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 Post subject: Re: 5e Races
PostPosted: Wed Jun 29, 2016 3:58 pm 
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Joined: Tue Jan 28, 2014 3:17 pm
Posts: 31
They look pretty even-keeled, honestly. Basically elves with a different coat of paint.

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Et Earello Endorenna utulien. Sinome maruvan ar Hildinyar tenn’ Ambar-metta!


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 Post subject: Re: 5e Races
PostPosted: Wed Jun 29, 2016 8:54 pm 
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Joined: Wed Oct 02, 2013 6:51 am
Posts: 1248
Fëanor wrote:
They look pretty even-keeled, honestly. Basically elves with a different coat of paint.

HIYO!!!!


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 Post subject: Re: 5e Races
PostPosted: Thu Jun 30, 2016 11:42 am 
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Joined: Sun Oct 06, 2013 1:43 am
Posts: 501
I'm not sure about the balance on Merfolk. On one hand, they get hefty boosts to three scores, but that land speed... and the rest of it is pretty sparse.

I feel like they'd be significantly more playable, however, if you modeled them more closely to the Zendikar Merfolk from the Plane Shift Zendikar online supplement. 30 ft land speed, 30 ft swim speed, amphibious, +1 Cha, then a creed that grants two proficiencies, bumps the ability boosts to +2/+1, and grants a wizard/druid/bard cantrip depending on creed.


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 Post subject: Re: 5e Races
PostPosted: Thu Jun 30, 2016 11:47 am 
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Posts: 1248
I wanted something that reflects the Monster Manual. Whether they are playable in any standard game is a secondary concern for me.


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 Post subject: Re: 5e Races
PostPosted: Thu Jun 30, 2016 11:58 am 
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Joined: Sun Nov 03, 2013 8:41 pm
Posts: 740
Zendikar Merfolk have legs whereas 5e Merfolk have tails. It makes sense that the latter would be slow on land.


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 Post subject: Re: 5e Races
PostPosted: Thu Jun 30, 2016 12:24 pm 
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Posts: 501
I suppose my concern, thinking it over, is that either, a. the Merfolk character does nothing to mitigate the low land movement speed, which significantly slows the entire party, likely resulting in less fun for any non-merfolk players at the table, or b. the Merfolk is able to mitigate the low movement rate somehow – if this is fairly easily achieved, with such significant ability bonuses being available, I feel like this would encourage power-gamers to select Merfolk for reasons unrelated to actually wanting to play a Merfolk.

To address a. perhaps a 20 ft. land speed, comparable to dwarves, halflings, etc, could serve as a compromise?

To address b, I feel like creeds or subraces to "break up" the ability scores while still allowing different merfolk characters to excel in those different areas is preferable to a flat +2 to three scores.


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 Post subject: Re: 5e Races
PostPosted: Thu Jun 30, 2016 1:48 pm 
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Zendikar Merfolk already exist, so there's no point in me making them.


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 Post subject: Re: 5e Races
PostPosted: Thu Jun 30, 2016 2:07 pm 
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I deeply regret posting the merfolk.


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 Post subject: Re: 5e Races
PostPosted: Thu Jun 30, 2016 3:11 pm 
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Joined: Thu Mar 07, 2013 6:45 pm
Posts: 4428
More merfolk or the terrorists win.


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 Post subject: Re: 5e Races
PostPosted: Thu Jun 30, 2016 4:13 pm 
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Joined: Wed Oct 02, 2013 6:51 am
Posts: 1248
Seacliff Dwarves (Subrace)

As a seacliff dwarf, you swim an awful lot. Or at least you used to.

Ability Score Increase Your Dexterity score increases by 1.

Hold Breath You can hold your breath for a number of minutes equal to 2 + double your Constitution modifier (minimum of 2 minutes).

Swim You have a swim speed of 25 feet.


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