Talk:Æsir (4e Race)

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Flat bonus to damage is a bit much: I agree that it's powerful, but I feel like it works. It's always active instead of say, when you're bloodied. Which, there are weapons and items which can make it like you're always bloodied. So, it really depends on the scenario.

Regeneration to allies is way to good for a racial ability: I Disagree, I think that regeneration is only mildly powerful becuase it's low, needs several turns to take effect, only effects allies in they're in the Aura and, is replaced by a power with higher regeneration

speed of 7 and no armor speed penalty is to much, dwarves have it due to their natural speed of 5: I'm trying to break the mold of not being a Dwarf. There's nothing fundamentally that says you can't have this and have a speed of 7. In fact, there are feats that allow you to ignore the heavy armor penalty so, this is more or less equal to a feat.

Three languages is a bit much especially considering supernal: Supernal may be OP, idk.

telepathy seems unfitting and makes languages mut: Well, as a God I think it makes sense that they are telepathic. They're sort of omnipotent.

additional defense seems a bit much given everything else but should be forced one (I suggest Fort) rather than a choice of any of the secondary defenses: I would personally choose will but, it reflects the type of God you are. Fast, Tough or Mentally courageous.

As requested, here's my opinion. In determining balance, I will rate features, e.g. (1) or (0.5), aiming for a final score of about 4.
  • I will for now look past the concept of the race.
  • Skill bonuses beyond the initial +2 to two are usually reserved for races renowed for their skill, such as the eladrin, and this is presented as a class feature. From the description, this does not strike me as a skill-focused race, they are a war-focused race. (1)
  • 3rd language, and one of the restricted ones, Supernal allows the PC to be understood by anyone (since they are not mortal) (1)
  • Unencumbered Speed. As with the dwarf feature, this is great for heavy fighters but has less utility for other classes (0.5)
  • Favor of the Gods. Adds to versatility (0.5)
  • Telepathy. Normally worth a 1, but has some overlap with Supernal (0.5)
  • Divine Wrath. Good bonus that applies to melee, ranged and spellcasters alike. (1)
  • Divine Resilience. Free choice of defense bonus makes optimization easier (1)
  • Divine Aura. "In Combat" is a mechanically weak descriptor, consider altering or turning this into the (missing) encounter power. The highest ability modifier may well be +5, making this unlimited regeneration 5 across multiple creatures. (2)
  • Fast speed (0.5)
  • Total = 8 (so roughly twice as powerful as it needs to be. Maybe make this an elite character)Marasmusine (talk) 13:39, 12 June 2016 (MDT)
Currently on the page it has a bonus to surges rather than regeneration, and it could be changed to a bonus specifically to second wind and be left as a trait, or kept as a bonus to healing surge value and made into the encounter power (either for one turn or with a sustain minor).--Aitharious (talk) 09:23, 13 June 2016 (MDT)
Sorry I misread that, it is still really good but for now let's call it a (1). Marasmusine (talk) 09:26, 13 June 2016 (MDT)
Very interesting. What gradient system are you using?
I give something a 1 if it has a clear, single mechanical benefit at the appropriate scale. I give a correctly balanced encounter power a 1. I give a trait 0.5 if it is mostly flavourful or not of use to every class (e.g. a weapon proficiency or eladrin-type trance). Most of the PHB races (eladrin, dwarf...) get a 4 using this rating system. Marasmusine (talk) 07:47, 13 June 2016 (MDT)
Interesting. Well, this character was more or less based off of the Shardmind, save for the aura (but he loses the encounter power). I don't feel like sharing feats with the Dwarf is actually a benefit, since in theory I could go through and make the dozens of feats and paragon paths of the dwarf and simply change it to "Æsir" as the name, but it saves me a lot of time to just tell players that they share feats and prerequisites with the dwarf. Supernal may be a bit much, but I'm not sure what language of the Gods there is. Also, I change it from regeneration to a bonus to healing surges.
Further, if a mortal learns supernal, it doesn't give them the ability to be understood by everyone. You can learn supernal in the rulebooks, but it doesn't give the benefits that the Gods have. JohnSmith82 (talk) 06:04, 14 June 2016 (MDT)
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