Dragonborn are so funny in this game. You’re automatically bigger than everyone else in the game and characters complimenting you and flirting instantly becomes a comedy. “Well, aren’t you a sight for sore eyes…” *cuts to a massive lizard man who hasn’t had a thought since 1983*
No, but actually yes. Dhield dwarves are named metaphorically for their role, rather than for some incidental benefit. But also, it's dumb, at least one kind of dearf should get shields and who else?
My number 1 because when they go in for the smooch during cutscenes they JAM that snout in for the sweet sweet sugar. Simply because the games collision is a bit wonky. It really makes them appear they're TAKING whats THEIRS. Very dragon like. Scalefriends being the Dark Urge default was a brilliant choice.
I love playing Drow because the goblins in act 1 are terrified of you and will literally just let you walk into the blighted village without bothering you at all lol
@@yuriarmal6330 my PC is old and can't handle graphics above medium settings, and on medium the facial hair looks like you're a radiation poisoning victim
The problem is that if it's really the only thing going in favor of them, you could just get a character with alter self and then you can get the best interaction in every possible situation. Goblins and other drows? Just disguise as a female drow. Creche? Disguise as a Githyanky, and so on.
Drow get a poor initial greeting at the Grove from the Druids.. But the goblins are afraid of you and wave you into thier camp..and if you take over the torture session, the goblins leave, saying " we ain't got the stomach to watch that..🤢"
The thing about dragonborn, if you are running a strength character, is the cutscenes (which are a lot). You tower over everyone. It is very satisfying being that huge as a tavern-brawler monk or something.
Which is exactly why I find bard Dragonborn so funny! Something about this massive lizard dude that looks like he could bench press karlach in the skin tight bard cloths with all the bells! 🤣
One interesting thing i can say about dancing lights for drow is it is considered an otem with mass. This means you can use it to trip weight triggered traps from a distance AND to block off poison vents. It is a spell that is much more useful than originally apparent
Yes I noticed it when a gamer thought that casting dancing lights to light up an area would make detecting traps easier but when he cast dancing lightss ahead of him it set off all the traps ahead . Lol I didn't know it blocks poison vents..hmm Auntie Ethel's house comes to mind.
I figured. Usually I use feather fall to drop down in that area .though carrying lots of crates to block poison vents and move ahead is another idea to explore
@@Geese_boi777 very creative ideas... you can also just do "the normal thing" and wear a mask with protection from evil spell (scroll) cast on by all the individual chars. ;)
@@thatoneguy2288 The great thing about D and D is that your DM can give them things like darkvision, resistance to hold effects, or weapon proficiencies to make them more comparable to other races. The rules are flexible. I give them a few select abilities like proficiency with certain weapons or a more powerful breath weapon at level 5 to make them more viable.
@@thatoneguy2288 well it's not like they are not viable. I will probably never play on tactician bcuz I don't actually want to try to role play AND sweat about my character build.
I'm playing a drow and I have to say it is very useful in any area filled with absolute. You can skip so many persuasion checks and sometimes just completely solve a problem just be being a drow.
@@mizushirokanon9174 I'm doing a good/neutral run and there's STILL quite a lot of lolth sworn options. They're generally less useful than the drow options but they're still cool from a role playing standpoint
Half orc savage attacks also adds +1d6 to sneak attack dmg on a crit btw (tested). So if you have 3d6 sneak attack, on a normal crit it's 6d6, but half-orc is 7d6
This is something that goes under the radar for a lot of players. This being the major difference between a Greatsword and a Greataxe. Greatsword is 2d6(12) and Axe being 1d12(12). The damage cap is the same, but the Axe does less minimum damage. However with Savage Attacks, you're only adding 1 more dice, not double. So the Greatsword does 3d6 (only adds 1 more d6) (18 dmg) whereas the Axe will do 2d12 (24 dmg) because its adding a single 1d12 dice to it.
wondering if there's a crit-fishing build using battle axes and taking advantage of the half-orc crit racial (giving an extra die, which for 2 battle axes would be an extra 1d8 each -- which I think is more damage than a single 1d12 from a 2h battle axe)@@LordEcks
@@LordEcks Are you sure about that, for Greatsword? Because that's not what the PH says, it says "Roll all of the attack's damage dice twice". It surprises me that they would change such a core rule. I've never checked it, though.
