Magic resistance is one of the most powerful passive abilities in the game. There's a legitimate argument that always-on magic resistance is better than Legendary resistances, which can be easily burned through in a round or two. The Mantle of Spell Resistance is a Rare magical item that requires attunement to give the character a weaker version of the yuan-ti and satyr's Magic Resistance trait, and it's still one of the most desirable pieces of magical kit in the game.
Wizards needs to HECKIN' STOP IT with the innate Magic Resistance on PC races. Because every time they do it, a DM has to have that fight with their players again over why the version of the race in their game doesn't have the Magic Resistance trait, and the players have to be browbeaten into understanding - AGAIN - that always-on, impossible-to-bypass resistance to absolutely everything in the game except mundane weapon attacks is not freaking okay as a passive, resource-free thing they don't even have to pay for.
I don't care if you're descended from a rakshasa. I don't care if you're Vecna's illegitimate love child with Chuque von N'Orris. You don't get a trait reserved for high-level extraplanar boss monsters as a freebie from level 1 in my games, and you shouldn't get it in anyone else's games, either.
Magic resistance is one of the most powerful passive abilities in the game. There's a legitimate argument that always-on magic resistance is better than Legendary resistances, which can be easily burned through in a round or two. The Mantle of Spell Resistance is a Rare magical item that requires attunement to give the character a weaker version of the yuan-ti and satyr's Magic Resistance trait, and it's still one of the most desirable pieces of magical kit in the game.
Wizards needs to HECKIN' STOP IT with the innate Magic Resistance on PC races. Because every time they do it, a DM has to have that fight with their players again over why the version of the race in their game doesn't have the Magic Resistance trait, and the players have to be browbeaten into understanding - AGAIN - that always-on, impossible-to-bypass resistance to absolutely everything in the game except mundane weapon attacks is not freaking okay as a passive, resource-free thing they don't even have to pay for.
I don't care if you're descended from a rakshasa. I don't care if you're Vecna's illegitimate love child with Chuque von N'Orris. You don't get a trait reserved for high-level extraplanar boss monsters as a freebie from level 1 in my games, and you shouldn't get it in anyone else's games, either.
I wonder if they ever bring out the Dragonlance setting they would translate the +1 to all saves of the Kender to magic resistance ;)
Magic resistance is one of the most powerful passive abilities in the game. There's a legitimate argument that always-on magic resistance is better than Legendary resistances, which can be easily burned through in a round or two. The Mantle of Spell Resistance is a Rare magical item that requires attunement to give the character a weaker version of the yuan-ti and satyr's Magic Resistance trait, and it's still one of the most desirable pieces of magical kit in the game.
Wizards needs to HECKIN' STOP IT with the innate Magic Resistance on PC races. Because every time they do it, a DM has to have that fight with their players again over why the version of the race in their game doesn't have the Magic Resistance trait, and the players have to be browbeaten into understanding - AGAIN - that always-on, impossible-to-bypass resistance to absolutely everything in the game except mundane weapon attacks is not freaking okay as a passive, resource-free thing they don't even have to pay for.
I don't care if you're descended from a rakshasa. I don't care if you're Vecna's illegitimate love child with Chuque von N'Orris. You don't get a trait reserved for high-level extraplanar boss monsters as a freebie from level 1 in my games, and you shouldn't get it in anyone else's games, either.
If they playtested the races with magic resistance, you'd have a chance to tell them how little you enjoy them
Species, for the most part, shouldn't need significant playtesting. If any. Species has such a minor contribution to a character's overall abilities in most cases that outside of FREAKING MAGIC RESISTANCE, most anything Wizards is likely to put on a species is fine. If warforged are balanced and perfectly fine, then they're good.
As for what's next? Dunno. Kinda hoping for a CFVs Revisited document, if only so we get a more up-to-date version of that thing we can then carp on DDB to implement now that they're supposedly Very Close(TM) to rollout of Expanded Spells and the next stage of CFVs.
