Harrower

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Saedar wrote:

I just flipped through the existing Heritages and couldn't find any example of a flat (or really even situational) damage boosts. That would make this particular Heritage one-of-if-not-the-strongest option for smashing fools. Seems a tad overpowered, relative to existing Heritage options which seem to grant either situational bonuses, additional scaling survival features, or some quirk that increases options.

I could see something like the above as a series of Ancestry feats that expand options around being "just wow big".

Having said all that...

Let's go, dude. Keep in mind that overlapping options are thing and are part of the design conceit of the game.

If I wanted to build this as a Heritage, I might consider something like...

Giant-Blooded [AncestryName]
The blood of a giant runs through your veins, giving you the ability to wield weapons of a larger size than normal. You gain Access to a single Large weapon at character creation. Additionally, gain a +2 status bonus to weapon damage while under half health and wielding a Larger or larger weapon. If you are a Giant-Instinct barbarian, instead of the above bonuses, you ignore the clumsy effect of the Instinct Ability.

I still think this is on the high-power side of Heritage abilities.

(Also: Flagging this as wrong forum, as it should probably be in Homebrew.)

Thanks. Perhaps you are right and the ancestry benefit is too good. I was trying to model the old "powerful build" race trait that half-giants had, but since weapon size is no longer a game element is harder to model. I saw that the enlarge spell in 2e had a comparable benefit and this one does not have a reach increase. I thought that this power, a simple +2 to damage was comparable to the dwarf fire resistance, or a bite attack or a +1 to saves. However, perhaps the benefit is way too general. Making it a go-to power.


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I agree. More "genetic" elements should be natural traits. And give way to more interisting ancentry feats. Right now some feats are just ok in level 1 and trivial at level 5. Besides it feels "video gamey" as some things suddenly grow into you.

For a GM Describing societies becomes harder as you don't know anymore the general characteristics of them and they end up being the same as humans and the special flavor that could make a Dwarven town be next to a poisonus river possible but harsh now is just not feasible.

I dislike also that small characters are just about the same as medium characters. No bonuses, no penalties. It makes size pointless when it used to be an interisting element. Less Damage VS better AC and some skill bonuses.