snafuy
2017-12-10, 10:16 AM
According to the recent survey (http://www.giantitp.com/forums/showthread.php?541190-5E-Race-Survey-RESULTS-ARE-IN), these races are the most unbalanced:
Too Cold
Too Hot
Standard Human
Dragonborn
Orc
Kenku
Kobold
Rock Gnome
Earth Genasi
Variant Human
Winged Tiefling
Aarakocra
Standard Half-Elf
Yuan-Ti Pureblood
Drow Magic Half-Elf
Cantrip Half-Elf
So here are complementary sets of buffs and nerfs to bring everything closer together.
standard Human:
add Human Versatility: You gain proficiency in one skill, one artisan tool, and one language of your choice, plus light armor and simple weapons.
(piling it on to make them worthwhile.)
Dragonborn:
improve Dragon Breath: ... The damage increases by 1d6 at 3rd level and every three levels thereafter (reaching 8d6 at 18th level). You can use dragon breath twice, then you must complete a short rest or long rest before you can use it again.
(better scaling allows it to remain useful at upper levels)
Orc:
add Savage Attacker (from Half-Orc).
Kenku:
add Flock Tactics: You have advantage on an attack roll against a creature if you and at least two allies are within 5 feet of the creature and the allies aren't incapacitated.
(UPDATE: weakened further)
Kobold:
add Deceptive: You are proficient with Deception skill.
Rock Gnome:
improve Artificer's Lore: Whenever you make an artisan tool check, or an Intelligence check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
(not just History)
Earth Genasi:
improve Merge With Stone: ... Once you reach 5th level, you can do the same with the Meld Into Stone spell.
(obviously)
all Half-Elf varieties:
add Ability Score Decrease: Your Constitution or Charisma score decreases by 1 (your choice).
(that's still net +1 Cha.)
replace Skill Versatility (if applicable) with Half-Elf Versatility: You gain Keen Senses plus your choice of: Skilled (+1 skill), Elf Weapon Training, or Drow Weapon Training.
Yuan-Ti Pureblood:
replace Magic Resistance and Poison Immunity with Poison Resilience (same as Dwarven Resilience).
(UPDATE: now about even with standard Tiefling)
all winged races (Aarakocra, Winged Tiefling, Avariel, etc):
add Limited Flight: You can sustain flight for a limited time (see table) based on your character level, then you must land for one round.
Character Level
1
2
3
4
5
6
7
8+
Flight Limit (Turns)
1
2
3
5
8
12
20
same as walking
(flight is too effective in first tier, but commonplace later on)
variant Human:
remove Skilled.
add Ability Score Decrease: One ability score of your choice decreases by 1.
Thus decrees the Handicapper General. And yes, game balance is absolutely a thing worth improving.
p.s. Coming next: Balance Fixes for Classes.
Too Cold
Too Hot
Standard Human
Dragonborn
Orc
Kenku
Kobold
Rock Gnome
Earth Genasi
Variant Human
Winged Tiefling
Aarakocra
Standard Half-Elf
Yuan-Ti Pureblood
Drow Magic Half-Elf
Cantrip Half-Elf
So here are complementary sets of buffs and nerfs to bring everything closer together.
standard Human:
add Human Versatility: You gain proficiency in one skill, one artisan tool, and one language of your choice, plus light armor and simple weapons.
(piling it on to make them worthwhile.)
Dragonborn:
improve Dragon Breath: ... The damage increases by 1d6 at 3rd level and every three levels thereafter (reaching 8d6 at 18th level). You can use dragon breath twice, then you must complete a short rest or long rest before you can use it again.
(better scaling allows it to remain useful at upper levels)
Orc:
add Savage Attacker (from Half-Orc).
Kenku:
add Flock Tactics: You have advantage on an attack roll against a creature if you and at least two allies are within 5 feet of the creature and the allies aren't incapacitated.
(UPDATE: weakened further)
Kobold:
add Deceptive: You are proficient with Deception skill.
Rock Gnome:
improve Artificer's Lore: Whenever you make an artisan tool check, or an Intelligence check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
(not just History)
Earth Genasi:
improve Merge With Stone: ... Once you reach 5th level, you can do the same with the Meld Into Stone spell.
(obviously)
all Half-Elf varieties:
add Ability Score Decrease: Your Constitution or Charisma score decreases by 1 (your choice).
(that's still net +1 Cha.)
replace Skill Versatility (if applicable) with Half-Elf Versatility: You gain Keen Senses plus your choice of: Skilled (+1 skill), Elf Weapon Training, or Drow Weapon Training.
Yuan-Ti Pureblood:
replace Magic Resistance and Poison Immunity with Poison Resilience (same as Dwarven Resilience).
(UPDATE: now about even with standard Tiefling)
all winged races (Aarakocra, Winged Tiefling, Avariel, etc):
add Limited Flight: You can sustain flight for a limited time (see table) based on your character level, then you must land for one round.
Character Level
1
2
3
4
5
6
7
8+
Flight Limit (Turns)
1
2
3
5
8
12
20
same as walking
(flight is too effective in first tier, but commonplace later on)
variant Human:
remove Skilled.
add Ability Score Decrease: One ability score of your choice decreases by 1.
Thus decrees the Handicapper General. And yes, game balance is absolutely a thing worth improving.
p.s. Coming next: Balance Fixes for Classes.