I'd like some feedback on two Racial Powers I'm fiddling around with now, if that wouldn't be too much trouble. Here's the first (Race Names replaced with ~ for now):
~ Mobility ~ Racial Power You dance around your opponent, harrying your foe while you press your attack. Encounter – Martial Immediate Reaction Personal Trigger: You deal damage to an opponent Effect: You shift 1 square in any direction and gain a +2 bonus to Attack rolls made against the opponent you just damaged until the end of your next turn. This bonus increases to +4 at 11th level and +6 at 21st level.
And the second:
Flight of Fancy ~ Racial Power Leaping into the air to shake off a foe, you come down a short distance away and shrug off a debilitating effect. Encounter Move Action Personal Effect: You can fly up to 3 squares before the end of your next turn. Make a saving throw at the end of that movement.
I was debating whether or not to add "This movement does not provoke an Attack of Opportunity". Thoughts?
I think they seem pretty balanced and useful for most classes, but I'd like some second opinions.
I get the second one for like a winged race or something, but the first one seem like it could be a standard class power instead of a racial ability. but then i dont know the race so it might fit in there. They seem pretty balanced to me but thats just my opinion.
I survived Section 4 and all I got was this lousy sig
As for the universal usability issue, the answer to that is simple. Make natural weapons a racial feat instead of a default racial feature. Melee oriented members of the race can choose take it while non-melee members can take other feats.
I already agree with this solution 100%. :D
Also, damn you for linking to TVtropes! There goes a couple of hours of my life... :P
The_Silversword wrote:
The multi-class feat limits you to one class. Unless you are a bard. What are you talkin about?
The fact that you don't need to multiclass into a class in order to identify your character as a member of it. If my Fighter has a high DEX, uses lighter armor, and picks up skill training in Thievery, he can self-identify as a Rogue, and doing so is completely correct. If my Rogue picks up Arcane or Religion skills and takes the Ritual Caster feat, he can very much identify himself as a mage or Wizard, and doing so is completely correct. If my Wizard pumps up its STR and CON score to gain proficiency with heavier armor and make himself competent at fighting with his staff, he can very much identify himself as a Fighter, and doing so is completely correct.
Speaking of things that were badly designed, please check out this thread for my Minotaur fix. What have the critics said, you ask? "If any of my players ask to play a Minotaur, I'm definitely offering this as an alternative to the official version." - EmpactWB "If I ever feel like playing a Minotaur I'll know where to look!" - Undrave "WoTC if you are reading this - please take this guy's advice." - Ferol_Debtor_of_Torm "Really full of win. A minotaur that is actually attractive for more than just melee classes." - Cpt_Micha
Also, check out my recent GENASI variant! If you've ever wished that your Fire Genasi could actually set stuff on fire, your Water Genasi could actually swim, or your Wind Genasi could at least glide, then look no further.
Finally, check out my OPTIONS FOR EVERYONE article, an effort to give unique support to the races that WotC keeps forgetting about. Includes new racial feature options for the Changeling, Deva, Githzerai, Gnoll, Gnome, Goliath, Half-Orc, Kalashtar, Minotaur, Shadar-Kai, Thri-Kreen, Warforged and more!
I'd like some feedback on two Racial Powers I'm fiddling around with now, if that wouldn't be too much trouble. Here's the first (Race Names replaced with ~ for now):
~ Mobility ~ Racial Power You dance around your opponent, harrying your foe while you press your attack. Encounter – Martial Immediate Reaction Personal Trigger: You deal damage to an opponent Effect: You shift 1 square in any direction and gain a +2 bonus to Attack rolls made against the opponent you just damaged until the end of your next turn. This bonus increases to +4 at 11th level and +6 at 21st level.
Personally, I wouldn't scale the attack bonus so high. Unlike damage, attack bonuses scale well. A +2 bonus to hit, for example will always be a +10% overall increase in accuracy from 1st to 30th, which is one of the reasons Combat Advantage is always useful to get. And compared to 3e, if you're familiar with that system, even the smallest bonus to hit means alot more in 4e due to how the math scales.
That's not so say I think the power is unbalanced, because honestly I'm not sure. But that +6 bonus to hit at epic especially is undoubtedly a very strong bonus. Though unfortunately, I have neither the time nor patients to do the math to see just how it is in comparison to other abilities.
Yaou wrote:
And the second:
Flight of Fancy ~ Racial Power Leaping into the air to shake off a foe, you come down a short distance away and shrug off a debilitating effect. Encounter Move Action Personal Effect: You can fly up to 3 squares before the end of your next turn. Make a saving throw at the end of that movement.
I was debating whether or not to add "This movement does not provoke an Attack of Opportunity". Thoughts?
Seems okay to me, though it feels like it could use a boost. I say add the no-OA clause (or at least a bonus agains OA's). You're spending a move action to, most likely, move less distance than you could with a normal move action. So the power likely useless until you need to make a saving through. And as it seems that the theme of the power is to get the heck outta Dodge when crap happens, being able to do so without risking further injury seems appropriate.
