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Month Index: November, 2000
From: Graf <thegraf@???????.com> Date: Thu, 2 Nov 2000 16:24:28 +0900 Subject: Re: SJ races --> 3e (Part I)
(Too long had to break it in two) The purpose of this post is to get things rolling. Feel free to post about anything and everything here. Original by Richard Gant incorporated comments by Sebastian Lucier. Threw the Neogi in by Marizhavashti Kali. I may have missed other's comments. The omission was not deliberate and had no ill intent (this was just what I had stashed away in my outlook box). I've really tried to focus on balance, in a Living Sphere setting it would be unfair to have one race be significantly more powerful than another (and I think we understand how irritated people would get about "nerfing" so we should try to get it right on the first shot). I have neither the Spacefarer's guild, nor the 3e PH (on order) so this may turn out to be silly but I've gone over Richard's work with the Monster Manuel and tried to see if I could sort through the published creatures and come up with a way to balance all these fellows out. (i've also included the origonal PH races to keep things organized). Basically if I see a race as being significantly more attractive than humans, with more special abilities than elves or better rogues than Halflings then I'm figuring it needs a Creature Level. General point system: I've worked out a general point system to try to get a handle on how things are balanced. I'm aware that this is a pretty lame system. I think one of the basic issues is that there are simply some races (elves, humans, halfings) who are much better than other races (Half-Orcs). I do think that the basic questions like "Is this just sick and wrong?" and "Should we add a level requirement to these guys?" get a bit clearer when someone has twice as many points as another potent race. I'm open to suggestions/ advice (seeing as how I just made this all up I'm not very attached to it :) Some basic features about mysystem I've noticed -- attributes are a bit cheaper than they probably should be power wise. With the core races this balanced out reasonably well because there are few racial stat changes and they are all balanced "into" each other generally a +2 physical attribute with a -2 physical (etc.). As more stats change there are some significant discrepancies which develop. Some of the weirder powers just got randomly assigned point values. *****COST BREAK DOWNS***** Size - sizes come with bonuses and penalties so I left those alone (at least from small to large). While the large creatures get some pretty hefty penalties their weapons do significantly more damage. STATS Stat Cost per +2 points Str 4 Dex 4 Con 3 Int 2 Wis 2 Cha 2 (I just basically worked this off the table 2-7 pg 24 in the DMG - its not completly accurate, because it can't be modeled using simple math but its in the "spirit" of the table) SKILLS The "human" skill bonus (+4 skills at first and +1 skill thereafter) 2 pts Extra feat (character choice)-- 3 pts. Extra Feat (set) -- 2pts Proficiency with good set of non-exotic weapons - 1/2 pts +1 with a type of useful (but not very) weapon (ex halfling thrown weapons) 1/2 pts Skill bonus 1/2 pt per +1 Partial skill bonus (Dwarven ability to appraise rocks) 1/4pt per +1 Penalty to a class specific skill 1/2 per -1 SAVES 4 pt per +1 to all saves 2 pts per +1 to ref, will or fort save 1/2 pt per +1 to specific type of save (illusion, enchantment, poision etc.) Immunity to something limited (but useful) ex: magical sleep 1 pts Vision Low Light -- 1/2 pt Darkvision 60 ft -- 1 pt Darkvision 120 ft -- 2 pt (NPC races) Special search for secret doors 1/2 pt. MISC Favored Class not limited -- 2 pts Slow (base speed 20 instead of 30) -- -1 pt Valuable combat bonuses vs. limited creatures (dwarves and gnomes)-- 1pt Cast a cantrip 1/day -- 1 pt Age of race - not really all that important, and it just makes elves more expensive *****PH RACES***** (I've gone over this about 4 times re-writing the system so I may have made a math mistake) DWARVES - Small 5 pts Abilities -- +2 Con, -2 Cha, 1 Defenses -- +2 vs. Spells, Poison 2 Combat bonuses -- +1 to hit orcs and goblins; +4 dodge vs. Giants 1 Misc Stonecutting +2 to identify strange stonework, and know depth underground; +2 appraise and craft: stone 1 + 1= 2 Favored class: limited (fighter) Slow -1 ELVES medium 7.5 pts +2 dex -2 con 1 Immune to Magical Sleep, +2 vs. Enchantment/charm 2 Low Light vision; +2 Spot, Search, Listen 3.5 Proficiency with Long/Short Swords and Long/Short/composite Bows 1 Special search 1/2 HALF-ELVES medium 5.5 Immune to Magical Sleep, +2 vs. Enchantment/charm 2 Low Light vision; +1 Spot, Search, Listen 1.5 Favored class - any 2 GNOMES small 6 pts +2 con, -2 str 0 Low light, +2 listen 1.5 +2 vs. illusions 1 +1 kobolds, goblins, +4 ac vs. Giants 1 3 cantrips 1/day 3 speak with burrowing animals 1/2 Slow -1 HALF-ORCS medium 1 pts +2str, -2 int, cha 0 Darkvision 1 ************************************************************************** I'm torn about even including half-orcs. Scro are more powerful. There are at least 4 races who are better warriors, the usually niche role of Half-orcs. Obviously they can be put in but they're woefully underpowered. ************************************************************************** HALFLINGS small 7.5 +2 dex, -2 str 0 +2 climb, ms, jump 3 +1 to hit with thrown weapons 1/2 +1 vs. all saves, +2 vs. fear 5 Slow -1 Humans medium 7 +1 feat 3 Extra skills +4 first level; +1/level after 2 Favored class any 2 *****SPECIAL RACIAL BONUSES AND PENALTIES FROM SJ***** Enhanced movement 1 pts per +10 speed of movement 1/2 pt for a limited use style of movement - brachiating, swimming 1 pt for a frequently useful type of movement - gliding Improved Armor class 1 pt per +1 ac 10' reach 2 pts This is actually really nasty. In practice an opponent approaching you gives an attack of opportunity before even getting within range to hit. At least according to the diagrams on Eric Noah's page. Built in weapons Weak (like daggers) 1/2 pt Strong (viable weapons like short/long swords) 1 pt Super strong (damage or special attacks like those available only to exotic weapons) 2 pts
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