My second reaction (the first being that this is an elegant and comprehensive piece of work) is that some of the costs you've assigned just don't feel right to me. Thank you taking the effort to put this together. That's not a huge point, though, and there are enough considerations (combat usefulness, class combinations, concentration) that could mean it's just not worth the effort to offset in the numbers! That mainly leaves non-Spellcasting or limited-Spellcasting Ranged-martial Characters (or high-Concentration Melee-martial Characters) to benefit, and in lots of cases the ASIs benefit Spellcasters most. On a Melee character without spellcasting, there's a reasonable chance Concentration will be broken (especially if you're not Proficient, and as a non-caster you probably won't chase proficiency in Con Saves or take feats to boost your Concentration Saves) on a casting character you'll often have better Concentration Spells that limit or negate the Spell's usefulness pretty quickly. I've found for my characters it has had a huge effect on actual spell usefulness. Overall the balance considerations make sense, but I'd consider adding a spell (mainly for a combat-useful spell) requiring concentration as a mitigating factor along the lines of non-synergistic traits. I believe vulnerabilities have come up in games where that's not the case, too, though. * Relevant note: most of my tables play with +50% not +100% for vulnerability, which also makes it a bit softer. adjust the long-rest "penalty" based on how the table tends to use rests), but that's a very reasonable thing for the user to adjust themselves (i.e. I'd love to be able to toggle/adjust certain variations (e.g.
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I've been looking at these (earlier versions + Musicus) for years and have found them fantastically useful.
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I've had PCs with vulnerabilities* (as a player and as a DM), and it's been interesting to keep that in mind.ĮDIT: As for the OP, this is great. But if the table is fine with tradeoffs (or fine with not selecting cases where those tradeoffs come up), then all the better. I do wish there were more of them, but when designing it's tougher to do just because a different - and reasonably limiting - baseline has been set. I think these are entirely compatible (if not complementary!) the PHB is setting up a framework that doesn't do much to provide tradeoffs, but because of that the subsequent content has largely been stuck not providing tradeoffs. What Volo's did with negative modifiers broke with the PHB framework, and for my money that was a mistake for this edition: it was internally inconsistent. I would really appreciate any feedback on the scores presented, especially if you believe I have over or undervalued a trait. The document also includes my personal houserules for most of the official races, which attempt to make every race have some kind of niche or general viability.
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It contains all races, subraces, and variants except those which originally appear in a Magic: the Gathering themed supplement, and tiefling variants which only change the ASI and spells.īalancing races is still a combination of art and science-no system of numbers will tell the whole story.
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This guide is designed to be an expansion on the foundations originally laid by Musicus and further refined by Eleazzaar, SwordMeow, and Zagorath. In some cases it is very unclear why certain features have higher scores than others. Detect Balance refines the units to be more granular, but similarly lacks effective explanation of traits. However, its lack of granularity and sparse explanation of trait scores cause it to be imprecise. The Musicus scale for homebrew races has existed since the infancy of 5e, and has been immensely helpful to the community.