It's a real shame larian didn't crib the fizbans dragonborn for theirs. Having breath weapons be prof bonus/short rest and scale damage and let them trigger extra attack actually makes them occasionally worth using.
@@KazumiKiguma That isn't always the case (see the Bladesinger and cantrips), and most importantly it's a racial option rather than a prepared spell. This is official 5e rules, Fizbans dragonborn is a actual decent race option. the breath weapon is 1d10 base, scaling 1 die until it's 4d10 at 17th level, in eitheir a cone or a line. It's not like it's overpowered, even with extra attack. It's only one of them, and a 2d10 cone attack with a half damage save is hardly game breaking, even if you're also swinging a greatsword, that will certainly do more damage. Fizbans dragonborn also have new features to actually differentiate between chromatics/metallic/gem dragonborn, getting 1 min per long rest immunity to your element, using breath weapon to push/incapacitate enemies, or getting fly as ability respectively.
it's larian studios. if the community raises the point enought, there is a real chance this will be updated in the future ... unless wotc pulls le stupid
I know there is a mod on Nexus that adds a bunch (nearly all) of the official race options and variations. Now while this is a mod, I would not be surprised if it was later implemented officially. With DOS2 many of the gift bags were basically mods that became so popular that they became recognized and made into official free DLC.
@@InvisibleBootregardless it’s just retarded that they not only gave them the dogshit version of breath weapon, but literally made it even WORSE than TT. And how the fuck did they make humans just a bad version of half elves????? The game they made is amazing but there’s SO many wtf moments from the devs
I asume Drow are separated from elves beca of all the race based dialogue options they get so they wanted players to be aware in a way that they were very distinct
Duergar also have some unique dialogue so I'm not too sure about that. It's more likely because of the fact you can be pro or con Lolth as a Drow which has a few unique dialogues rather than just drow in general.
@@sofiemcliesh9531Yeah I think this is why. It would look kind of cluttered picking a subrace and having that subrace have more subraces in it, so it makes sense having Drow as its own race and the Seldarine/Lolth types being subraces.
Quick note about Half-Orc relentless endurance: If an enemy gets you in a debuff like hold person and kills you, the debuff disappears and you can now avoid the next incoming attacks with your AC etc. It is a really strong race for martial classes especially if you can force advantage like the Barbarian or The combat master.
Hard disagree! You should never be playing with tactics that encourage death. I also argue passive abilities are much worse than active ones because this is a video game so you cant count on the game giving you useful situations. Its by no means bad but races that have highly limited use features take a penalty for me
@@gaberobison680 Half-Orc passives uniquely enable what might be the most insane, near-death glass cannon build in the game: half-hp hyper mode berserker. Use all of the super niche half-hp-activation items of absurdly huge damage and mobility boosts, get the barbarian 1 hp survival (it stacks with the half-Orc one), and just kill things before they can kill you in a ridiculous DPS race. It's a lot like hyper mode in Souls games: you get clapped by anything that you don't instantly kill, but you can instantly kill most things plus you get 2 layers of safety nets just in case RNGesus decides to be extra dickish with crit misses.
@@gaberobison680 I really wouldn't consider having a get out of death free card as a highly limited use feature. not to mention the inherent boon of stronger crits. that alone makes orcs incredibly good since there are alot of ways to fish for crits
I'm glad you're so high on Halflings (from a technical perspective -- I'm with you on aesthetics). Way too many people in the buildcrafting scene for BG3 seem to sleep on Lucky. Any build where you can get reliably to 95% chance to succeed/hit, you're effectively getting free Advantage on EVERY attack roll AND skill check.
Because why would I take a race to do something I can do on every race just by pressing f8? Now on the new Honor Mode, their racial feature is actually huge and I consider them a must have for any character that plans on stealing.
my first playthrough of bg3 i had 0 idea what the classes were so i picked whichever class that made my female character look the hottest. That ended up being a tiefling and then i chose paladdin since i thought they were cool lmao
I've restarted 3 times and Githyanki is awesome. Fun abilities, flexible, and shockingly TONS of dialogue options. A Gith main and guardian feel like natural protags to BG3's story, but I'm only mid Act 2 so maybe that changes.
