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Dungeons & Dra.. Homebrew Campaigns Fireclave's Guide to 4e Race Mechanic Creation
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4 years ago  ::  Aug 05, 2009 - 3:56AM #121
Mercaius
Date Joined: Nov 14, 2008
Posts: 181
Would you consider acting as an at-will light source to be a major ability, or a minor one? It has a definite mechanical advantage, but the value of this advantage seems debatable.
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4 years ago  ::  Aug 05, 2009 - 4:23AM #122
The_Silversword
Date Joined: Apr 21, 2009
Posts: 13,894

Mercaius wrote:

Would you consider acting as an at-will light source to be a major ability, or a minor one? It has a definite mechanical advantage, but the value of this advantage seems debatable.


I would say a minor ability but really it could depend, like how long does it last? how bright is it? could you blind people with it? that might notch it up to a major ability or an encounter power, in my opinion.

I survived Section 4 and all I got was this lousy sig


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4 years ago  ::  Aug 05, 2009 - 7:36PM #123
Crimson_Concerto
Date Joined: Aug 28, 2005
Posts: 10,227
Also, random side not, Githzerai can be added to the list of races that are are perfectly designed.

Why, yes, as a matter of fact I am the Unfailing Arbiter of All That Is Good Design (Even More So Than The Actual Developers) TM

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!
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4 years ago  ::  Aug 05, 2009 - 10:45PM #124
Mercaius
Date Joined: Nov 14, 2008
Posts: 181
Oh, there's blinding potential, but that's a separate racial power I'm working on.

Right now, my question involves a simple 5-square radius light source, suppress at will, centered on the character that I'm debating.

It does free up a player's hand from torches or the like in dark areas, but that seems both mild and situational as an advantage. I added the ability to suppress the light source so the race was still viable as a stealthy character and did not penalize the player.
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4 years ago  ::  Aug 05, 2009 - 10:56PM #125
Mercaius
Date Joined: Nov 14, 2008
Posts: 181
Oh, there's blinding potential, but that's a separate racial power I'm working on.

Right now, my question involves a simple 5-square radius light source, suppress at will, centered on the character that I'm debating.

It does free up a player's hand from torches or the like in dark areas, but that seems both mild and situational as an advantage. I added the ability to suppress the light source so the race was still viable as a stealthy character and did not penalize the player.
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4 years ago  ::  Aug 05, 2009 - 11:53PM #126
Mercaius
Date Joined: Nov 14, 2008
Posts: 181
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4 years ago  ::  Aug 06, 2009 - 12:14AM #127
The_Silversword
Date Joined: Apr 21, 2009
Posts: 13,894

Mercaius wrote:

Oh, there's blinding potential, but that's a separate racial power I'm working on.

Right now, my question involves a simple 5-square radius light source, suppress at will, centered on the character that I'm debating.

It does free up a player's hand from torches or the like in dark areas, but that seems both mild and situational as an advantage. I added the ability to suppress the light source so the race was still viable as a stealthy character and did not penalize the player.


In my opinion, yeah i would say a minor ability.

I survived Section 4 and all I got was this lousy sig


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4 years ago  ::  Aug 06, 2009 - 2:37AM #128
The_Silversword
Date Joined: Apr 21, 2009
Posts: 13,894
ok ive got the rough draft of my race done. what do you think? thought about changin up the skill bonus seeing as how they would get bonuses to those skills any way because of thier stat bonuses but they way i see it those skill would be what these guys are best at.

Karthons
Ability Score:
+2 Str, +2 Con
Size: Medium
Speed: 6
Vision: Low-light

Languages: Common
Skill Bonuses: +2 Athletics, +2 Endurance
Karthon Will: +1 racial bonus to Wil. Once per encounter you can reroll a failed save vs. a charm effect.
Karthon Durability: Increase Number of healing Surges by 1
Knuckle spikes: Karthons have extended claw-like knuckles. Increase unarmed damage to 1d6

Racial Power:
Adaptive Defense
Encounter
Immediate Reaction

Trigger: You take damage from a specific damage type
Effect: You gain resist 5 + 1/2 your level against that damage type until the end of the encounter.

Not sure about the vs charm thing either. I wanted to have something in there as a defense against charm but didnt just want to copy the Eladrins.
Opinions any body? is it balanced? should i trim a few things?
Special Thanx to Fireclave (great guide) and Crimson Concerto for their insights and helpful suggestions.
I survived Section 4 and all I got was this lousy sig


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4 years ago  ::  Aug 06, 2009 - 5:49AM #129
Magus_Stragus
Date Joined: Sep 5, 2007
Posts: 196
Well, let me point out a few things:
-Regarding Karthon Will, you can just make it so the player can make saving throws against charm at the beginning of the turn instead of at the end.
-Knuckle Spikes, as it's been many times before, should be instead a feat. Why? Because it's too class-situational.
-And about Adaptative Defense, I believe that power is just about the same as Variable Resistance (except that it's triggered by an attack).

You should replace Knuckle Spikes with something else, and maybe change the racial power for Variable Resistance.

(And I still think Karthon Durability is too weak... ¬_¬)
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4 years ago  ::  Aug 06, 2009 - 6:39AM #130
The_Silversword
Date Joined: Apr 21, 2009
Posts: 13,894

Magus_Stragus wrote:

Well, let me point out a few things:
-Regarding Karthon Will, you can just make it so the player can make saving throws against charm at the beginning of the turn instead of at the end.
-Knuckle Spikes, as it's been many times before, should be instead a feat. Why? Because it's too class-situational.
-And about Adaptative Defense, I believe that power is just about the same as Variable Resistance (except that it's triggered by an attack).

You should replace Knuckle Spikes with something else, and maybe change the racial power for Variable Resistance.

(And I still think Karthon Durability is too weak... ¬_¬)


Thanx for the input. Nice idea regarding karthon will i may use that. I do realize the the improved unarmed damage is entirely situation and completly useless to someone with a bastard sword but still they got claws they should get something in there startin out. I was thinkin of expanded on that with racial feats like more damge perhaps a profiency bonus or something.
You think the Durability is too weak? i was kinda thinkin that too. The original version had regeneration but i think thats a little too much. perhaps just give them the Durability feat as a bonus? I dont know i like the Adaptive defense being that you have to take damage before you can resist it. I guess that is kinda limiting. I dont know i may change it to a specific damage type and perhaps have racial feats to choose other resistances? Thanx again for the input. This is still very much a work-in-progress.

I survived Section 4 and all I got was this lousy sig


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