Dude I feel your pain. I was building my whole character on this. I'm not sure what possessed them but I guess the optics of your human friend dying in combat and a lizard folk honouring his memory by crafting a dagger out of his rib just feels too real for them.
Dude I feel your pain. I was building my whole character on this. I'm not sure what possessed them but I guess the optics of your human friend dying in combat and a lizard folk honouring his memory by crafting a dagger out of his rib just feels too real for them.
I mean, there's really nothing stopping you from doing it still. Most DMs would allow you to make something as simple as a dagger no problem. But I don't expect your party members to be dying often enough for this to be, uh, a regular thing.
In other words, I feel like the lizardfolk rules were changed because they were unnecessary, not because they were somehow problematic from a narrative standpoint. I could be wrong though.
The 'legacy' version could make the dagger over the course of a short rest, though. For most on the list that would work but a shield or blowgun normally takes a full work day. (50 gp work per week, 10gp for either), plus waives the supply costs. If the materials are anything more than normal, the finished item could well be much more valuable, enchantment-worthy and thus would normally take longer to craft.
Almost all of which is completely irrelevant to a game.
So then in your campaigns anyone can make anything they want on the spot over the course of an hour?
In my campaigns I have never seen anyone with any desire to craft any of the items on the lizardman list. It's a pretty typical ribbon ability, slightly colorful and almost totally useless.
So then in your campaigns anyone can make anything they want on the spot over the course of an hour?
In my campaigns I have never seen anyone with any desire to craft any of the items on the lizardman list. It's a pretty typical ribbon ability, slightly colorful and almost totally useless.
I miss the early decades of D&D... the earlier editions were not necessarily better but players seemed to have stronger imaginations and more often saw the potential in them. Players under-using character abilities is not an argument for removing character abilities.
I mean, a race has a certain budget, both for power level and for word count. You don't want to waste either on something nobody's using.
So then in your campaigns anyone can make anything they want on the spot over the course of an hour?
In my campaigns I have never seen anyone with any desire to craft any of the items on the lizardman list. It's a pretty typical ribbon ability, slightly colorful and almost totally useless.
I miss the early decades of D&D... the earlier editions were not necessarily better but players seemed to have stronger imaginations and more often saw the potential in them. Players under-using character abilities is not an argument for removing character abilities.
I would fundamentally disagree with the idea that players are less incentive these days. Though there are a lot of people who play to the system and are focused on the mechanics rather than the flavor, that hasn't been the majority of what I've seen. A lot of people will even add their own flavor without promoting from kind of irrelevant abilities that allow you to make bone weapons. Though I understand you liked the ability, it could feel bad to have a racial slot taken up by a mechanic that your DM probably would let you do anyway. It can feel like lost power and like you are missing out on abilities that more powerful races get. As for being less inventive, I have seen more crazy innovation in character flavor in the last 6 years then I did in my ten years of playing 3.5. now that could just be a played with boring groups but I have seen a community wide focus on RP and personalization that I think is being pretty clearly reflected in the push by wizards to give more customization power to the player and remove rigid systems like racial asi's.
Dude I feel your pain. I was building my whole character on this. I'm not sure what possessed them but I guess the optics of your human friend dying in combat and a lizard folk honouring his memory by crafting a dagger out of his rib just feels too real for them.
I mean, there's really nothing stopping you from doing it still. Most DMs would allow you to make something as simple as a dagger no problem. But I don't expect your party members to be dying often enough for this to be, uh, a regular thing.
In other words, I feel like the lizardfolk rules were changed because they were unnecessary, not because they were somehow problematic from a narrative standpoint. I could be wrong though.
The feature was removed because it was cultural, and WotC started moving away from including cultural traits in racial mechanics in Monsters of the Multiverse.
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Please check out my homebrew, I would appreciate feedback:
Dude I feel your pain. I was building my whole character on this. I'm not sure what possessed them but I guess the optics of your human friend dying in combat and a lizard folk honouring his memory by crafting a dagger out of his rib just feels too real for them.
I mean, there's really nothing stopping you from doing it still. Most DMs would allow you to make something as simple as a dagger no problem. But I don't expect your party members to be dying often enough for this to be, uh, a regular thing.
In other words, I feel like the lizardfolk rules were changed because they were unnecessary, not because they were somehow problematic from a narrative standpoint. I could be wrong though.
Almost all of which is completely irrelevant to a game.
In my campaigns I have never seen anyone with any desire to craft any of the items on the lizardman list. It's a pretty typical ribbon ability, slightly colorful and almost totally useless.
I mean, a race has a certain budget, both for power level and for word count. You don't want to waste either on something nobody's using.
I would fundamentally disagree with the idea that players are less incentive these days. Though there are a lot of people who play to the system and are focused on the mechanics rather than the flavor, that hasn't been the majority of what I've seen. A lot of people will even add their own flavor without promoting from kind of irrelevant abilities that allow you to make bone weapons. Though I understand you liked the ability, it could feel bad to have a racial slot taken up by a mechanic that your DM probably would let you do anyway. It can feel like lost power and like you are missing out on abilities that more powerful races get. As for being less inventive, I have seen more crazy innovation in character flavor in the last 6 years then I did in my ten years of playing 3.5. now that could just be a played with boring groups but I have seen a community wide focus on RP and personalization that I think is being pretty clearly reflected in the push by wizards to give more customization power to the player and remove rigid systems like racial asi's.
The feature was removed because it was cultural, and WotC started moving away from including cultural traits in racial mechanics in Monsters of the Multiverse.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
That makes sense. I wouldn't say they did a perfect job, but that does appear to have been an intentional thing.