Talk:Cyborg (5e Race)
Resistance to Lightning Damage?
Why are cyborgs resistant, rather than vulnerable to lightning damage? Yes, the robot parts are made of metal, but classically robotic components incorporate electronics which would overheat and malfunction when exposed to an electric current. Also, even if the metal parts aren't damaged by lightning, wouldn't they still conduct electricity to a cyborg's living parts, frying its flesh to a crisp? Quincy (talk) 13:22, 6 January 2019 (MST)
Most homebrew Plasma weapons use lightning as it’s damage type, so I want Cyborgs to be resistant to it. Also, this could just be explained away as some sort of machine in the Cyborg that absorbs lighting (to be honest I just wanted it to fit into the “sci-fi” theme). PickleJarPete (talk) 5:48 Sunday January 6th 2019
Cyborg in Musicus Meter
Cyborg
Score: 7
Cost | Racial Trait | |||
---|---|---|---|---|
2 | Intelligence score increases by 2. | |||
0.5 | Thermal vision 60 feet. | |||
1 | Unarmored Defense | |||
0.5 | Half Metal | |||
0.5 | Powerful Build | |||
4.5 | Total. |
- Winglord +2.5
Cost | Racial Trait | ||
---|---|---|---|
1 | Dexterity score increases by 1. | ||
1 | Wings | ||
0.5 | Eagle Eyes | ||
2.5 | Total. |
- Strongarm +2.5
Cost | Racial Trait | |||
---|---|---|---|---|
1 | Strength score increases by 1. | |||
1 | Natural Weapons | |||
0.5 | Savage Attacks | |||
2.5 | Total. |
- Defender +2.5
Cost | Racial Trait | |
---|---|---|
1 | Constitution score increases by 1. | |
1.5 | Damage Reduction | |
2.5 | Total. | |
Link to damage reduction
https://www.dandwiki.com/wiki/Damage_Reduction_(5e_Other) Keep in mind that you will never go past -5 damage reduction unless you get an magic item, blessing, boon, or get 20 levels in a barbarian.
Fixed changes
I got rid of the mending cantrip being able to heal. I thought it might be a cool sort of exploit, and maybe some DM somewhere will give a player an inspiration point for thinking outside the box, and using their head to heal.
Thermal vision is staying. It’s only 60 ft., and it fits the “Robot” theme I’m going for.
I reduced power to all the subclasses and decided to focus each one around a particular trait. This is where I got rid of the Eagle Eyes, Damage Reduction, and savage attacks.
I replaced unarmored defense with natural armor, because apparently races can’t have unarmored defense.
Anymore balances are up to you.
PickleJarPete (talk) 9:34 Tuesday January 15th 2019
Musicus Meter now
Cyborg
Score: 6
Cost | Racial Trait | |||
---|---|---|---|---|
2 | Intelligence score increases by 2. | |||
0.5 | Thermal vision 60 feet. | |||
0.5 | Half Metal | |||
-0.5 | Robotkin | |||
0.5 | Powerful Build | |||
1 | Implanted AI | |||
3 | Total. |
- Winglord +2
Cost | Racial Trait | ||
---|---|---|---|
1 | Dexterity score increases by 1. | ||
1 | Wings | ||
2 | Total. |
- Strongarm +2
Cost | Racial Trait | |||
---|---|---|---|---|
1 | Strength score increases by 1. | |||
1 | Natural Weapons | |||
2 | Total. |
- Defender +2
Cost | Racial Trait | |
---|---|---|
1 | Constitution score increases by 1. | |
1 | Natural Armor | |
2 | Total. | |
PickleJarPete (talk) 10:17 Tuesday January 15th 2019
Balances
What’s the deal with keeping the vulnerability to heat metal? I get that it won’t come up much, which is why I din’t tax it. The Robotkin trait, which holds true to the rules and makes EVERY HEALING SPELL UNDER LEVEL 7 ONLY DO HALF, because cyborgs are, by definition, HALF ROBOT. Seriously, we’re talking cure wounds, healing spirit, healing word, heal, prayer of healing, mass cure wounds, mass healing word, and many more. All of those spells are halved. In actuality, I’m being GENEROUS with how much I take off from the total.
Thermal vision is what it is. 2/3rd of the Player’s Handbook have darkvision, and at this point my DM just lets everyone see in the dark. Darkvision is not the OP ability you think it is. When I first made this race, the template even said that all races have some sort of special vision.
I got the idea for the implanted AI from the MJOLNIR armor. Lots of races get two skills, and seeing that Lizardfolk get to ick them from a few options and Half Elves get to straight up pick them off the list. Many races give skill proficiencies, and seeing how every starts with at least 4 (two from background, at least two from class), it’s not that OP. Remember, in the Musicus Meter (which I know is not perfect), damage resistances are equal to skill proficiencies. Imagine being resistant to Lightning, Acid, Posoin, and Fire damage all at once! I think we can all say at this point that having two skills chosen for you is absolute fine.
Flying speeds may be overpowered, but remember that the winglord in question cannot attack or cast spells. 50 ft. isn’t that much to ask, especially now that i’ve added a flight limit. The same can be said for 1d4 unarmed strikes. I’ve seen several homebrew races with a d6 unarmed strikes (gasp), and guess what? So does the Lizardfolk!
Tl-Dr Cyborgs are only overpowered if you scrunch up all the rules to a point where everything is disoriented and you just go with what the admin has to say because you’re tired of fighting.
Peace out.
PickleJarPete (Talk) 10:25 23 Wednesday January (CST)
- I trimmed the race down a bit. I removed the resistance to lightning damage for pretty much the same reason as Quincy said above near the top of this talk page. I removed the vulnerability to heat metal because it seemed overly specific; remember that "vulnerability" means something specific in 5e, that being that that creature takes double damage from whatever they're vulnerable to. If the intent of that part of the trait is to signify that the cyborg is a valid target for heat metal, well, that should be self-evident since they're partially made of metal. I removed the "half healing" part because it seemed like it would be annoying to deal with in actual play; the only thing it really does is force the party to rest earlier than they normally would. I edited the metal wings trait to be in line with what it seemed like the original intent for that trait was, in fewer words. I hope this explains my reasoning for making these changes well enough. — Geodude
(talk | contribs | email) . . 23:14, 23 January 2019 (MST) - Your edits are appropriate in this regard and you've explained it while giving valid reasoning. As per the maintenance templates, I don't see a substantial reason to include such cumbersome traits. The user above also shows a clear lack of civility and etiquette in their talk page comment which is rather disappointing. —ConcealedLight
(talk) 08:51, 24 January 2019 (MST) - sorry my etiquette isn't good enough for you. now make like a tree. —The preceding unsigned comment was added by PickleJarPete (talk • contribs) . Please sign your posts.
- Your edits are appropriate in this regard and you've explained it while giving valid reasoning. As per the maintenance templates, I don't see a substantial reason to include such cumbersome traits. The user above also shows a clear lack of civility and etiquette in their talk page comment which is rather disappointing. —ConcealedLight
I have removed the restriction on healing again; I still think that halving or negating magical healing would just be annoying to deal with rather than an actual limitation on the character, and further encourages the "5-minute workday." I see that this version of the trait allows the cyborg to be healed with the mending cantrip expending spell slots, which just seems unnecessarily convoluted compared to just letting the cyborg benefit from magical healing normally. — Geodude