/5eg/ - Fifth Edition General

D&D 5th Edition General Discussion

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Now that the dust has settled, what's the best player race from Volo's Guide to Monsters?

Yuan-Ti and Firbolg seem the big winners.

I really have no idea what I'm talking about, though.

Well, I didn't really expect them to be the stealthiest. Usually someone goes shadow monk or rogue for that, which are both sensible options, but the druid actually does it really well.

Rangers aren't bad for it either.

It'd be best played as the enemy making a threat to use it if the players don't back down or something, rather than out of the blue. I doubt the bad guy wants to have to use a level 9 spellslot either.

Well, yeah. You still have to come up with a reason why only the monk might use whatever powerboost you gave him, maybe because he did something or whatever, but I do believe monks at the #1 trap for disappointing players.

The deal isn't about
>optimizing
or anything, it's just that if you're playing a rather dodgey or bad option then you have to optimize it in some ways to make it good. For example, protector aasimars are honestly probably getting into OP territory, but despite only giving +1 to wis it works well with a sun soul monk because they can fly and avoid being hit, attacking from range, getting rid of monk's main weakness of being forced into melee despite squishiness. If it was a half-orc, you really have to make their ability go the full milage or else it's really a big waste considering monks are already not very versatile.
If you're playing a wizard or bard or something already considered quite strong, you've got a lot more room to take it easy and do suboptimal things without relying on your DM's backup.

Lizard folk.

Yuan-ti and Aasimar are more powerful than they should be.

Orcs and hobgoblins are underpowered, with hobgoblins having traits that almost exclusively affect wizards.

So, a race that's actually fair, but also interesting, serves its purpose and makes you feel like it and all that...?
I'd say bugbear. Gotta be bugbear.

So I was thinking of some houserules for my next campaign of 5e.
> roll 4d6, 8 times. Take 6 highest
> non-attack ability rolls are roll under with proficiency subtracted from the roll. DC and opposed is expressed by adding to the roll.
> 10 minute short rest. A long rest gives all hit dice back and level*con in hp
> instead of death saves, death occurs at -10 hp. Every round at 0 or below, a con save is made. On failure, lose 1 hp.
> stabilization occurs when at 0 hp. Death and dismemberment table is rolled when dropping below 0 hp.
> encumbrance rules from LotFP. More challenging hexcrawl style wilderness rules
> xp is gained from gold
> add con score to hp at first level
> monsters have 2per HD less hp

I'm thinking of essentially starting them off with a third level adventure with this. How do you think it would turn out in play?

A guy in my group gave feedback to Mearls to ok the scrapping of the immortal because he felt it would be OP

Why that second thing. Why ever do that.

Sounds like it'd make players stronger and harder to kill while making monsters weaker. Gold being exp is just another way of quantifying it.
There's nothing wrong with it, but challenging your players will likely be harder unless you have specific ideas to do so