Marasmusine Meter (5e Guideline)

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Marasmusine Meter

The Marasmusine Meter is a way of evaluating the traits of a 5th edition race intended for players.

Each trait is given a score. It is scaled such that a Feat is worth 1: therefore a single ASI is worth one-half (0.5). Other traits might be worth one-third (0.33) or one-quarter (0.25). As such this system uses the same scale as Feat Construction Kit (5e Sourcebook). In that system, a feature worth (4) is worth one-half; (3) is worth one-third; and (2) is worth one-quarter of a feat.


Races are expected to have a score between 2.5 and 3.


Freebies

  • It is assumed that a race has the "standard" ability score bonuses of +2 to one and +1 to another.
  • Common language, and one language associated with the race.
  • 30-foot speed

Negative Traits

This metric does not allow for negative scores for traits that penalize the player. Deleterious traits should be added for flavour, or because it makes sense physiologically – not to game the system to have greater benefits elsewhere.

A negative trait can be included to offset a closely related benefit: for example, sunlight sensitivity is associated with superior darkvision.

Superior Traits

Superior traits are worth one (1). They provide a strong benefit almost all the time.

  • Damage Resistance, Common. Resistance to slashing, piercing, bludgeoning or fire.
  • Feat. - or a trait that is the equivalent of a feat.

Major Traits

Major traits are worth one-half (0.5). Major traits can be expected to be relevant multiple times between long rests or once between short rests; or a single powerful attack or feature.

  • Ability Score Increase.
  • Armor Proficiency.
  • Darkvision. Superior darkvision is also worth 0.5, providing the race also has sunlight sensitivity.
  • Saving Throw Proficiency (Constitution, Wisdom, or Dexterity).
  • Skill Expertise. Also requires the associated skill proficiency
  • Saving Throw Advantage. Advantage on all saving throws in a narrow circumstance. It may also include a closely related trait, such as the dwarf's poison resistance and elf's sleep immunity (it wouldn't make sense to have advantage against poison but not also poison resistance).
  • Saving Throw Advantage (Constitution, Wisdom, or Dexterity). Advantage on specific saving throw in broad circumstance (e.g. "against magic")
  • Weapon proficiencies. Four weapon proficiencies. Ideally this should be a mix of ranged (or thrown) and melee.
  • Crit/Fumble. Anything reasonable that happens on a d20 roll of 1 or 20.
  • Special Attack. Such as a breath weapon, 1 use between long rests. If it can be used once between short rests, this is considered to be 3 uses between long rests.

Minor Traits

Minor traits are worth one-third (0.33). Minor traits can be expected to be relevant approximately once between long rests.

  • Skill Proficiency.
  • Skill Specialization. This grants a skill proficiency and skill expertise in one narrow field of the skill (for example, the dwarf's stonecunning trait). The field should be sufficiently narrow.
  • Tool Proficiency.
  • Saving Throw Proficiency (Strength, Intelligence, Charisma).
  • Saving Throw Advantage (Strength, Intelligence, Charisma). Advantage on specific saving throw in broad circumstance (e.g. "against magic")
  • Spell. A cantrip, or a 1st level or higher spell which may be cast once (regaining it at the end of a long rest.) Spells of 2nd level or higher have a prerequisite character level, as though the character was a half spellcaster.
  • Trance.

Lesser Traits

Lesser traits are worth one-quarter (0.25). Lesser traits might be relevant only occasionally: once every few days or less.

  • Language.

Versatility

A race that allows the player a lot of versatility should be scored higher. The prime example is the half-elf which allows the player to choose two of their ASIs and skill proficiencies.

The score for versatility is 20% of the total score of the relevant traits.

Examples

High Elf

Scoring for Elf with the high elf subrace.

  • ASIs (0)
  • Darkvision (0.5)
  • Skill proficiency (0.33)
  • Trance (0.33)
  • Saving throw advantage (0.5)
  • Extra language (0.25)
  • Weapon proficiencies (0.5)
  • Cantrip (0.33)

= 2.75

Hill Dwarf

Scoring for Dwarf with the hill dwarf subrace.

  • ASIs (0)
  • Darkvision (0.5)
  • Saving throw advantage (0.5)
  • Weapon proficiencies (0.5)
  • Tool proficiency (0.33)
  • Skill specialization (0.33)
  • Toughness (0.5)

= 2.66

Rock Gnome

Scoring for Gnome with the rock gnome subrace.

  • ASIs (0)
  • Darkvision (0.5)
  • Gnome Cunning (0.5, 0.33, 0.33)
  • Skill specialization (0.33)
  • Tool proficiency (0.33)
  • Tinker (0.33)

= 2.66

Half-Elf

Scoring for Half-Elf.

  • ASIs (0.5)
  • Darkvision (0.5)
  • Saving throw advantage (0.5)
  • Two skill proficiencies (0.66)
  • Extra language (0.25)
  • Versatility (0.32) - 20% of two ASIs (1) and skill proficiencies (0.66)

= 2.73

Half-Orc

Scoring for Half-Orc

  • ASIs (0)
  • Darkvision (0.5)
  • Skill proficiency (0.33)
  • Relentless Endurance (0.5)
  • Crit trait (0.5)

= 1.83

Lightfoot Halfling

Scoring for Halfling with the lightfoot subrace.

  • ASIs (0.5)
  • Fumble trait (0.5)
  • Saving throw advantage (0.5)
  • Halfling Nimbleness (0.5)
  • Naturally stealthy (0.5)

= 2.5

Human

Scoring for Human.

  • ASIs (1.5)
  • Extra language (0.25)
  • Versatility (0.3) - scored for ASI versatility because "+6 to ASIs" is the same as "+1 to ASIs of your choice"

=2.1

Tiefling

  • ASIs (0)
  • Darkvision (0.5)
  • Fire resistance (1)
  • Spells (0.33, 0.33, 0.33)

=2.5

Dragonborn

  • ASIs (0)
  • Dragonbreath
  • Damage Resistance (1)
  • Special attack (1.5)

=2.5



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