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4e Duergar PC Race (First Cut)
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<blockquote data-quote="Melfast" data-source="post: 4502552" data-attributes="member: 17870"><p><strong>Duergar PC Race -- updated</strong></p><p></p><p>Nivenus and Chrono,</p><p></p><p>Thanks for the comments. I've updated the version on the first post (v3) to reflect the changes I made based on your comments. My rationale for applying/holding on applying your suggestions follow:</p><p></p><p>Upon reflection, I agree that Duergar and Dwarves are now about as alike as elves and eladrin, or eladrin and drow.</p><p></p><p>So, I'm removing the dwarven origin feature.</p><p></p><p>Regarding Dwarven weapon proficiencies, all of the duergar write-ups include them using warhammers, regardless of whether they are essentially rogues, clerics or fighters. On the other hand, none of them use throwing hammers, so I'm removing proficiency with throwing hammers, giving duergar an extra military weapon proficiency. </p><p></p><p>In the same way, all of them are wearing chainmail with no move penalty (the only one not wearing chainmail is the duergar swordmage, who has the same movement with no armor that the rest have with chain). So, I'm going to leave in the movement ability. </p><p></p><p>Reviewing the spell lists, I did not find one that gave ongoing illusion damage -- whoops! So, instead I am changing it to give a +1 Will def vs illusion and +2 perception vs. illusion effects.</p><p></p><p>I also changed the Bear Quill from 1d8 + Wis to 1d6 + Con. The Wis bonus to damage was an artifiact of my first version that had duergar gettign +2 Wis instead of Int. I reduced the damage from 1d8 to 1d6 to better balance it. Thematically, I like the move to Con since this power has such a link to poison.</p><p></p><p>Comparing dwarves and duergar racial traits, they now look like this, which seems pretty balanced:</p><p></p><p>* Cast-Iron Stomach: = Impregnable mind </p><p> (Cast-Iron stomach is the more valuable -- much more likely to deal with creatures/powers with poison than illusion -- 292 monsters use poison in some way vs. 71 use illusions; 24 powers use illusions vs. 221 total.)</p><p></p><p>* Dwarven Resilience: = Beard Quill </p><p> (Dwarven resilience essentially gives dwarves a free standard action to use a weapon or power that will do as much or more damage than Beard Quill, these abilities are about equal although Beard Quill may get the edge)</p><p></p><p>* Stand Your Ground: = Resistance to fire and poison</p><p> (The impact of getting moved around unwillingly can be just as critical in battle as the chance of taking ongoing damage, and the impact to the party as a whole could be greater -- about even, overall edge to the duergar) </p><p></p><p>* Dwarven Weapon Proficiency: = Duergar Weapon Proficiency </p><p> (Warhammer only, edge to dwarves who gain the ability to use a missile weapon with range 5/10 that uses strength to hit and damage instead of Dex (minimizing MAD))</p><p></p><p>* Encumbered Speed: = Encumbered speed </p><p> (Draw. Encumbrance is not nearly as important in 4th edition as third, so basically keeps them from becoming so slow they are a drag on the party if they want to wear armor). Draw.)</p><p></p><p>All told, the number of racial traits is basically the same and I think are now roughly comparable.</p><p></p><p>Thanks again for your earlier comments.</p><p></p><p>I think this is getting close. </p><p></p><p>Any comments on the racial feats/powers?</p><p></p><p> Melfast</p></blockquote><p></p>
[QUOTE="Melfast, post: 4502552, member: 17870"] [b]Duergar PC Race -- updated[/b] Nivenus and Chrono, Thanks for the comments. I've updated the version on the first post (v3) to reflect the changes I made based on your comments. My rationale for applying/holding on applying your suggestions follow: Upon reflection, I agree that Duergar and Dwarves are now about as alike as elves and eladrin, or eladrin and drow. So, I'm removing the dwarven origin feature. Regarding Dwarven weapon proficiencies, all of the duergar write-ups include them using warhammers, regardless of whether they are essentially rogues, clerics or fighters. On the other hand, none of them use throwing hammers, so I'm removing proficiency with throwing hammers, giving duergar an extra military weapon proficiency. In the same way, all of them are wearing chainmail with no move penalty (the only one not wearing chainmail is the duergar swordmage, who has the same movement with no armor that the rest have with chain). So, I'm going to leave in the movement ability. Reviewing the spell lists, I did not find one that gave ongoing illusion damage -- whoops! So, instead I am changing it to give a +1 Will def vs illusion and +2 perception vs. illusion effects. I also changed the Bear Quill from 1d8 + Wis to 1d6 + Con. The Wis bonus to damage was an artifiact of my first version that had duergar gettign +2 Wis instead of Int. I reduced the damage from 1d8 to 1d6 to better balance it. Thematically, I like the move to Con since this power has such a link to poison. Comparing dwarves and duergar racial traits, they now look like this, which seems pretty balanced: * Cast-Iron Stomach: = Impregnable mind (Cast-Iron stomach is the more valuable -- much more likely to deal with creatures/powers with poison than illusion -- 292 monsters use poison in some way vs. 71 use illusions; 24 powers use illusions vs. 221 total.) * Dwarven Resilience: = Beard Quill (Dwarven resilience essentially gives dwarves a free standard action to use a weapon or power that will do as much or more damage than Beard Quill, these abilities are about equal although Beard Quill may get the edge) * Stand Your Ground: = Resistance to fire and poison (The impact of getting moved around unwillingly can be just as critical in battle as the chance of taking ongoing damage, and the impact to the party as a whole could be greater -- about even, overall edge to the duergar) * Dwarven Weapon Proficiency: = Duergar Weapon Proficiency (Warhammer only, edge to dwarves who gain the ability to use a missile weapon with range 5/10 that uses strength to hit and damage instead of Dex (minimizing MAD)) * Encumbered Speed: = Encumbered speed (Draw. Encumbrance is not nearly as important in 4th edition as third, so basically keeps them from becoming so slow they are a drag on the party if they want to wear armor). Draw.) All told, the number of racial traits is basically the same and I think are now roughly comparable. Thanks again for your earlier comments. I think this is getting close. Any comments on the racial feats/powers? Melfast [/QUOTE]
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