Marasmusine Meter (5e Guideline)
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Marasmusine Meter[edit]
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[edit]
- 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[edit]
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[edit]
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[edit]
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[edit]
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[edit]
Lesser traits are worth one-quarter (0.25). Lesser traits might be relevant only occasionally: once every few days or less.
- Language.
Versatility[edit]
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[edit]
High Elf[edit]
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[edit]
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[edit]
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[edit]
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[edit]
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[edit]
Scoring for Halfling with the lightfoot subrace.
- ASIs (0)
- Fumble trait (0.5)
- Saving throw advantage (0.5)
- Halfling Nimbleness (0.5)
- Naturally stealthy (0.5)
= 2
Human[edit]
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[edit]
- ASIs (0)
- Darkvision (0.5)
- Fire resistance (1)
- Spells (0.33, 0.33, 0.33)
=2.5
Dragonborn[edit]
- ASIs (0)
- Dragonbreath
- Damage Resistance (1)
- Special attack (1.5)
=2.5