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I would love to see the Artificer class, but I have no clue how much the class changed since 3.5. Do they still get all the crafting feats as bonus feats along with imbuing items (Warforged body plates) with spells? They also got a Homunculus feat to craft there own companion. I think it was a robo dog or something like that.

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Originally Posted by FuryouMiko
Tasha's rules are amazing and improve player options massively. They mean you can play a race for its roleplay potential and special abilities instead of pidgeonholed into 'every human is multiclass' and 'half elves are the master race'.

It's good for power gaming, not role-playing.


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Originally Posted by Dexai
Originally Posted by FuryouMiko
Tasha's rules are amazing and improve player options massively. They mean you can play a race for its roleplay potential and special abilities instead of pidgeonholed into 'every human is multiclass' and 'half elves are the master race'.

It's good for power gaming, not role-playing.

That's how I've always seen the Tasha's ASI option. It's literally nothing but 'I didnt play this race before because I couldnt min/max my ASI, now I can.'

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Originally Posted by fallenj
I would love to see the Artificer class, but I have no clue how much the class changed since 3.5. Do they still get all the crafting feats as bonus feats along with imbuing items (Warforged body plates) with spells? They also got a Homunculus feat to craft there own companion. I think it was a robo dog or something like that.


Yeah those are various subclasses to the Artificer now. Do we really need Larian's 'interpretation' of Fantasy Iron Man? Thats a pass from me. :p

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I will add that I do like the proficiency changing option though. It makes a lot more sense to me than attribute min-maxing. Of course, if bonus proficiencies are choosable then humans need to be given extra proficiencies to simulate their greater capacity and aptitude for variety and diversity. So you end up with a bit of a proficiency inflation.


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Originally Posted by Scribe
Originally Posted by fallenj
I would love to see the Artificer class, but I have no clue how much the class changed since 3.5. Do they still get all the crafting feats as bonus feats along with imbuing items (Warforged body plates) with spells? They also got a Homunculus feat to craft there own companion. I think it was a robo dog or something like that.


Yeah those are various subclasses to the Artificer now. Do we really need Larian's 'interpretation' of Fantasy Iron Man? Thats a pass from me. :p

subclasses not features? those were core features of the class. No clue what you mean by Iron man, if your talking Warforged I'm pretty sure it was already data mined that race is coming.

Edit* Did a little digging, 4e made crafting feats into ritual casting. Presuming since 5e took elements of 4e its probably closer to this then.

Ritual Casting
The artificer has Ritual Caster as a bonus feat, and owns a ritual book with the following rituals: Brew Potion, Disenchant Magic Item, Enchant Magic Item, and Make Whole. In addition, the artificer can use Disenchant magic item without expending components.

Last edited by fallenj; 16/02/21 05:35 PM.
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Originally Posted by Scribe
Originally Posted by Dexai
It's good for power gaming, not role-playing.

That's how I've always seen the Tasha's ASI option. It's literally nothing but 'I didnt play this race before because I couldnt min/max my ASI, now I can.'
Doesn't this help both power-gaming and role-playing? If I wanted to play a goblin shaman (druid), roleplaying how I became disillusioned with goblin society, realizing that goblins that are out of balance with the world, VGtM Goblins (+2 Dex, +1 Con) punishes this. Like, okay, I could play with 14 Wis. But that will just make me less mechanically effective in game which will be less fun.

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Originally Posted by mrfuji3
Originally Posted by Scribe
Originally Posted by Dexai
It's good for power gaming, not role-playing.

That's how I've always seen the Tasha's ASI option. It's literally nothing but 'I didnt play this race before because I couldnt min/max my ASI, now I can.'
Doesn't this help both power-gaming and role-playing? If I wanted to play a goblin shaman (druid), roleplaying how I became disillusioned with goblin society, realizing that goblins that are out of balance with the world, VGtM Goblins (+2 Dex, +1 Con) punishes this. Like, okay, I could play with 14 Wis. But that will just make me less mechanically effective in game which will be less fun.