@@emilholck87man said he’s in act 2 he would have found at least 3 by now if he looked good enough. there’s 3 items In Act 1 that synergize with gyth then more in act 2
Alignments are basically stereotypes, you've never had to be evil as a drow or duergar, the only thing that ever forced that were bad DMs and Paladin requiring lawful good in previous editions
@@KazumiKigumastereotypes sure, but it’s a good baseline in my opinion. Being outside of that alignment should be fairly rare. After all, why would someone of a race raised doing evil things suddenly change perspective without some type of interference/intervention? That’s where Rp comes in! XD I’ve always loved Deep Gnomes for being sorta the last bastion between the monstrosities of the Underdark and the surface.
As a very-close-to-pathological hoarder and tidy inventory maniac (these 2 traits don't complement each other well at all 😂) I can confidently say that the 1/4 carry capacity increase that humans get is better than halfling's lucky, since you cannot rage save scam a full inventory. S++++ for humans in my book :)
I collect everything as well. I put barrels in my camp stash with one item next to it to indicate whats in there. Also when i have a box of headgear for example, i have another box on the right with magic headgear
I was just thinking of something; the robe "The Graceful Cloth" grants you permanent Cat's Grace which is also permanent Stealh Advantage and you can get that robe pretty early so especially on a monk or rogue, the inherent racial bonuses are in part vitiated by that robe.
Playing one a Rogue one right now where the whole game plan is to have Advantage on every saving throw (and stealth) lol, then the bless aura from Phalar Aluve, plus real Bless, plus maybe Wild Magic support? We'll see lol
You know this one funny spell called greater invisibility if you're a deep gnome with even decent stealth you can chain hit kills like nobody's business
Disagree on tieflings- using an extra action in combat to set yourself as wet compared to the outright resistance is underrated and the hellish rebuke on asmodeus while you want to spam it on melee users, the extra free damage on a caster or ranged user, who probably will get hit at least once per long rest does come in handy for a free damage boost
It's wild he suggests using a spell slot to make yourself wet... which also makes you vulnerable to lightning and cold damage. Even worse, that wet patch can become electrified.
I don't think the Dexterity bonus being added to offhand Hand Crossbows is a bug. Ranged weapons always add your Dexterity mod. It's just that in 5e D&D, the rules for offhand Hand Crossbows were poorly written/integrated, so the only way to gain the benefit of a Bonus Action attack with them was to have it in your main hand and nothing else. Edit: It's also worth noting that in D&D 5e rules, the Two-Weapon Fighting style only affects melee weapons. Again, no caveat or inclusion made for ranged weapons.
After loving dual hand crossbows in BG3 I went back to 5e to see if they were viable.. and holy crap, the rules are mind-boggling. The only way to make them remotely viable is with crossbow expert to ignore the loading property. Unfortunately they still have the ammunition property, requiring a free hand to load ammunition. So you'll never get more than 2 attacks in a turn even with multiattack. Even after wasting a feat a longbow is just better. Shame they added such a cool weapon combo only to have it be nearly useless.
I mean it makes no sense being able to fire 2 hand crossbows more than once and not having a free hand to reload. Also hand crossbows are considered the best ranged weapon in 5e because of crossbow expert and Sharpshooter. Weapon damage die doesn't really matter that much, it's usually the extra added damage that matters more. Also you get a free bonus action hand crossbow attack which you don't get with any other ranged attack.
As a High Elf you want to take the Light cantrip as your choice if you have low INT. When cast on an allies weapon out of combat it causes their weapon to shed light until the next long rest and it is not a concentration spell like dancing lights making it one of the most impactful spells early/mid game as your melee character can now be a living torch for Gale/any ranged human to target enemies from afar.
Great video. I don’t love how some subraces are penalized because there is a better option, though. If a base racial feature is great (eg gnome cunning), I feel like all subraces should be high tier as a result. We pick from all available subclasses in character creation
Thanks! It just doesn't seem real to me if I don't factor in opportunity cost, but I try to explain my reasoning as clear as I can so no one gets the wrong idea.
@@Aestus_RPGthat is not how oportunity cost works... my making one kind of Gnome, you aren't juwt giving up the oportunuty to make another type of Gnome, you are aslo giving up the oportunity to make anything else.
minor ilusión is actually a good choice for elf cantrip, helps to set the battle before it starts. And invisible mage hand can be use to trigger sneak attack by placing it next the enemies while staying out of combat to move freely
Hilariously, it will make enemies face it even in combat. Now unlike Divinity there is no backstab mechanic, but there are vision cones. I often have Astarion use it in turn-based mode or while the rest of the team is in combat to redirect enemy vision cones and sneak by easier.