Species, for the most part, shouldn't need significant playtesting. If any. Species has such a minor contribution to a character's overall abilities in most cases that outside of FREAKING MAGIC RESISTANCE, most anything Wizards is likely to put on a species is fine. If warforged are balanced and perfectly fine, then they're good.
No idea what a Thri-Kreen is other than a Dark Sun thing that is some manner of bug person. If they have four arms, though?
Oh well.
Four-armed critter can still only make as many actions in a turn as its class features/abilities allow it to. It can carry more things at once, and that's certainly incredibly useful. Is it game-breaking? I don't really think so. Players usually find a way to finagle everything they want to do anyways, extra arms just means the DM has to put up with less "can I strap this lantern to my helmet?" nonsense.
No idea what a Thri-Kreen is other than a Dark Sun thing that is some manner of bug person. If they have four arms, though?
Oh well.
Four-armed critter can still only make as many actions in a turn as its class features/abilities allow it to. It can carry more things at once, and that's certainly incredibly useful. Is it game-breaking? I don't really think so. Players usually find a way to finagle everything they want to do anyways, extra arms just means the DM has to put up with less "can I strap this lantern to my helmet?" nonsense.
They are a monster that was also a PC race in Dark Sun.
And you should see the debates I’ve seen over it. “But they could wield a two-handed weapon a shield, and a rapier and use that for two-weapon fighting!! They could wield a focus and a weapon and a shield and still have a free hand for S components to cast spells without M components!!! They never have to put their Longbow away to still duel wield rapiers!!!! OH THE ANARCHY!!!1!1!1!!!!1!!!” 😂
A four-armed Bugman rogue would still only get one attack a turn without TWF. With TWF it gets two. It can hold those two weapons and some other stuff, yeah. Still gets one action, one bonus action, and one reaction per turn. it can have more ready-to-hand(s) options for those actions, but it cannot make more attacks just because it has more hands. Would there be situations where its extra manipulators would be a huge advantage? Obviously. Just like a warforged's integral armor can be a huge edge, and an elf's Trance can be a huge edge, and a gnome's weakened magic resistance is a huge edge, and an aarakocra's innate flight is a huge edge, and a tiefling's Expertise in panty-soaking is a huge edge. So on and so forth.
Very few species features break the game. FREAKING MAGIC RESISTANCE is one of them because it just kinda auto-negates eighty percent of the most threatening stuff in the DMG/MM. You just kinda stop caring about any enemy spellcaster, or any critter with spell-like effects, especially if you combine it with a class that has above-average saves like monk or palladalladingdong. Flight-capable species are a borderline case because in much the same way, they just stop caring about anything without a ranged attack most of the time, and that's an overwhelming percentage of critters. Flight is easier to work around than Magic Resistance though, and typically flight-capable species pay heavily for that feature by more or less foregoing any other significant species features.
Extra arms? Integral armor? Trance? Most anything else? Gravy. So long as it doesn't nullify over half the Monster Manual in one fell swoop like Magic Resistance or Flight? No big deal.
Heh. Happy to be of service. It's something I'm seeing more of as I play the game more and run more games. Players don't need to be nearly as anal about B.A.L.A.N.C.E. as they think they do. Sometimes, letting players do/have Cool Shit just because it's cool really is cool. Admittedly, four-armed bug men from NegaMars make my eyes roll hard enough to start doing donuts in their sockets for reasons entirely unrelated to balance, but I'm also well known for being a species snob. Balance is something a DM can fiddle with freely; immersion and verisimilitude are both much more important to get right and keep right out of the gate. If it don't fits, it don't sits...in my games. And four-armed bug men from NegaMars don't heckin' fits.
Heh. Happy to be of service. It's something I'm seeing more of as I play the game more and run more games. Players don't need to be nearly as anal about B.A.L.A.N.C.E. as they think they do. Sometimes, letting players do/have Cool Shit just because it's cool really is cool. Admittedly, four-armed bug men from NegaMars make my eyes roll hard enough to start doing donuts in their sockets for reasons entirely unrelated to balance, but I'm also well known for being a species snob. Balance is something a DM can fiddle with freely; immersion and verisimilitude are both much more important to get right and keep right out of the gate. If it don't fits, it don't sits...in my games. And four-armed bug men from NegaMars don't heckin' fits.