Thats pure power gaming. A role player would not care that his goblin shaman would only have 14 Wis. Rather he would see this as part of his character and role.

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Originally Posted by fallenj
Originally Posted by Scribe
Originally Posted by fallenj
I would love to see the Artificer class, but I have no clue how much the class changed since 3.5. Do they still get all the crafting feats as bonus feats along with imbuing items (Warforged body plates) with spells? They also got a Homunculus feat to craft there own companion. I think it was a robo dog or something like that.


Yeah those are various subclasses to the Artificer now. Do we really need Larian's 'interpretation' of Fantasy Iron Man? Thats a pass from me. :p

subclasses not features? those were core features of the class. No clue what you mean by Iron man, if your talking Warforged I'm pretty sure it was already data mined that race is coming.

Edit* Did a little digging, 4e made crafting feats into ritual casting. Presuming since 5e took elements of 4e its probably closer to this then.

Ritual Casting
The artificer has Ritual Caster as a bonus feat, and owns a ritual book with the following rituals: Brew Potion, Disenchant Magic Item, Enchant Magic Item, and Make Whole. In addition, the artificer can use Disenchant magic item without expending components.

Full suclasses. I'll get you a link later as I'm on my phone at work.

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Originally Posted by Ixal
Originally Posted by mrfuji3
Doesn't this help both power-gaming and role-playing? If I wanted to play a goblin shaman (druid), roleplaying how I became disillusioned with goblin society, realizing that goblins that are out of balance with the world, VGtM Goblins (+2 Dex, +1 Con) punishes this. Like, okay, I could play with 14 Wis. But that will just make me less mechanically effective in game which will be less fun.

Thats pure power gaming. A role player would not care that his goblin shaman would only have 14 Wis. Rather he would see this as part of his character and role.
But what if the character I want to play has a higher Wis than 14? My character idea is an extremely wise goblin, not a decently wise goblin. Why should I be limited by an arbitrary rule which says that it's impossible for a level 1 goblin to have 16 Wis?

I'd draw a distinction between "ensuring your character has their main stat at 16" and the more extreme versions of power-gaming (e.g., taking a level in multiple classes purely for the mechanical bonuses, choosing a race for the racial traits that combo well with your class, etc).

The former ensures that your character will be as effective as other players' characters, whereas the latter takes you above-and-beyond effectiveness to possibly overpowered compared to the rest of your party.

Last edited by mrfuji3; 16/02/21 05:57 PM. Reason: added last line
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There is an extremely long argument about ASI elsewhere.

Ultimately, if you feel there should be distinction between races, ASI is one way to get there.

Int, Wis and Cha are pretty abstract so it's easy to handwave any issues away.

A halfling with 16 or 17 Str at level 1, is simply flawed to me.

In the end, I anticipate race limited ASI will be seen as socially unacceptable and removed, so it is what it is.

Will that happen in this game? We will see.

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Originally Posted by mrfuji3
Originally Posted by Ixal
Originally Posted by mrfuji3
Doesn't this help both power-gaming and role-playing? If I wanted to play a goblin shaman (druid), roleplaying how I became disillusioned with goblin society, realizing that goblins that are out of balance with the world, VGtM Goblins (+2 Dex, +1 Con) punishes this. Like, okay, I could play with 14 Wis. But that will just make me less mechanically effective in game which will be less fun.

Thats pure power gaming. A role player would not care that his goblin shaman would only have 14 Wis. Rather he would see this as part of his character and role.
But what if the character I want to play has a higher Wis than 14? My character idea is an extremely wise goblin, not a decently wise goblin. Why should I be limited by an arbitrary rule which says that it's impossible for a level 1 goblin to have 16 Wis?

I'd draw a distinction between "ensuring your character has their main stat at 16" and the more extreme versions of power-gaming (e.g., taking a level in multiple classes purely for the mechanical bonuses, choosing a race for the racial traits that combo well with your class, etc).

The former ensures that your character will be as effective as other players' characters, whereas the latter takes you above-and-beyond effectiveness to possibly overpowered compared to the rest of your party.