Appreciate your guides. It really helped me back when I first got in to the game in early access! I don't need to rely on them anymore but they're still fun to watch!
As far as I am aware, in tabletop D&D Dragonborn Barbarian can use breath weapon even when raging, as it is not considered "a spell", but rather "spell-like" ability, so when considering a class / race - Dragonborn barb may actually be decent. Also, just like in DOS & DOS2, BG3 has this "interactions" when it comes to environment - you can blow up oil barrels with fire, electrify water with shock breath weapon etc, so there is that. But I would rather look at what is the most common dmg type (fire & poison ?) and pick Dragonborn with one of those.
Playing as a Githyanki is really cool. You get lots of different dialog options and it feels like you have more of a connection to the main story. It does make certain choices pretty much a must though. Like freeing Orpheus. Some decisions just wouldn’t feel right.
Exactly, that alone makes it an S-tier race to me. Currently starting my 2nd playthrough as Durge and I don't think I can justify choosing any other race.
@@kooyking well for durge obv keeping scaly exotism, because it just looks better lol + you can get the superior evil play style of shapeshifting into those you DESPISE and GENOCIDE and amplify racism against them by commiting tomfooleries in populated places, that's what you get for being a SCALELESS CROAKING WASTE OF MEAT
I almost always respec Lae’zel into a Pact Blade warlock. The armor proficiency and great sword proficiency combined with specialized Gith gear is great for Act 2.
@@OutlookJonas The Gith gear offers specific benefits for githyanki who equip it. While you can use disguise self to get the bonuses on a non-gith, it’s extra setup to do it every long rest. For example, a githyanki great sword might deal an additional 1d4 psychic damage when wielded by a Gith. Also, not all races give you immediate proficiency with medium armor regardless of class. Gith do.
Role play reason is always the most valid way. It's the role playing game, afterall. From my experience min-maxing is mostly negligible compared to just getting good at the game, even those that rely on stats.
The thing about the halfling lucky feat is that if you pick them as a rogue with expertise in slight of hand, you essentially cannot be stopped by a lock at all.
@@codeine69 yeah but you still have a chance of failing, as 1 is an auto-fail, so 95% chance of success. Lucky however, gives you essentially advantage if you roll a 1, and it stacks with normal advantage. With just lucky you have a 99% chance of success, and with lucky and advantage you are practically at 100%. To add to this, this also works extremely well for ranged rogues. The strongest build I've used so far is halfling assassin 7/gloomstalker 5. 3 attacks on first round, almost guaranteed first in initiative, auto Crit on surprised enemies, wide range of proficiencies, archery+sharpshooter. You have built in invis, bonus to hit an enemy for the first time, advantage when attacking from hidden, and lucky just in case. You can dish out about 200 damage on first round if the conditions are perfect, especially with luck of the far realms and the executioner ring.
@@RyanPassek thats exactly how my character is but im more focused melee, sword of life-steal dual wielded with The Ambusher (and regeneration ring + vicacious coat) combined with high crit rate means my rogue never needs to waste an action to heal bc i can stay topped off with temp HP, 2 bonus actions combined with basically owning the spot for first turn bc of initiative means i can use two cunning sprints or mist step and get practically anywhere during a battle, i hoard bloodlust potions so almost every ingame day i'm killing two enemies on my first turn bc my melee sneak attack is a near instant kill for almost any enemy around 50 health, , Disintegrating Night Walkers so nothing can stop me, Supreme Sneak and Shadow of Menzoberranzan ensure im invisible for like most of every single fight. This is my first playthrough and i feel grossly overpowered
@@codeine69 I, instead, use pass without trace for +10 to sneak, the invis/blur ring, shade slayer, and the executioner ring for the ultimate initial turn. Pass without trace into full party sneak, then sneak attack on an enemy which is a guaranteed Crit. Then first turn the enemy is surprised so you get another guaranteed Crit and advantage so you don't have to use sneak, you can use like hunters mark instead. You then get 2 extra attacks because of gloomstalker 5 for the first turn, so if your first shot killed (which it will on almost anything except bosses) you can executioner next shot on a different target, and finally use the special action gloomstalker attack either on the same, or preferably different target with luck of the far realms. If they are all on advantage, plus lucky, plus brace, plus hunters mark, plus sharpshooter, you deal up to 250 DMG on round 1, and have a better chance at those big 60+ DMG Crits on subsequent turns, all from a nice safe 18m.