I agree, I never really saw rebalancing things as that big of a problem as a DM.
And the four-armed NegaMars bugs are also really cool! They trance just like elves, and their favorite food is elf flesh. Mine would take turns sitting watch with the elf so the others could sleep and we could take shorter rests. Mine would sit up all night chittering and fondling it’s mandibles while it watched the elf trance. Creeped my buddy out so hard! 😂🤣😂
Thri-Kreen would certainly be very powerful and useful, but not gamebreaking, IMHO. Warforged don't need food, sleep, water, or air, and always have a +1 to AC. A Thri-Kreen could get a constant +2 to AC with a shield, and basically ignore somatic/material components in most cases. Super extremely useful, but not gamebreaking. Aarakocra get a flying speed of 50 feet. Super useful, not gamebreaking.
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Please check out my homebrew, I would appreciate feedback:
since this thread is mostly just wild speculations about potential future content that may or may not happen, here is my pitch for an book for 5e dnd made to substantially improve exploration and exploration focused campaigns, this probably aint gonna happen but one can still have hope:
it will reprint all the wilderness hazards and exploration rules from the dungeon masters guide, while throwing in half a dozen or so new hazard types and variants for making existing wilderness hazards more lethal
reprint some of the additional benefits from tool proficiencies listed in XGtE, specifically just the benefits for alchemist supplies, brewer's supplies, carpenter's tools, cartographer's tools, cobbler's tools, cook's utensils, thives tools, and woodcarver's tools potentially also the benefits of alchemist supplies, herbalism kit and poisoner's tools too, also repringint the rules for crafting healing potions
two small specific optional rules for DM's who want food / water to be less trivial:
an alternative benefit of the outlander background
requiring an spellcaster to expend and 1 gp consumed material component in order for create/ destroy water to grant more than 2 units of water and for goodberry to provide enough sustenance for a day
some sort of new feature practically identical to the company roles feature from aq inc except more wilderness themed and not tied to any particular organisation, where you choose an option from several options and it gives you small exploration features as you level.
two small optional adjustments to the ranger's natural explorer feature
each favoured terrain option grants the ranger an passive benefit that lets them avoid an hazard common to their terrain, one that will apply even when they are outside their favoured terrain, mountain rangers would be naturally acclaimed to altidudes over 20 000 feet, desert rangers immune to extreme heat, arctic rangers immune to extreme cold etc
each favoured terrain has a list of "similar terrains", places where some of the natural explorer features would apply, for instance an arctic ranger might treat cold mountaintops as similar terrain wheras an desert ranger might instead treat particularly warm and dry grasslands as similar terrain
a few new travel activities, perhaps one letting you gather 2d6 * 5 gp worth of ingredients for crafting healing potions and poisons and stuff or one letting you gain the benefits of a short rest over the course of 3-5 hours when traveling at short pace
some new spells, primarily for arcane classes so they may also be useful during exploration
a handful of monsters, possibly a few beasts designed to work well with the beastmaster subclass who have special exploration features and some that have lairs
reprints of the goliath and firbolg possibly with small changes or optional variants, as well as an version of the minotaur with keen smell and labyrinthine recall
general advice on how to keep exploration dynamic
plenty of random encounter tables and stuff like what was in ghosts of saltmarch
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
A four-armed Bugman rogue would still only get one attack a turn without TWF. With TWF it gets two. It can hold those two weapons and some other stuff, yeah. Still gets one action, one bonus action, and one reaction per turn. it can have more ready-to-hand(s) options for those actions, but it cannot make more attacks just because it has more hands. Would there be situations where its extra manipulators would be a huge advantage? Obviously. Just like a warforged's integral armor can be a huge edge, and an elf's Trance can be a huge edge, and a gnome's weakened magic resistance is a huge edge, and an aarakocra's innate flight is a huge edge, and a tiefling's Expertise in panty-soaking is a huge edge. So on and so forth.