14 Wis is a extremely wise Goblin. Compared to other Goblins.

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Originally Posted by mrfuji3
Originally Posted by Ixal
Originally Posted by mrfuji3
Doesn't this help both power-gaming and role-playing? If I wanted to play a goblin shaman (druid), roleplaying how I became disillusioned with goblin society, realizing that goblins that are out of balance with the world, VGtM Goblins (+2 Dex, +1 Con) punishes this. Like, okay, I could play with 14 Wis. But that will just make me less mechanically effective in game which will be less fun.

Thats pure power gaming. A role player would not care that his goblin shaman would only have 14 Wis. Rather he would see this as part of his character and role.
But what if the character I want to play has a higher Wis than 14? My character idea is an extremely wise goblin, not a decently wise goblin. Why should I be limited by an arbitrary rule which says that it's impossible for a level 1 goblin to have 16 Wis?

You'll increase your Wisdom at increased levels as is intended.

Arguing that this is an "arbitrary rule" is nonsense. All game rules are arbitrary at heart. This is a rule that makes the diversity of races more interesting and have different mechanical advantages. Removing it makes all races more homogenic and less interesting. You might as well be arguing that you shouldn't be limited by classes or any other arbitrary mechanics.

Originally Posted by mrfuji3
I'd draw a distinction between "ensuring your character has their main stat at 16" and the more extreme versions of power-gaming (e.g., taking a level in multiple classes purely for the mechanical bonuses, choosing a race for the racial traits that combo well with your class, etc).

The former ensures that your character will be as effective as other players' characters, whereas the latter takes you above-and-beyond effectiveness to possibly overpowered compared to the rest of your party.

It's just a matter of a +1. Regarding that one point as so important that it will make or break a character is pure power gaming. A Goblin with a 14 Wis will not be noticeably less effective than any other characters unless you're playing with a bunch of other power gamers.


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Originally Posted by Dexai
Originally Posted by mrfuji3
But what if the character I want to play has a higher Wis than 14? My character idea is an extremely wise goblin, not a decently wise goblin. Why should I be limited by an arbitrary rule which says that it's impossible for a level 1 goblin to have 16 Wis?

You'll increase your Wisdom at increased levels as is intended.

Arguing that this is an "arbitrary rule" is nonsense. All game rules are arbitrary at heart. This is a rule that makes the diversity of races more interesting and have different mechanical advantages. Removing it makes all races more homogenic and less interesting. You might as well be arguing that you shouldn't be limited by classes or any other arbitrary mechanics.
Increasing my Wisdom at level 4 doesn't really help if I want my character to start out incredibly wise.

I agree that it is good to have races in general be different. Orcs, as a whole, are stronger and dumber than humans, etc. But PCs are supposed to be the exception to the norm, the especially talented members of their races, which should apply to ability score bonuses.

Originally Posted by Dexai
Originally Posted by mrfuji3
I'd draw a distinction between "ensuring your character has their main stat at 16" and the more extreme versions of power-gaming (e.g., taking a level in multiple classes purely for the mechanical bonuses, choosing a race for the racial traits that combo well with your class, etc).

The former ensures that your character will be as effective as other players' characters, whereas the latter takes you above-and-beyond effectiveness to possibly overpowered compared to the rest of your party.

It's just a matter of a +1. Regarding that one point as so important that it will make or break a character is pure power gaming. A Goblin with a 14 Wis will not be noticeably less effective than any other characters unless you're playing with a bunch of other power gamers.
Saying it will make or break a character is exaggerating. But it will make you less effective, as your spell attacks and DCs will all take -1 penalty from what you'd want. It doesn't matter if you're playing with other power gamers or not because both groups will likely have their main stat at 16 (assuming point buy).

To rephrase my overall point: Yes, it is technically power gaming to want this +1. But it also improves roleplaying, allowing players to have more character options. And I think the latter outweighs any negatives from homogenizing races or power gaming.

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Originally Posted by mrfuji3
Increasing my Wisdom at level 4 doesn't really help if I want my character to start out incredibly wise.