Really liked the video. Something to note about the Githyanki is that there's gear in the game that gives you bonuses when playing as them, and the gear is good enough that if yoy are playing Githyanki its more or less a must have, at least from a min/max standpoint, if you're playing the class that uses it anyway.
I play Githyanki bard with levels in wizard and cleric every time. You’re proficient in everything, you have amazing skill checks, your dialogue options are phenomenal, great stealth and lock picking, and you can get literally every spell in the game. On top of that you will be a very martial character
14:34 you forgot to mention that Enlarge Self can *stack* with an Enlarge Self Elixir and can boost your damage by up to two dice classes. Combine it with something like Tavern Brawler and Wild Throw and you''re slinging 500lbs. chests at people like they were shotput balls.
Dragonborn are carried completely by looks, which is kind of a shame. There are a lot of neat bonuses to gameplay you miss by playing them. Honestly think that the breath attack should either scale with your class primary ability, or not have any cooldown only costing an action. Or maybe both?
Folks, why does it sound so wrong to me that he says "die twenty roll" I'm still vibing with the video but I'm making wisdom saving throws every time he mentions the dice.
So Rock Gnome which get Expertise in History, which you even say is purely for flavor, gets B-tier. But Forest Gnome gets RP-tier because it's spell can be duplicated if you have enough potions. I demand a recount.
High elf cantrip is better than you think because of the non damaging spells. For example having free friends allows a sorcerer to use their charisma cantrips on something else or giving blade ward to any melee character regardless of if they’re a caster.
Great video dude. LOVE HALFLINGS. They are so underrated, in EA I made a Dex-based Barbarian who was a fish flinging master of death. I fully intend to recreate that deadly little Muppet at some point. Before that I’ll do a Halfling Bard/Assassin, though. Been planning this one out for awhile. Probably (still not 100% certain) 4 lvls in Bard and 8 in Assassin. There’s a world where that’s a triple Multiclass in Gloomstalker or diss the Bard but I take such joy in luring unsuspecting victims into an side room and entering slayer mode. The one thing I’ll say is that, while under-powered, I absolutely love my Dragonborn Fighter/Bard and his breath weapon (boring old red) since he’s a jolly soul with a pole arm in his grip and a tune on his lips. He’s a zone control master (Battlemaster w/Sweep Attack, Goading Attack and Riposte), I still drop my fiery breath and have even used it to blow myself and others up w/oil and fire wine. The resistance usually means I come up on top. Is it strategic? Ehhhh… Is it fun? Why yes, yes it is. So, while I love min/maxing and all the tactical excellence the game offers, I also like doing silly things like dropping a Firewine barrel and going full Godzilla. It’s supposed to be fun folks, so go have some!
Imo Githyanki deserve S tier. There are two things not covered in the video. First, mage hand is actually very useful in combat. You can throw explosives and potions with it which is basically a free attack every turn. Dropping an item on the ground is a free action. Second, there is a lot of good gith-specific gear, including best greatswords in the game. Probably people overlook all these amazing things just because you get a gith in your party anyway.
Being able to get the friends spell on any class with high elf is pretty impactful imo. It means you can play basically any class and dump cha without auto failing every single dialogue check. Light is pretty useful for act 2 as well. Even in tactician there are some dialogues that failing would result in a fight, so being able to delay that by ~9 turns could let you run away and hide to still avoid the fight. Also, stealth is a pretty nothing skill for anyone other than rouges. Like you can see where the enemies are looking, so just don't go there and they'll never see your heavy armor coming. the other thing about stealth is that you can just cast pass without a trace, and anyone without disadvantage might have only a 5-10% chance of failing their roll. But then you walk into the light which you can't see and they instantly spot you. You would have been better off walking around their cone of vision. Also giving dragonborn anything other than RP tier is pretty silly. Like you explained their two features are out scaled, and replaced by potions. Even the two best resistances you could pick, fire and poison, are already resisted by other races. Like tieflings are the same as red, gold and brass but better. poison resistance is really easy to get, and acid has one spell in the whole game. The only one you would want is electric and cold, but then they're all just worse than picking a dragon born sorcerer.
clicked on this cuz I wanted to make the joke "can't wait till you drop the IRL race tier list" but you beat me to it in like the first seconds of the vid
My main comment about the High-elf cantrip's value proposition is that it can be useful to grab one of the non-damaging cantrips like Minor Illusion, Mage Hand, or Friends. I know this is about tactician, but having Friends on lower difficulty is _really_ nice outside of combat.
