Talk:Lekgolo (5e Race)

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== Needs Improvement In light of the recently added stub, in what categories does this page need improvement? --Ref3rence (talk) 06:54, 31 May 2019 (MDT)

I'll have a look through and make some notes:
  • What consideration have you made for this being a Large Player Characters? If used in a vanilla D&D campaign, large creatures can use Large-sized weapons which significantly increases their damage output. It might be different in a Halo campaign where firearms are used more often than melee.
  • If this only to be used in a Halo campaign, the Category:Supplement category should be added <--done--!>
  • You can't halve an ability score, as its baseline is 10, not 0. Changing an ability score means that secondary statistics need to be recalculated. I would look for other ways to represent this physical change. You could just have a monster statblock for the colony, as presumably the PC would not have access to any of their class features either. <--done--!>
  • What is a Mgalekgolo and Sbaolekgolo? Are these subraces, or variants? <--done--!>
Do you know what I mean by "subrace" and "variant"? If you look at the Player's Handbook, for example, the Human has a variant; a Dwarf has subraces. Marasmusine (talk) 08:01, 31 May 2019 (MDT)
  • Would any Lekgolo not also have an exposed back? What if they aren't wearing armor anyway? <--done--!>
  • I have no idea what the balance issues are going to be with possessing a vehicle. You could potentially have hundreds of hit points and a speed measured in mph. But how different is this to someone just piloting the vehicle normally? This trait doesn't say what action is required, where the vehicle needs to be, how long you can possess for, how you can end the possession and all that jazz. Marasmusine (talk) 07:10, 31 May 2019 (MDT)


I attempted to clarify that Sbaolekgolo and Mgalekgolo are sub-races in their individual descriptions and the physical description. As for vehicular issues, possession negates the need for an entire crew, such as for a ship as outlined in UA. As for vehicle balancing issues, I’ve attemped to make it slightly less powerful by allowing damage to the player’s hit points, rather than the vehicle, but I’ll see if I can’t do more.

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