Very few species features break the game. FREAKING MAGIC RESISTANCE is one of them because it just kinda auto-negates eighty percent of the most threatening stuff in the DMG/MM. You just kinda stop caring about any enemy spellcaster, or any critter with spell-like effects, especially if you combine it with a class that has above-average saves like monk or palladalladingdong. Flight-capable species are a borderline case because in much the same way, they just stop caring about anything without a ranged attack most of the time, and that's an overwhelming percentage of critters. Flight is easier to work around than Magic Resistance though, and typically flight-capable species pay heavily for that feature by more or less foregoing any other significant species features.
Extra arms? Integral armor? Trance? Most anything else? Gravy. So long as it doesn't nullify over half the Monster Manual in one fell swoop like Magic Resistance or Flight? No big deal.
an tri kreen with extra attack could make an greatsword attack, then an attack with an light weapon and get to use your bonus action for making a second light weapon attack since two weapon fighting only requires you make one attack with the appropriate weapon, that would be a slight increase in damage but probably not enough to worry about too hard
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
Exsqueeze.
No.
Magic resistance is one of the most powerful passive abilities in the game. There's a legitimate argument that always-on magic resistance is better than Legendary resistances, which can be easily burned through in a round or two. The Mantle of Spell Resistance is a Rare magical item that requires attunement to give the character a weaker version of the yuan-ti and satyr's Magic Resistance trait, and it's still one of the most desirable pieces of magical kit in the game.
Wizards needs to HECKIN' STOP IT with the innate Magic Resistance on PC races. Because every time they do it, a DM has to have that fight with their players again over why the version of the race in their game doesn't have the Magic Resistance trait, and the players have to be browbeaten into understanding - AGAIN - that always-on, impossible-to-bypass resistance to absolutely everything in the game except mundane weapon attacks is not freaking okay as a passive, resource-free thing they don't even have to pay for.
I don't care if you're descended from a rakshasa. I don't care if you're Vecna's illegitimate love child with Chuque von N'Orris. You don't get a trait reserved for high-level extraplanar boss monsters as a freebie from level 1 in my games, and you shouldn't get it in anyone else's games, either.
Please do not contact or message me.
I wonder if they ever bring out the Dragonlance setting they would translate the +1 to all saves of the Kender to magic resistance ;)
If they playtested the races with magic resistance, you'd have a chance to tell them how little you enjoy them
That's assuming they will ever playtest a race again.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Species, for the most part, shouldn't need significant playtesting. If any. Species has such a minor contribution to a character's overall abilities in most cases that outside of FREAKING MAGIC RESISTANCE, most anything Wizards is likely to put on a species is fine. If warforged are balanced and perfectly fine, then they're good.
As for what's next? Dunno. Kinda hoping for a CFVs Revisited document, if only so we get a more up-to-date version of that thing we can then carp on DDB to implement now that they're supposedly Very Close(TM) to rollout of Expanded Spells and the next stage of CFVs.
Please do not contact or message me.
Even four-armed Thri-kreen?
Creating Epic Boons on DDB
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No idea what a Thri-Kreen is other than a Dark Sun thing that is some manner of bug person. If they have four arms, though?
Oh well.
Four-armed critter can still only make as many actions in a turn as its class features/abilities allow it to. It can carry more things at once, and that's certainly incredibly useful. Is it game-breaking? I don't really think so. Players usually find a way to finagle everything they want to do anyways, extra arms just means the DM has to put up with less "can I strap this lantern to my helmet?" nonsense.
Please do not contact or message me.
They are a monster that was also a PC race in Dark Sun.
