Before I elaborate on how I feel, I’m going to quote the CA Race Submissions Guidelines, as I feel it’s relevant to my main concerns and questions for the post
“They (the ca race) should also have weaknesses to help balance the creature in roleplay, especially in combat.”
“Strengths and weaknesses of the creature should be elaborated on. This should be used to explain the pros that the creature has (e.g. increased strength) and weaknesses (e.g. fire). As well listing what magics/mundane things are effective/non-effective against it. Include as well how some magics feel/react to in regards to said creature.”
To be honest, I don’t really see the week of waiting after an azdrazi is killed as a weakness. Simply because of the fact that it doesn’t really affect anything irp. If I played an azdrazi character that was killed, and I had to wait a week before the flame was rekindled, I would simply take a week hiatus to avoid dealing with the implications of the death. It’s an easily exploited theme that I really don’t see as anything relevant to be able to claim it as a weakness. I see it as an insignificant limitation to their otherwise outlandish abilities. The same can be said for their inability to perform dark magics. An azdrazi has so many powerful abilities that I wouldn’t even see a need to turn to dark magic to accomplish their physical feats. Nor is their infertility any more of a weakness than other magics that turn the user infertile.
The energies of Xan weakness is rather vague and underexplained, in my opinion. It’s listed as a vulnerability, but not elaborated upon in any way, thus I’ll not make any comments on it.
When others ask for weaknesses, I feel it’s not so much weaknesses in general as it is combat and role-play weaknesses. In the creature submission guide, it visibly states “They (the ca race) should also have weaknesses to help balance the creature in roleplay, especially in combat.” Looking at the Azdrazi ca, I see no weaknesses or debuffs that would in any way affect the azdrazi irp’ly, especially in combat. All of the weaknesses I do see are either post-combat or out of combat ooc based restrictions around the creatures.
You claim that whilst the creature may have strength rivaling that of an orc’s strength, there is nothing that makes them more durable than an average descendant, but I would argue the opposite. On your ca, you mention that their fortitude contests that of an orc, as well as their strength. The very definition of fortitude is courage, and adversity in the face of pain. That in itself is a measure of durability, moreso mental than physical, but still durability. Furthermore, I don’t know of many ca’s that are immune to all forms of heat and poison. They have enhanced physical abilities, enhanced mental abilities, and enhanced resistances. Doesn’t seem dissimilar to a soft ‘god mode’ button to me, and that certainly seems like higher durability than an average descendant.
Not only do they have such physical abilities, but they have draconic abilities to further enhance themselves. When you have abilities like firebreath, which has a four block range, and Fireball, which has a 5+ block range (after which it starts to drop), that more or less forces a player to fight from range, less they risk getting burned by fire. Sure, your supposed weakness is waiting a week after death, but that’s if the opposing party can get in close enough to fight in any effective manner (Paladin weapons won’t do crap if you’re forced to fight too far for contact). And to top if off, they have the Burning Heat ability, which enables them to heal one another. Sure, it’s minor wounds, but that still very much tips the balance of a battle in the azdrazi’s favor, as do the rest of the previous spells I mentioned. Any ample minded azdrazi could easily control the outcome of a fight with such overpowered abilities. Again, I point back to the CA guidelines
“They (the ca race) should also have weaknesses to help balance the creature in roleplay, especially in combat.”
There are no weaknesses that I can see outright that help balance the azdrazi, in roleplay, and especially not in combat (Other than the paladin weapons, which won’t work for anything, if you can’t get close enough to use them). The ability to weakness ratio as I see it is merely overpowered and completely underbalanced. Giving them nearly irrelevant and insignificant weaknesses in my opinion does nothing to help the fact that they are much too overpowered and exploited in a combat sense. I’m going to echo the sentiments that myself and many others have about the ca, and that’s the fact that it most certainly seems like a strongarm ca, because they have extreme abilities that are completely unaffected irp or combat wise by any weaknesses.
I feel like the azdrazi need a weakness that actually affects them in roleplay, and one that most people can reasonably utilize to balance the conflict. I’m not so concerned about people winning, so long as it is balanced, but I see not any reasonable form of balancing.
Though I also look forward to the responses from everyone to address and likely quell my concerns, and I would like to offer my thanks beforehand for the answers and/or responses! I certainly don’t know everything, not at all lol, and I am sure there are plenty of things that I have not taken into consideration!
And all in all, I still really appreciate the time and effort put into the rewrite. Regardless of how I feel, I know it’s never an easy task by any means, and requires much effort, so I would just like to thank everyone who did invest time into making the azdrazi ca better, be it whatever way that is. In the end that helps LoTC improve, and really, that’s the end goal.