The_Silversword wrote:
The multi-class feat limits you to one class. Unless you are a bard. What are you talkin about?
fighter - Flavor-wise, any character that dishes it out in melee. This can be done easily by choosing a base or secondary class that's melee or semi-melee oriented. Can also be done by taking feats like Melee Training or Sorcerous Channeling, so class multiclassing is not required.
thief - Flavor-wise, any character that skilled in getting into where he's not wanted and jacking your stuff. Stealing stuff is not class specific. Arguably, you don't even need training in any specific skills or have any specific abilities to pull this off (a honeyed tongue, some muscle, a distraction, and/or a reliable get-a-away works just as well). Though having training in the traditional thief skill set (Thievery and Stealth) tends to help.
Since this achetype is dependent on having the necessary skills and not a specific class (IOW, you do not need to be a Rogue) one only needs training in the proper skill sets (Thievery is ).
mage - Flavor-wise, any character that's knows how to hax physics. While this achetype is typically achieved by taking a implement-based class, since Rituals are magic and are available to everyone, this archetype is not class based.
Examples of (very simple) fighter/mage/theif builds
Dex/Cha Rogue/Warlock
Str/Dex Spear Fighter/Rogue + Skill Training Thievery + Skill Training Arcana + Ritual Caster
Warlock (any build) + Eldritch Strike at-will *Thievery is a class skill for warlocks
Cha/Dex Sorcerer + Sorcerous Channeling + Skill Training (Thievery)
Wis/Dex Druid +Skill Training Stealth +Skill Training Thievery
This is not even trying.
Thinking about creating a race for 4e? Make things a lil' easier on yourself by reading my Race Mechanic Creation Guide first.
I'd like some feedback on two Racial Powers I'm fiddling around with now, if that wouldn't be too much trouble. Here's the first (Race Names replaced with ~ for now):
~ Mobility ~ Racial Power You dance around your opponent, harrying your foe while you press your attack. Encounter – Martial Immediate Reaction Personal Trigger: You deal damage to an opponent Effect: You shift 1 square in any direction and gain a +2 bonus to Attack rolls made against the opponent you just damaged until the end of your next turn. This bonus increases to +4 at 11th level and +6 at 21st level.
There's a problem with this power. You can't take immediate actions in your turn, and you can only take only one immediate action per turn (in case you wanted to use it after another immediate action, like a readied action, which would be a logical choice). Therefore, you are limited to the use only after an opportunity attack, and that's a bit limiting. You might want to chance the type of action to free action, and put as prerequisites: "you must have dealt damage to an opponent this turn", or something like that.
I get the second one for like a winged race or something, but the first one seem like it could be a standard class power instead of a racial ability. but then i dont know the race so it might fit in there. They seem pretty balanced to me but thats just my opinion.
They both fit thematically with their respective races (at least, I hope they do), so it shouldn't be too much of a problem.
Fireclave wrote:
Personally, I wouldn't scale the attack bonus so high. Unlike damage, attack bonuses scale well. A +2 bonus to hit, for example will always be a +10% overall increase in accuracy from 1st to 30th, which is one of the reasons Combat Advantage is always useful to get. And compared to 3e, if you're familiar with that system, even the smallest bonus to hit means alot more in 4e due to how the math scales.
That's not so say I think the power is unbalanced, because honestly I'm not sure. But that +6 bonus to hit at epic especially is undoubtedly a very strong bonus. Though unfortunately, I have neither the time nor patients to do the math to see just how it is in comparison to other abilities.
Hmm... I may drop that +6 and make it a static +2 at all levels, or possibly remove the +4 at 11th and move it over to 21st level. Still a bit strong, but at least less overpowering. Thanks for the feedback!
Fireclave wrote:
Seems okay to me, though it feels like it could use a boost. I say add the no-OA clause (or at least a bonus agains OA's). You're spending a move action to, most likely, move less distance than you could with a normal move action. So the power likely useless until you need to make a saving through. And as it seems that the theme of the power is to get the heck outta Dodge when crap happens, being able to do so without risking further injury seems appropriate.
I'll be adding the No OA clause, which wasn't added earlier mainly because I was worried about its balance. I've also got a couple feats in the works that would help with the range of this skill to make it more useful.
Magus_Stragus wrote:
There's a problem with this power. You can't take immediate actions in your turn, and you can only take only one immediate action per turn (in case you wanted to use it after another immediate action, like a readied action, which would be a logical choice). Therefore, you are limited to the use only after an opportunity attack, and that's a bit limiting. You might want to chance the type of action to free action, and put as prerequisites: "you must have dealt damage to an opponent this turn", or something like that.
Thanks for catching that. I'll get around to fixing it as I mess around with the powers a bit more.
While I work more on my racials, here are soms stripped down versions of the 2 races:Race 1Show
~ Lithe prowlers of primordial forests Deadly warriors by any measure
Racial Traits Average Height: 6’0” – 6’6” Average Weight: 140 lbs – 165 lbs
~ Weapon Proficiency: You gain proficiency with the Rapier. Thrill of the Hunt: You gain a +1 bonus to Damage rolls when bloodied. Wild Sense: You have a +2 bonus to Initiative. ~ Mobility: You have the ~ Mobility power.
