage if you are conscious... actually...

#

I could redo that as you always make a Dex save to half the damage

#

as long as evasion doesn't somehow make that messed up...

ancient bolt
dawn robin
#

kinda, you can spread yourself out more or do other things to slow yourself down

#

if you are unconscious, you just fall like a rock

restive idol
dawn robin
restive idol
#

Also, technically cats would just reduce fall damage by 100ft or some shit

dawn robin
#

technically this means a 10 foot fall has a DC 1 save but....

ancient bolt
dawn robin
#

I've twisted my ankle falling 5 feet, I apparently can fail a DC 0.5 save

ancient bolt
dawn robin
#

it hurty tho

#

tho I'm sure someone has broken a bone falling 1 foot

ancient bolt
#

you took 0.5 damage

ancient bolt
dawn robin
#

maybe minimum of DC 10

ancient bolt
#

min

dawn robin
#

shore

ancient bolt
#

failable, but no one would really

dawn robin
#

actually

#

maybe the fall has to be at least 100 feet to even try

ancient bolt
dawn robin
#

that would weirdly kinda include the fact you would then have time to actually do something that would slow you

#

smaller falls you just don't have time

#

If the creature fell at least 100 feet, it can attempt a Reflex save with a DC equal to the number of feet it fell divided by 10 (max DC 20). On success, it takes half as much damage.

restive idol
#

you can roll and stop at a couple feet

#

the more practical way is 10+fall/10 (rd)

dawn robin
#

true, that could also work

#

A creature can attempt a Reflex save with a DC of 10 plus the number of feet it fell divided by 10 (max DC 20). On success, it takes half as much damage.

#

max DC 30 I guess actually

ancient bolt
dawn robin
#

ye, but now its 10 +

ancient bolt
#

it's all one sentence

dawn robin
#

so at 20d6 damage, it'd be a DC 30

ancient bolt
#

DC 20

restive idol
# ancient bolt *you took 0.5 damage*

This gives me a silly idea tho.
Like reverse inspiration - minor damage.
Do something that would do a partial-point of damage? You get a pip.
So resistance that has to round, a save for half, or just you stub your toe, whatever.

Next time you would take partial damage, you take 1 damage and the pip goes away.
Pip also leaves on a short or long rest, or if you receive healing.

#

like, it's really stupid, but also makes me giggle

ancient bolt
dawn robin
#

I'm very confused

restive idol
#

10+numer of die

#

DC11-30

dawn robin
#

A creature can attempt a Reflex save with a DC of 10 plus the number of d6's of damage it took. On success, it takes half as much damage.

ancient bolt
#

Now it's changed to be Max 30

restive idol
dawn robin
#

ye

#

tho

#

monk slow fall weirdly does't make the DC easier

#

You can use your Reaction when you fall to reduce any falling damage you take by an amount equal to five times your level.

#

as its flat reduction, doesn't affect the dice count

#

maybe I can just give em advantage on the save lol

#

or they reduce the DC by an amount equal to their level

restive idol
#

I don't think it matters.
the fall is the fall.
If they pass the save, they reduce half the damage, if they don't, they reduce the bigger damage

#

they still take a lot less damage

rough kite
#

oh fuck a whole new rabbit hole

dawn robin
frank python
#

Why would you need to add that, especially if it's a lame +2?

#

Also you should specify that a nat20 is an automatic hit

dawn robin
#

I've ran that rule at my own table for about a year now, and my players enjoy it thoroughly. Mostly as it means you might be able to break a threshold (25/30) with that bonus that you couldn't before

#

and atm, nat 20 doesn't mean auto-hit anymore

#

its very unlikely to fail, especially with the extra bonus, but possible

#

some guy gets 25 AC, they are now immune to commoners

frank python
#

Hm. I guess you should specify "provided the attack hits" in the critical hit rules, just for clarity

dawn robin
#

On a Natural 20, you gain a +2 bonus to the Dice Test. Additionally, if this was an attack and hits, the attack is considered a Critical Hit.
I'll add "and hits" to the nat 20 rule

#

Regarding BA spells, other than Sorc Quicken are there any BA spells that break the game if I just let them cast freely? AKA, remove the BA spell rule and now you can cast misty step and fireball on one turn?

#

I remember having a similar convo before but its worth revisiting

frank python
#

Well, it's a buff Hanshrug

dawn robin
#

ye, though it also means casters will burn slots faster

#

so might be easier to drain resources

#

if I just put the OG BA spell rule in the quicken spell MM but let everything else go free, it might be ok?

frank python
#

If anything, I'd do the opposite. Currently Quicken is kiiinda lame, you only get to add a little damage from a cantrip or maybe move. Allowing combos would make it cooler

#

You could even do "for 1 point, you can override the rule on a spell that was Swift already"

dawn robin
#

Is it? Add 2d10 damage on top of a normal turn is pretty notable

frank python
#

It's neat. But not really all that cool, especially that Empowered exists

dawn robin
#

there's a reson most people take it

#

not as many take empowered

frank python
#

Well, buff Empowered. Or maybe do some clever separation between movement-quicken, cantrip-quicken, and combo-quicken

dawn robin
#

I could buff empowered to just let it reroll any damage, rather than limited dice

frank python
#

Or something better, like automatically maximize

#

Or just make Empowered the "add cantrip" button, and Quicken for the other stuff

dawn robin
#

Empowered could be a "pick one target of spell, they take X additional damage"

#

maybe quicken could cut the cast time of longer spells, like 1 min casts

frank python
#

Could, though writing it like that sounds mildly lame. On the other hand, dice-related stuff is pretty spell-dependent. How about exploding dice? It's fairly equal regardless of die size, at least