I never did comment on Griff's previous post on the Githzerai, which is a bit odd, since they've been one of my favorite races/monsters for many years, ever since the Gith races appeared on the cover of the Fiend Folio. With the second Player's Handbook 3 debut article, the githzerai are reintroduced, and they're still as interesting as ever.
Quiet, terse and brooding? Check. Excessively austere? Check. A no-brainer as a monk (the one class that I always want to play, but never seem to)? Check. Racial history of oppression and rebellion? Check. What's not to love? Even the racial power, Iron Mind, is terrific, both representing the build of the race as well as providing a very useable, useful ability in combat.
The psychic/psionic links harken back to the original creature, as well as helping to fit even better with the 4e monk. I have to say, though, that while psionics have somewhat redeemed itself in Griff's eyes, to me, it's Just Another Power Source, becoming, in a sense, less unique than in previous editions of D&D.
The racial feats, as they do for many races, either modify or enhance the use of the racial power, which is something that I've really only noticed in passing, since I tend either play a race like human, which is lacking a racial power, or have so many plans for the feats in the character's build that I ignore/overlook what goodies might be available through my racial power. The githzerai's racial feats provide many interesting possibilities, which might actually be a problem, since the racial power itself is very nice as it is!
And after all that, I don't think I'd play a githzerai, nor allow one in a campaign I was running. The reason? Their alienness to the "regular" world. Sure, you can forgive one "odd" race once in a while, provided the rest of the party was "normal", and the githzerai took pains to hide his or her origin. Playing in a solo campaign would also work, with a background of outcast githzerai, travelling on the material plane looking for yadda yadda. And higher-level campaigns would also work, if they started in foreign planes, where the githzerai's appearance wouldn't be so odd. Okay, so I've provided a bunch of exceptions to my "no githzerai" rule, and they're all possibilities with my group, but I would be interested to see a 1st-level, non-planes-originating campaign containing a githzerai -- oh, unless the whole concept is "a party of misfit races in the regular world, trying to make a life, fulfilling their dreams, and avoiding further subjugation by mind flayers."
Showing posts with label racial powers. Show all posts
Showing posts with label racial powers. Show all posts
Saturday, October 10, 2009
Thursday, August 20, 2009
Dragonborn suck
Actually, they're pretty awesome.
For starters, they look really cool and inspired some of the best artwork in the 4E books.
Mechanically, they're not all bad. The bonus to healing surges is a real boon. I also like their rage mechanic if only because it gives me a tactical decision to make. Do I hold off on taking a healing word for a little while longer so that I can have that +1 to hit? How long do I risk running on fewer than half my hit points?
Yet, for all that, they truly suck in two crucial ways.
First of all is the breath weapon. For a racial ability that seems so iconic, so central to the race, it is by far the most pathetic piece of crap any race gets. It's just flat out weak. Almost to the point of being utterly useless.
My dragonborn fighter/wizard hybrid has used his breath weapon exactly once, and that was just for shits'n'giggles. Granted the rarity in it's use is due entirely to his having the wizard At-will "Thunderwave". Same burst and damage but with an added push factor. Compared to the breath weapon that's a no-brainer.
However, even if I was to take away "Thunderwave" I still fail to see any appeal in this racial power. It's just so bland and uninteresting. I look at the elf with his re-roll a missed attack, and the eladrin with his teleport, and I'm jealous. Even the halfling has a better racial power. Halflings! WTF!
The sad thing is that all WotC had to do was give the breath weapon some small additional effect dependant on the energy type chosen. Something like 1 point of ongoing fire or acid or poison damage, or slow in the case of a cold based breath weapon, or 1 point of damage to adjacent enemies for electricity. That's all it would take to make the breath weapon not only stand out but shine with distinction. Simple right? So why hasn't WotC done this yet?
The obvious answer is that they're planning a Dragonborn book which will be chock full of feats and powers that'll give the breath weapon some appeal. That's fine by me, but the PHB could've had a little something on the original.
My other beef is with their history. It just feels so tacked on and hackneyed. Was it written by an intern?
The whole 'they had a great and glorious empire that for some reason no one in whatever world you're in has ever heard of' is awkward to say the least. Then, in piling on the suckiness, they forge an even lamer story of a great war between their empire and a similar empire of teiflings. Oh my... the teiflings had an empire too? Was their a sale on empires? Buy one get one free? And is this supposed to stoke up the fires of intra-party tension should there be a dragonborn and a teifling together? Only it's not because that war was a long, long time ago and there are no hard feelings between the races any more. Got it?
