Easy Human Buff

BOBBARKER
Level 7
1 month ago

Give humans +1 in every skill in which they're not proficient. 

It's something, and goes with the generalist theme.

Jimbo
Level 5
1 month ago (edited)

I'm still on my first playthrough, but I already can see that humans are vastly inferior to other racial picks.  What you suggest isn't a bad compromise, but I still don't think it would be enough to get me to switch from half-elf to human.  

Being able to choose 2 additional skills just feels better, and since they use the Proficiency bonus which increases with level, the +1 bonus to every skill would forever stay at 1, while those 2 picked skills will get a +4 bonus each by the time you hit the level cap.

I also prefer the +2 Charisma bonus plus the other 2 points to allocate how I see fit, more customization on the character just feels better IMO then having a fixed flat bonus of +1 to every attribute).  Not to mention the Darkvision, saving advantage against charm and immunity to magical sleep.

Just an idea (not necessarily a good one), but perhaps if humans got half the Proficiency bonus in every unpicked skill rounded down +1:

Level 1-4: +2 (2/2+1 = 2) in all non-specialized proficiencies; humans start stronger than other races (jack of all trades)

Level 5-8: +2 (3/2+1 = 2 since we round down) in all non-specialized proficiencies; half-elf additional 2 skills pull ahead to +3 in proficiency each along with other races with racial proficiencies (ie High Elf or Sylvan Elf).

Level 10: +3 (4/2+1 = 3) in all non-specialized proficiencies.

Still I think humans would be better off with more customization (rather than built in static bonuses you can't change); I would be happy to see them get 3 or even 4 bonus skills to pick from to make them more of a jack-of-all-trades type.  3 skills might just be enough for me to consider using a human (even if you add the 2 bonus skills from a half-elf, that +1 to all attributes doesn't offset the additional racial abilities IMO)...that is just how underpowered they feel at the moment to me.

TomReneth
Level 14
1 month ago

I don't think getting a worse version of the Bard's "Jack of all Trades" ability would make humans more appealing. To fix the imbalance, they should just make a human subrace. My suggestion was something like Riftmarked.


Typos happen. More so on the phone.

Jimbo
Level 5
1 month ago (edited)

So there actually an ability "Jack of all Trades"...I self appointed that description at the time, but didn't realize I was accidently invoking a real in-game skill comparison...that is funny I guess, since before starting this game I had zero experience of D&D 5e :D

I read your descripton of Riftmarked, I liked the customization part with ability scores and the super fast 7 movement.  

The Light cantrip/Protection from Evil and Good seems a bit weak to me since Darkvision seems like a huge advantage in this game (but I'm a newbie, so haven't really taken advantage of all the skills offered to me); so I would probably add something like the Shine cantrip that is cast with Advantage by default, perhaps even buff the range on Shine to 24 (as well as including the other recommend cantrip Light and Protection from Evil and Good, since I feel humans without darkvision need a whole lot of buffs to overcome their disadvantages and these aren't necessarily game breaking advantages).

Perhaps also add a proficient skill for both the "Light in the Darkness" and "Adapted to the Dark" sub-types, eg Perception and Stealth respectively, which could also be made double proficient if so desired.....alright I'm just making things up so I'll stop now, but I feel that humans (perhaps even the island halflings as well) need some hefty buffs to overcome the disadvantages that come by not having darkvision.

Heldred
Level 13
1 month ago

Nexus mods... alternate human mod is good way to balance the races.  

"Tactically," the current iteration of human is absolutely inferior to all other races. Outside of point-buy stats, the humans are substandard... even then, hard to pass up cantrips, weapon skills, hp, vision, etc. 


Jimbo
Level 5
1 month ago

That alternate human mod still seems pretty weak; sure an extra feat at the start is nice, but 1 feat is pretty much the same as +2 attribute points unless you have 3 feats that you are planning on taking by the time you max out the level.

Half-Elf still get an additional skill, the +2 Charisma, an extra language (since they speak common as well as their own Elvish), the powerful Darkvision ability as well as their Fey based resistances, so I still wouldn't pick human even with that mod.  I don't know why humans are so incredibly weak in this game (funny enough the opposite seems to be the case for humans in the game Pathfinder:Kingmaker).

TomReneth
Level 14
1 month ago

That alternate human mod still seems pretty weak; sure an extra feat at the start is nice, but 1 feat is pretty much the same as +2 attribute points unless you have 3 feats that you are planning on taking by the time you max out the level.

Half-Elf still get an additional skill, the +2 Charisma, an extra language (since they speak common as well as their own Elvish), the powerful Darkvision ability as well as their Fey based resistances, so I still wouldn't pick human even with that mod.  I don't know why humans are so incredibly weak in this game (funny enough the opposite seems to be the case for humans in the game Pathfinder:Kingmaker).

Yeah, Variant Human is only as good as the feat selection and Solasta's feats are pretty lacking. If we had the Player's Handbook (which we don't, obviously) then Variant Human would be amazing.


Typos happen. More so on the phone.