I'm playing a drow sorcerer rn and I'm just convinced this is the best race/class combo in the game if you're doing a chaotic neutral playthrough. at least through acts 1 and 2. SO good for rp AND gameplay
I immediately picked shield dwarf and rogue as my first character, then thought "what can I do with medium armour proficiency?" and decided to get medium armour mastery for my first feat, so now my rogue is sneaking around in half-plate and it's VERY cool. I was a bit disappointed when I realized you can ONLY sneak attack with Finesse weapons, because I wanted to use hand axes and light hammers 😒
As someone who plays a Dragonborn Warlock... they're RP Tier. They are *MAYBE* a C if you have a class that runs into Melee constantly (in which case, why aren't you a Half-Orc?) as a Ranged class, you'll almost never use your Breath Weapon. I'd argue Humans Proficiencies and Increased Carry Weight would play a much bigger part of my build than the breath I almost never get to use and the resistance that's almost never relevant. If you don't care about achievements, there are mods that make Dragonborn stronger. If you are hunting achievements though, don't even look at them.
Drow in addition to all of their combat perks, get an absolute crap ton of social perks. With those taken into account I'd say Drow are an easy S tier, bonus they look nice to boot :)
My favorite race is Tiefling because: 1) Horned Waifus. 2) haha Zariel Tiefling Pact of the Blade with the ability to see through magical darkness go smash
20:23 Fey Ancestry: The only time an enemy used the sleep spell on me was in the Overgrown ruins. And even then it had very little impact. It only lasts two turns and if enemies attack you, it ends immediately. It's not very strong to begin with. It also only affects creatures with 24 hitpoint max at caster level one + 8 for any additional level of upcast. That's not very much. It's entirely uselss against builds with a lot of HP (particularly high con barbarians but also other martial classes). Sure, Glyph of Warning is a different matter but still pretty situational.
Yeah I'm with you. Nothing says "get fucked" like the second to last stage of the act 3 boss and having your wizard suddenly taking a nap while a few particularly angry copycats close in. @@Aestus_RPG
That intro was hilarious. On a different note, species would be a better word. Never understood why race is used instead. My 2 favorite races have been Wood Elf and Githyanki. Half Orc is good if you use a big 1d10 or 1d12 weapon. You make a good case for the little people. I honestly never even looked at them because I'm a bad person deep down and dismissed them subconsciously. Didn't know I was doing that, now I do. I'm not a fan of myself right now.
The races can and often do interbreed (see half-elf, etc), so they are not really different species as it's generally defined biologically (although even species as a concept might be fuzzy around the edges)
@@ThomasRichardson-lj1ig True. If it was biologically accurate these would be species because the dna is too different for reproduction. Since biology isn't accurate they are indeed the same species because they can breed. Also true that in real life species can get fuzzy with ring species.
@@doublecrossedswine112 Although I remember Lae'zel mentioning that the Githyanki have asexual reproduction, so clearly they should be considered a different species? This game is my first experience with the D&D/BG lore, so don't trust me on the details
idk, wolves and dogs can interbreed and they are different species. I've made this argument about changing the names, it's just awkward and has baggage. @@doublecrossedswine112
Make the breath weapon a bonus action that leaves an elemental puddle and can be cast once every 10 turns and give dragonborn +1 AC as well and they'd be fine
Interesting video, suggestions to make it more practical: You need place the rankings of each race at the end of the section but most importantly at the end of the video. As it stands, the viewer must write down your individual race assessment. A legend would also assist with context.
Humans are good, although maybe not for min-maxing combat specifically. The ability to use a shield is nice for any classes that don't have access naturally; so Bard, Warlock, Sorc, Wizard get some benefit here. Carrying an extra 25% is a solid quality of life feature.