The only part of that mash-up story is the possible tension it might have created between dragonborn and tiefling characters. The part they trivialized under the crushing sands of time. Even though plenty of settings have histories of warfare between races and nations. Eberron's entire story is centered around a huge war. Yet generic dnd world has one big conflict but because it happened so long ago it's irrelevant. Nice.
My point is that there are plenty of other tropes that would have made for a seamless fit into whatever world. A pocket plane comes to mind. Or a distant land way off across the big water. Heck, give them a feudal Japan flavor and you've got your ready made intro for the inevitable samurai, ninja, and shugenja classes.
For the centerpiece new race in 4E's flagship book, it has the look of a slapped together hash job that fell far short of it's promise.
For starters, they look really cool and inspired some of the best artwork in the 4E books.
Mechanically, they're not all bad. The bonus to healing surges is a real boon. I also like their rage mechanic if only because it gives me a tactical decision to make. Do I hold off on taking a healing word for a little while longer so that I can have that +1 to hit? How long do I risk running on fewer than half my hit points?
Yet, for all that, they truly suck in two crucial ways.
First of all is the breath weapon. For a racial ability that seems so iconic, so central to the race, it is by far the most pathetic piece of crap any race gets. It's just flat out weak. Almost to the point of being utterly useless.
My dragonborn fighter/wizard hybrid has used his breath weapon exactly once, and that was just for shits'n'giggles. Granted the rarity in it's use is due entirely to his having the wizard At-will "Thunderwave". Same burst and damage but with an added push factor. Compared to the breath weapon that's a no-brainer.
However, even if I was to take away "Thunderwave" I still fail to see any appeal in this racial power. It's just so bland and uninteresting. I look at the elf with his re-roll a missed attack, and the eladrin with his teleport, and I'm jealous. Even the halfling has a better racial power. Halflings! WTF!
The sad thing is that all WotC had to do was give the breath weapon some small additional effect dependant on the energy type chosen. Something like 1 point of ongoing fire or acid or poison damage, or slow in the case of a cold based breath weapon, or 1 point of damage to adjacent enemies for electricity. That's all it would take to make the breath weapon not only stand out but shine with distinction. Simple right? So why hasn't WotC done this yet?
The obvious answer is that they're planning a Dragonborn book which will be chock full of feats and powers that'll give the breath weapon some appeal. That's fine by me, but the PHB could've had a little something on the original.
My other beef is with their history. It just feels so tacked on and hackneyed. Was it written by an intern?
The whole 'they had a great and glorious empire that for some reason no one in whatever world you're in has ever heard of' is awkward to say the least. Then, in piling on the suckiness, they forge an even lamer story of a great war between their empire and a similar empire of teiflings. Oh my... the teiflings had an empire too? Was their a sale on empires? Buy one get one free? And is this supposed to stoke up the fires of intra-party tension should there be a dragonborn and a teifling together? Only it's not because that war was a long, long time ago and there are no hard feelings between the races any more. Got it?
The only part of that mash-up story is the possible tension it might have created between dragonborn and tiefling characters. The part they trivialized under the crushing sands of time. Even though plenty of settings have histories of warfare between races and nations. Eberron's entire story is centered around a huge war. Yet generic dnd world has one big conflict but because it happened so long ago it's irrelevant. Nice.
My point is that there are plenty of other tropes that would have made for a seamless fit into whatever world. A pocket plane comes to mind. Or a distant land way off across the big water. Heck, give them a feudal Japan flavor and you've got your ready made intro for the inevitable samurai, ninja, and shugenja classes.
For the centerpiece new race in 4E's flagship book, it has the look of a slapped together hash job that fell far short of it's promise.
Wednesday, August 5, 2009
Gith-sera-sera
Just finished reading over the preview of the next "new" race to be a part of the PHB3. The Githzerai.
Due to my hatred of the sci-fi peg of psionics in the round hole of fantasy dnd, I never was much of a fan of the Gith. They were like Drow. Fun to fight as antagonists but I had zero interest in every making one into a hero.
They do have an interesting backstory though. Enslaved until they fought their way to freedom. It's a story that's pretty cliche but it still holds power and speaks to me in a way. Probably because I, like most everyone, love a good underdog. On the downside the whole githzerai/githyanki split is too close the whole elves/drow split. You can use the cliche WotC, but please, give it a new twist.