And you should see the debates I’ve seen over it. “But they could wield a two-handed weapon a shield, and a rapier and use that for two-weapon fighting!! They could wield a focus and a weapon and a shield and still have a free hand for S components to cast spells without M components!!! They never have to put their Longbow away to still duel wield rapiers!!!! OH THE ANARCHY!!!1!1!1!!!!1!!!” 😂
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
A four-armed Bugman rogue would still only get one attack a turn without TWF. With TWF it gets two. It can hold those two weapons and some other stuff, yeah. Still gets one action, one bonus action, and one reaction per turn. it can have more ready-to-hand(s) options for those actions, but it cannot make more attacks just because it has more hands. Would there be situations where its extra manipulators would be a huge advantage? Obviously. Just like a warforged's integral armor can be a huge edge, and an elf's Trance can be a huge edge, and a gnome's weakened magic resistance is a huge edge, and an aarakocra's innate flight is a huge edge, and a tiefling's Expertise in panty-soaking is a huge edge. So on and so forth.
Very few species features break the game. FREAKING MAGIC RESISTANCE is one of them because it just kinda auto-negates eighty percent of the most threatening stuff in the DMG/MM. You just kinda stop caring about any enemy spellcaster, or any critter with spell-like effects, especially if you combine it with a class that has above-average saves like monk or palladalladingdong. Flight-capable species are a borderline case because in much the same way, they just stop caring about anything without a ranged attack most of the time, and that's an overwhelming percentage of critters. Flight is easier to work around than Magic Resistance though, and typically flight-capable species pay heavily for that feature by more or less foregoing any other significant species features.
Extra arms? Integral armor? Trance? Most anything else? Gravy. So long as it doesn't nullify over half the Monster Manual in one fell swoop like Magic Resistance or Flight? No big deal.
Please do not contact or message me.
This is what I love about you, one post from you scrubs away the crapola of threads full of asshattery from the last week.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Heh. Happy to be of service. It's something I'm seeing more of as I play the game more and run more games. Players don't need to be nearly as anal about B.A.L.A.N.C.E. as they think they do. Sometimes, letting players do/have Cool Shit just because it's cool really is cool. Admittedly, four-armed bug men from NegaMars make my eyes roll hard enough to start doing donuts in their sockets for reasons entirely unrelated to balance, but I'm also well known for being a species snob. Balance is something a DM can fiddle with freely; immersion and verisimilitude are both much more important to get right and keep right out of the gate. If it don't fits, it don't sits...in my games. And four-armed bug men from NegaMars don't heckin' fits.
Please do not contact or message me.
I agree, I never really saw rebalancing things as that big of a problem as a DM.
And the four-armed NegaMars bugs are also really cool! They trance just like elves, and their favorite food is elf flesh. Mine would take turns sitting watch with the elf so the others could sleep and we could take shorter rests. Mine would sit up all night chittering and fondling it’s mandibles while it watched the elf trance. Creeped my buddy out so hard! 😂🤣😂
Besides, I’m a John Carter fan.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Thri-Kreen would certainly be very powerful and useful, but not gamebreaking, IMHO. Warforged don't need food, sleep, water, or air, and always have a +1 to AC. A Thri-Kreen could get a constant +2 to AC with a shield, and basically ignore somatic/material components in most cases. Super extremely useful, but not gamebreaking. Aarakocra get a flying speed of 50 feet. Super useful, not gamebreaking.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
since this thread is mostly just wild speculations about potential future content that may or may not happen, here is my pitch for an book for 5e dnd made to substantially improve exploration and exploration focused campaigns, this probably aint gonna happen but one can still have hope:
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
an tri kreen with extra attack could make an greatsword attack, then an attack with an light weapon and get to use your bonus action for making a second light weapon attack since two weapon fighting only requires you make one attack with the appropriate weapon, that would be a slight increase in damage but probably not enough to worry about too hard
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
Waiting for the next UA is tough sometimes
She/Her Player and Dungeon Master
If we're lucky, it's only three weeks away. Four if you count the time it takes to implement on D&D Beyond
So only half way through September. I guess that is not too far away lol.
She/Her Player and Dungeon Master
They normally release around the 13th, so it's not the furthest it could be
unearthed-arcana/survey-subclasses-part-4
She/Her Player and Dungeon Master