I agree that it is good to have races in general be different. Orcs, as a whole, are stronger and dumber than humans, etc. But PCs are supposed to be the exception to the norm, the especially talented members of their races, which should apply to ability score bonuses.

Saying it will make or break a character is exaggerating. But it will make you less effective, as your spell attacks and DCs will all take -1 penalty from what you'd want. It doesn't matter if you're playing with other power gamers or not because both groups will likely have their main stat at 16 (assuming point buy).

To rephrase my overall point: Yes, it is technically power gaming to want this +1. But it also improves roleplaying, allowing players to have more character options. And I think the latter outweighs any negatives from homogenizing races or power gaming.

No, if you want to roleplay you will roleplay a goblin with all its advantages and disadvantages because that makes him a goblin. He is incredibly wise for his people, which is also what makes him PC material exceptional, but he can't match a wise human (yet he is still more wise than 90% of humans he will meet and certainly more wise than nearly all goblins).
So no, it doesn't improve role playing at all. It just allows powergamers to pretend that they are role playing.

Last edited by Ixal; 16/02/21 09:39 PM.
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Originally Posted by Ixal
No, if you want to roleplay you will roleplay a goblin with all its advantages and disadvantages because that makes him a goblin. He is incredibly wise for his people, which is also what makes him PC material exceptional, but he can't match a wise human (yet he is still more wise than 90% of humans he will meet and certainly more wise than nearly all goblins).
So no, it doesn't improve role playing at all. It just allows powergamers to pretend that they are role playing.
It affects roleplaying in that (some) people are less likely to choose that race if it is suboptimal for that class. I think that the role-playing disadvantage for a goblin should more be that the world probably hates you, less that you just can't be as wise as other races can be.

Regardless if race ASIs are good or bad or neutral for roleplaying, it is a common house rule to allow replacement ASIs. Tasha's just made this explicitly allowed by the rules (assuming of course your DM allows Tasha's)

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For me it really depends on the DM.

If the DM is fair and likes to encourage roleplay then I'd be fine with a goblin with 14 wisdom.

However, I'm in a campaign with a DM who likes to use a fumble chart, chooses abilities checks our characters are not proficient in (even when it doesn't make sense), and likes to set up combat with 10+ enemies on the regular. If they're not min/maxed they just die. I'm going to want a min/maxed character in this situation.

Overall, this is why folks like rolling for stats, you can get the stats you need to pair more races and classes. I've never been fond of how limiting point-buy can be.

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Originally Posted by mrfuji3
Regardless if race ASIs are good or bad or neutral for roleplaying, it is a common house rule to allow replacement ASIs. Tasha's just made this explicitly allowed by the rules (assuming of course your DM allows Tasha's)

That's always been my experience. I've never been in a 5e game where at least one person hasn't asked the DM if they could modify something about their racial attributes. I've even seen someone ask if they could have a character with a speed of 5 feet (they had no legs, but were using a homebrew class' construct to move around with).

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Originally Posted by mrfuji3
Originally Posted by Dexai
Originally Posted by mrfuji3
But what if the character I want to play has a higher Wis than 14? My character idea is an extremely wise goblin, not a decently wise goblin. Why should I be limited by an arbitrary rule which says that it's impossible for a level 1 goblin to have 16 Wis?

You'll increase your Wisdom at increased levels as is intended.

Arguing that this is an "arbitrary rule" is nonsense. All game rules are arbitrary at heart. This is a rule that makes the diversity of races more interesting and have different mechanical advantages. Removing it makes all races more homogenic and less interesting. You might as well be arguing that you shouldn't be limited by classes or any other arbitrary mechanics.
Increasing my Wisdom at level 4 doesn't really help if I want my character to start out incredibly wise.

Then you should probably make your level one character something that is more suitable to a level one character and less something fit for a high level character.


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Originally Posted by Dexai
Then you should probably make your level one character something that is more suitable to a level one character and less something fit for a high level character.
A Wis of 16 is only suitable for high level characters??? Whoops I've been making all my lvl 1 Druids and Clerics incorrectly.

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