As for their powers, well, I like them. In general they reflect the new slant on psionics quite nicely and are definitely very useful (unlike the Dragonborn's lame breath "weapon"). If anything they might be a little too good. Getting a free shift of up to 3 squares is a super boon when using a second wind. Not only do you get HP back, but you also get to put some space between yourself and who or whatever was whaling on you. Iron Mind is also a tad strong, giving a short lived +2 bonus to all defenses. Compare that to the wizard's Shield utility spell. Both are Encounter powers and Shield gives a +4 bonus to defenses but the Iron Mind doesn't take up a power slot. Also, Iron Mind can be boosted to +4 and give damage resist with a couple of Epic Tier feats.
The Paragon path isn't bad but not especially gripping either. Much like any Paragon path I suppose. A couple of bonuses and a fancy title. Meh.
Their racial feats are nice. Again much like any feat they give some bonuses but their nothing to get excited about. My favorite is probably Iron Resolve of Zerthadlun because it gives the player a potentially difficult choice. Do you hold on to that last psionic power point for a +2 to saving throws, or spend it and hope you don't roll an 8 or 9 on your next save? I love that kind of decision and find that it's sorely missing in 4E.
A comment by Robert J. Schwalb, in regards to the racial feats got me to thinking. He said that, "Githzerai feats reinforce and expand the race's existing themes and mechanics." I can't argue with that, although I might quibble over the "expand" portion. The thing that occurred to me is that this is the big difference in feats in 4E as compared to 3.5.
In 3.5 feats were arguably the thing that defined one's character. Four fighters could be wildly different from one another based solely on the feats selected. In 4E feats have been relegated to small boosts to existing powers. One method was wildly liberating while the other almost forces feat selection to min/max. A number of 4E feats might sound good, or make for interesting character development, but if they don't synergize with your powers they're kinda wasted.
Anyways, back on track, I liked the Githzerai overll. I probably won't ever play a Gith character, but they're at least somewhat interesting now. Some nice powers. A few interesting feats. Good backstory. Really, what more could I ask for from any race?
Due to my hatred of the sci-fi peg of psionics in the round hole of fantasy dnd, I never was much of a fan of the Gith. They were like Drow. Fun to fight as antagonists but I had zero interest in every making one into a hero.
They do have an interesting backstory though. Enslaved until they fought their way to freedom. It's a story that's pretty cliche but it still holds power and speaks to me in a way. Probably because I, like most everyone, love a good underdog. On the downside the whole githzerai/githyanki split is too close the whole elves/drow split. You can use the cliche WotC, but please, give it a new twist.
As for their powers, well, I like them. In general they reflect the new slant on psionics quite nicely and are definitely very useful (unlike the Dragonborn's lame breath "weapon"). If anything they might be a little too good. Getting a free shift of up to 3 squares is a super boon when using a second wind. Not only do you get HP back, but you also get to put some space between yourself and who or whatever was whaling on you. Iron Mind is also a tad strong, giving a short lived +2 bonus to all defenses. Compare that to the wizard's Shield utility spell. Both are Encounter powers and Shield gives a +4 bonus to defenses but the Iron Mind doesn't take up a power slot. Also, Iron Mind can be boosted to +4 and give damage resist with a couple of Epic Tier feats.
The Paragon path isn't bad but not especially gripping either. Much like any Paragon path I suppose. A couple of bonuses and a fancy title. Meh.
Their racial feats are nice. Again much like any feat they give some bonuses but their nothing to get excited about. My favorite is probably Iron Resolve of Zerthadlun because it gives the player a potentially difficult choice. Do you hold on to that last psionic power point for a +2 to saving throws, or spend it and hope you don't roll an 8 or 9 on your next save? I love that kind of decision and find that it's sorely missing in 4E.
A comment by Robert J. Schwalb, in regards to the racial feats got me to thinking. He said that, "Githzerai feats reinforce and expand the race's existing themes and mechanics." I can't argue with that, although I might quibble over the "expand" portion. The thing that occurred to me is that this is the big difference in feats in 4E as compared to 3.5.
In 3.5 feats were arguably the thing that defined one's character. Four fighters could be wildly different from one another based solely on the feats selected. In 4E feats have been relegated to small boosts to existing powers. One method was wildly liberating while the other almost forces feat selection to min/max. A number of 4E feats might sound good, or make for interesting character development, but if they don't synergize with your powers they're kinda wasted.