Superb hunters and deadly close-combat fighters, ~ are an insular race hailing from the heart of the world’s few remaining primordial forests. From time immemorial the ~ have been guardians of nature, watching over and defending their native forests with unmatched ferocity. ~ believe that other races have lost their way and have sunk down into depravity, severing their connection with the natural world; for this reason, this race of humanoids has remained cut off from the outer world, preferring to live among their own kind and spend their days wandering among the shadowed pathways of their ancient forest homes.
Play a ~ if you want… - To play a race that respects and defends the forest and nature with unmatched zeal. - To denounce society as it is and return to a more primal era. - To be a member of a race that favors the Ranger, Druid, Shaman, and Avenger classes.
~ Quirky and somewhat unstable beings Their strange appearance belies an uncanny intelligence
Racial Traits Average Height: 2’10” – 3’3” Average Weight: 30 lbs – 55 lbs
Ability Scores: +2 Intelligence, +2 Charisma Size: Small Speed: 5 squares Vision: Normal Languages: Common, ~, and choice of one other language. Skill Bonuses: +2 Arcana, +2 Bluff
Fey Origin: Your ancestors were native to the Fey wild, so you are considered a fey creature for the purpose of effects that relate to creature origin. ~ Ingenuity: You may halve the time it takes to cast a ritual or use an alchemical formula. All other aspects of the ritual or alchemical formula remain the same. Flight of Fancy: You have the Flight of Fancy power
An odd race of beings, ~ are a strange sight indeed. Do not make the mistake of underestimating a ~, however, as the resourcefulness of these denizens of the Fey wild is legendary among other races. A race of tinkers and generally ingenious (and at the same time ingenuous) little fey, the ~ race is also known for their congeniality and ease of making friends among a wide variety of races, which is pretty useful when most people you meet are so much larger than you. The ~, surprisingly, have no ancestral homeland to call their own; rather, they wander the Fey Wild and other parts nomadically, their settlements moving with surprising rapidity over large areas of territory. It is this particular wanderlust that has made the ~ into the race of wandering connoisseurs they have become, sampling the ideas and cultures of whatever races they may meet and incorporating whatever they may like into their own philosophies.
Play a ~ if you want… - To play a race that loves learning and exploring new places. - To meet new people and be multi-cultural. - To be a member of a race that favors the Artificer, Bard, and Warlock classes.
I edited out most appearance info, as I'm doing a full racial writeup on them, but here's what I've got so far other than that. I think the second race needs the most help (Racial bonus-wise), as they seem a bit under-developed right now. The first race could also use some TLC, but I'm fine with it for now as I don't see anything too glaringly bad.
I love power. But it is as an artist that I love it. I love it as a musician loves his violin, to draw out its sounds and chords and harmonies... - Napoleon Bonaparte
Ok, I'm no expert, but at first sight I believe Race 1 has too many abilities. Unlike other races that give proficiency with weapons, you're giving a free proficiency with a superior weapon, and I think that's too much.
Though, you better wait and see what the experts say.
Hey its me again, the guy who wants the magic resistant race. OK ive been thinkin about this and it occurs to me that most spells cause some sort of energy damage, now i dont want to give the race resistance to every imaginable energy type so i was thinkin of this Reactive Defense Itd be an encounter power triggered by whenever you get hit with an energy attack, you would then get like resist 5 to that particular damage type until the end of the encounter. what do ya think sound ok?
I survived Section 4 and all I got was this lousy sig
I don't know enough about your race to suggest anything specific, but the best I can think of right now to maybe simulate what they used to have is to give them Variable Resistance 5 + one-half their level and have that count as their encounter power, but of course this would then still work against things that were not magical in nature, such as lava and blizzards, and you wouldn't be able to prevent that because you can't define magic.
Speaking of things that were badly designed, please check out this thread for my Minotaur fix. What have the critics said, you ask? "If any of my players ask to play a Minotaur, I'm definitely offering this as an alternative to the official version." - EmpactWB "If I ever feel like playing a Minotaur I'll know where to look!" - Undrave "WoTC if you are reading this - please take this guy's advice." - Ferol_Debtor_of_Torm "Really full of win. A minotaur that is actually attractive for more than just melee classes." - Cpt_Micha
Also, check out my recent GENASI variant! If you've ever wished that your Fire Genasi could actually set stuff on fire, your Water Genasi could actually swim, or your Wind Genasi could at least glide, then look no further.
Finally, check out my OPTIONS FOR EVERYONE article, an effort to give unique support to the races that WotC keeps forgetting about. Includes new racial feature options for the Changeling, Deva, Githzerai, Gnoll, Gnome, Goliath, Half-Orc, Kalashtar, Minotaur, Shadar-Kai, Thri-Kreen, Warforged and more!
so you did. I must of totally missed that part my bad. So i take it then that your cool with the idea (seeing as how it was your idea to begin with). I like adding in the half-level part, i was thinking of scaleing by tier buy i like 1/2 level better. It works for me, even if it also applies to non magical as well. Thanks for the suggestion i think this IS the way to go.
I survived Section 4 and all I got was this lousy sig