Talk:Deathclaw (3.5e Race)
Balance Issue[edit]
Okay, so let me get this straight, at ECL 8, you have a large character who has fast healing 1, +5 natural armor, 5d8 hit die (feats, BAB, skills, and saves included with that), energy resistance 15, +10 to strength and dexterity, +4 to constitution, −2 to intelligence, −4 to charisma, and a base land speed of 60 feet. Now then, if you had left it at just that, it would actually be a good bit more powerful than an ogre. But no, on top of all that, you gave this beast two inherent light weapons that deal 2d10 damage?! Then you move on to make them ghost touch, brilliant energy weapons that automatically bypass all DR and hardness, let the PC add his full strength modifier (which has been increased by +5 by the way) to the damage roll for each hand, and actually give them a 18—20 ×3 crit (which, as a note, is unheard of and incredibly, incredibly powerful), with the end result being a nuclear explosion with legs. Honestly though man, what exactly is your reasoning behind this class? → Rith (talk) 17:33, 4 March 2009 (MST)
- Also, I find the fact that they turn into adults at age 3 and then live to be over a thousand years old to be entertaining. → Rith (talk) 17:37, 4 March 2009 (MST)
- Better, much better, that vunerability to energy part is a paticular "ouch" in exchange for all that strength they get. Though, there's still a little something wrong with it, I think it's the fact that their weapons bypass ALL DR, I mean, thats an epic level benifit (and even then, they usually only get it about once or twice a day or so). To balance that part out, I'd say make it so their claws are considered adamantine, silver, magic, and whatever alignment they are for overcoming DR, that way, DR 50/Epic, DR 5/-, or DR 10/diamond are still holding strong against him, and he isn't awesome in EVERY situation (though making his 1st level ECL being 11 also balanced him out a good bit) Also, the 2d8 damage for a light weapon is arguablly still too powerful, but only adding .5 of the characters strength modifier to each attack makes it much better (that, and the fact that you're trying to make them powerful makes it acceptable). Everything else looks great, those negatives to mind-based ability scores (I think) balance out the bonuses very well (considering the ECl). The added abilities (the DR 2/- and Hibernative Restoration) are very interesting and give the race a bit of flavor too). → Rith (talk) 13:58, 10 March 2009 (MDT)
- Well, thats is an interesting mechanic (I might just steal that idea for something or another), but yeah, it looks pretty good, almost acceptable for an average game too actually, though, the only thing that is making it super powerful now, is the fact that it attacks against the opponents touch AC. Now then, since you're trying to purposefully make them powerful, that should be fine, but, in another game, that is overpowered. As it is, I think it should be fine overall. Also, I like all the fluff you've added in. → Rith (talk) 16:50, 16 March 2009 (MDT)
- K, thank you. I liked the idea, and definitely feel free to use it... you helped a lot. thanks!--Arkaine1337 11:36, 18 March 2009 (MDT)