Anyways, back on track, I liked the Githzerai overll. I probably won't ever play a Gith character, but they're at least somewhat interesting now. Some nice powers. A few interesting feats. Good backstory. Really, what more could I ask for from any race?
Labels:
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Tuesday, July 29, 2008
Dragonborn Ecology
From the moment WotC revealed the new race, the Dragonborn, I was in love. It took me back to the old days of AD&D and the Dragonlance modules. Only this time, the Draconians are a playable race (and not a trademark infringement I’m sure).
It gets even better with the release of the Dragon article The Ecology of the Dragonborn from issue #365.
As an aside, I’ve always enjoyed the “Ecology of…” articles and consider them to be one of the few must reads.
Anyways, the Dragonborn ecology hit the bullseye with me. The race’s emphasis on ancestors and honor and action filled what I saw as a missing gap. For sure I could play a character of any race who reveres any or all of those things. It’s just nice that there’s a race to fill the space between the corruptible humans, flighty elves, dour dwarves, impish halflings, and brooding Tieflings. The Dragonborn certainly give me the perfect race for samurai character type I so love to play.
I’m not so sure why WotC felt the need to tie the history of the Dragonborn to the Tiefling. Some sort of validation for the latter? Or maybe it was just a simple “hey, here’s two new races with a connected history.”
More importantly, I’m not sure how they’ll drop this new core race into the Forgotten Realms. For those who don’t know FR is our play group’s defacto setting. While we don’t stick strictly to canon, we do take an interest in the history and grand events as well as the geography. So having an entirely new race suddenly appear in the streets of Waterdeep might be a bit tricky. I’ve guarded optimism that they’ll do it right and not fall back on the planar rift cliché.
History and personality archetypes aside, I’m honestly glad they didn’t overdo the draconic powers. The breath weapon adds some nice flavor (although my character has yet to use his) while staying far from being overpowered. At the same time I think a weak bite attack would have been fitting as well, (I mean, they have a maw full of sharp teeth) but that’s a small quibble..Personally I roleplay it out by thinking of my Dragonborn as having a low view on using such an animal like attack.
There are definitely tons of possibilities for racial feats (besides the lame ones in the PHB) so I’m excited about future releases. In fact, I’d love to see an entire splat book devoted to just the core races and feats and powers. As it stands, that’s probably what it will take to live up to WotC’s design goal of making race matter throughout a character’s adventuring career.
Anyways, the Dragonborn is a hit with me and gets a solid “good job mate”.
It gets even better with the release of the Dragon article The Ecology of the Dragonborn from issue #365.
As an aside, I’ve always enjoyed the “Ecology of…” articles and consider them to be one of the few must reads.
Anyways, the Dragonborn ecology hit the bullseye with me. The race’s emphasis on ancestors and honor and action filled what I saw as a missing gap. For sure I could play a character of any race who reveres any or all of those things. It’s just nice that there’s a race to fill the space between the corruptible humans, flighty elves, dour dwarves, impish halflings, and brooding Tieflings. The Dragonborn certainly give me the perfect race for samurai character type I so love to play.
I’m not so sure why WotC felt the need to tie the history of the Dragonborn to the Tiefling. Some sort of validation for the latter? Or maybe it was just a simple “hey, here’s two new races with a connected history.”
More importantly, I’m not sure how they’ll drop this new core race into the Forgotten Realms. For those who don’t know FR is our play group’s defacto setting. While we don’t stick strictly to canon, we do take an interest in the history and grand events as well as the geography. So having an entirely new race suddenly appear in the streets of Waterdeep might be a bit tricky. I’ve guarded optimism that they’ll do it right and not fall back on the planar rift cliché.
History and personality archetypes aside, I’m honestly glad they didn’t overdo the draconic powers. The breath weapon adds some nice flavor (although my character has yet to use his) while staying far from being overpowered. At the same time I think a weak bite attack would have been fitting as well, (I mean, they have a maw full of sharp teeth) but that’s a small quibble..Personally I roleplay it out by thinking of my Dragonborn as having a low view on using such an animal like attack.
There are definitely tons of possibilities for racial feats (besides the lame ones in the PHB) so I’m excited about future releases. In fact, I’d love to see an entire splat book devoted to just the core races and feats and powers. As it stands, that’s probably what it will take to live up to WotC’s design goal of making race matter throughout a character’s adventuring career.
Anyways, the Dragonborn is a hit with me and gets a solid “good job mate”.
Labels:
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ecology,
forgotten realms,
Races,
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