@@christopherjones7191 Yeah he was clear upfront about his criteria, I don't disagree with him about putting them in RP tier purely in context of combat. The game isn't only about combat tho, so that extra carrying capacity and skill of your choice balance them out.
@@Aestus_RPG i'll have to do a video from the opposite perspective. The door is firmly closed but you seduce it and in a wooden moment it coquettuesly shows you an inch. As a bard you have saving throws vs splinters and complete the seduction of the door.
I don't know why i find it so weird that he always regrets to die rolls as "die 20 roll", "die 8 roll", I've just never heard someone not just call them d20 or d8 rolls.
Enjoyable video! Need more discussions like this. I agree with most of what you said, my primary disagreements: -Halfling Lucky is, IMO, not S+ and not as powerful as you say it is. I'd say halfling is A tier. Lucky is pretty good, but not meta defining or anything. -Githyanki ought to be S IMO. Along with the free martial goods, the skill monkey shit, AND the insane race spells (mage hand, jump, misty step) they have access to the legendary silver sword in act 1 (use disarm/command on Voss at the gith patrol spot, and have an invis character pick it up.) That sword gives advantage on wis + int + cha saving throws, prevents charm, gives resistance to psychic damage, deals additional psychic damage, and has a busted af stun feature. You can get this sword in the first 30-120 mins of the game (guess it depends how sweaty you really are to get it) and never have to swap from it for the entire game - it is entirely build/race defining. For this alone, githyanki is top tier IMO, especially for a build that isn't using a shield. -I feel that you overrate stealth. You aren't terribly off the mark, it's definitely useful to have 1-2 characters good at stealth, but it kinda feels like you put any stealth bonuses in auto A or S tier, when IMO stealth is really only saught after by a select number of classes (the med/heavy armor types especially don't care about stealth.) To reiterate points I felt worth doubling up on: -Duergar seem borked af, I almost did my tactician solo with that race, but I picked durge origin, and since I had access to the invis cloak (which never left the cloak slot since the moment I got it) I felt much less need for duergar invis. -Agree that high elf kinda sucks with the int based cantrip. Any other elf seems generally better. -Darkvision is generally easy to get, superior darkvision not so much, and 100% agree that ranged attackers/spellcasters should try to get superior darkvision. Luckily, the superior darkvision races are all pretty good IMO.
I know it’s just a flavour thing, but rock gnomes always start with a music box. I know some people like to collect those, plus it’s a it of extra money if you don’t.
Dunno if anyone needs to be told this, but canonically, dragonborn do not have intrinsic alignments like true dragons do. They're more or less human in personality, except, I believe, in terms of culture, they tend to be a bit arrogant and will take great pride in their own skills and abilities, and work hard to perfect those skills and traits they deem important. They lean towards the lawful side of things, staying true to their oaths, and they have a quite martial outlook. But their alignment is not related to their colour, and in fact the Dragonborn in the Material Plane have a bad history with dragons because they were enslaved by true dragons on their original world.
The asinine "rolling 1 always means failure" rule in BG3 (which is NOT a 5e rule no matter whether Matt Mercer inexplicably likes it) is a hidden buff for halflings. And the reason it's asinine is that you don't ALWAYS have a 5% chance to fail or succeed in something. I don't have a 5% chance of failing to put my pants on correctly, and I also don't have a 5% chance to successfully discover a unified field theory in physics.
Okay, but it doesn't necessarily mean auto fail. In D&D, it means you got the worst possible outcome of whatever you were rolling for. And also, it's specifically for skill checks. Is putting on your pants a skill?
@@stratigangames508 I mean, with some of the skill checks in this game, I wouldn’t be surprised. It’s a strength check of 10+ to cut the head off of a dead body with a knife. How would you even mess that up?
Note: Half-Orc is not QUITE triple damage. A Greatsword and Maul only adds 1d6, rather than 2d6. Technically, Half-Orcs are best suited for Polearms like the Pike, Halberd, and Glaive (except Polearm Master is broken for offhand attack) and Greataxes. Half-Orc Barbarians are a classic trope and it's because of Brutal Critical + Savage Attacks. Consider taking Half-Orcs even on a Ranged build like the Gloomstalker + Assassin multiclass since you will roll an additional d8 for EVERY bow shot you make on a Surprised enemy. It's a VERY strong nova round race to take and is also well-suited for Paladins because of the crit synergy with all the crit equipment available during the game.