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ShadowGuard
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July 28, 2009 3:27 PM PDT
Another question on possible races: would a Thri-Kreen ever be possible? On a similar note how would you deal with races with multiple limbs? Would you allow the extra limbs, maybe treating them like permanent Mage Hands? Or would allowing them to be normal hands that could not wield weapons or shields be okay?
I ask this because with the PHB3 theme of attack from the Far Realms, which includes a heavy dose of Psionics, I was hoping to see if the Thri-Kreen could make a comeback.
Another question on possible races: would a Thri-Kreen ever be possible? On a similar note how would you deal with races with multiple limbs? Would you allow the extra limbs, maybe treating them like permanent Mage Hands? Or would allowing them to be
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Crimson_Concerto
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July 28, 2009 3:36 PM PDT
It's certainly possible for the Thri-Kreen to make a comeback, but if they mechanically function like they have any more than two hands for the purposes of wielding weapon, implements, or shields, they will be broken. Period. For this reason, I'd personally prefer they not come in a PC race flavor this time around, but if they cut down the mechanical effects of the two extra hands, it may be possible. For example, if the hands can only hold items or draw and stow them for you as quicker actions, that would be acceptable.
My favorite idea so far is basically letting them draw and stow items as free actions on your turn and then otherwise having the extra arms perform the function of a Deflect Arrows encounter power, probably a bonus to AC or Reflex against a ranged attack.
It's certainly possible for the Thri-Kreen to make a comeback, but if they mechanically function like they have any more than two hands for the purposes of wielding weapon, implements, or shields, they will be broken. Period. For this reason, I'd per
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Magus_Stragus
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July 28, 2009 4:08 PM PDT
Awesome guide, thanks Magus! It helped me balance out a couple different homebrew races I have in the works.
Just one question. Would you consider this a Major or Minor ability?:
Natural Enemy: You gain +1 on all attacks against Demons and Devils.
Now, granted, Demons and Devils are somewhat common in my particular setting. However, I'm more curious about the balance of this ability in general (i.e. granting a +1 against two specific creature types).
I'm leaning toward a minor ability, since it's fairly situational. However, attack/defense bonuses don't seem to be minor abilities very often. I practically assumed there would be precedent for this (I guess I still have a 3e mindset!) but no existing races get a "racial enemy" bonus. Also, just the fact that it grants an attack bonus makes me think that perhaps it should be a major ability. First, though I'm flattered, the thanks should go to Fireclave, as this is his guide, not mine.
About the ability, I think that it fits more as a feat than a racial feature.
First, though I'm flattered, the thanks should go to Fireclave, as this is his guide, not mine. About the ability, I think that it fits more as a feat than a racial feature.
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pwiggi
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July 29, 2009 7:46 AM PDT
I don't think that really makes for a very good racial ability at all in 4E. Calling out specific creature types mechanically is just as bad as calling out alignment mechanically for being so abstract, arbitrarily, and specific. They both have their place, but definitely not on a PC race. I'm sure you can come up with something better and more interesting than that.  Probably, it's just an early draft of the race, and we modelled it loosely on the 3e equivalent. 
It seems to me, though, that it's far too easy to fall into the trap of cloning another race and changing some of the minor details. This ability was an attempt to spice things up by *not* just making a re-skinned $race.
But thanks for the input! I like Magus' idea of turning this into a feat.
Also, sorry Fireclave and Magus for confusing who wrote this guide. Apparently, I can't read subject lines!
Probably, it's just an early draft of the race, and we modelled it loosely on the 3e equivalent. :)It seems to me, though, that it's far too easy to fall into the trap of cloning another race and changing some of the minor details. This ability was
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The_Silversword
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August 3, 2009 12:58 AM PDT
I have a question. OK ive got this race for my campaign world from back in the 2e days, and their main thing was they was resistant to magic. Converting this race to 4e has been giving me some trouble as Magic Resistance seems non-existent now. I was thinkin of makin it so that any magical attack against them would be done with two roles, using the lower of the die results, but this seems a little to powerful to me. Any suggestions?
I have a question. OK ive got this race for my campaign world from back in the 2e days, and their main thing was they was resistant to magic. Converting this race to 4e has been giving me some trouble as Magic Resistance seems non-existent now. I was
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Crimson_Concerto
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August 3, 2009 1:47 AM PDT
I have a question. OK ive got this race for my campaign world from back in the 2e days, and their main thing was they was resistant to magic. Converting this race to 4e has been giving me some trouble as Magic Resistance seems non-existent now. I was thinkin of makin it so that any magical attack against them would be done with two roles, using the lower of the die results, but this seems a little to powerful to me. Any suggestions? This isn't going to work, and the reason it's not going to work is that you will not find a definition of "magic" in 4E that everybody agrees with. What exactly is even considered a magic attack? You should come up with other stuff. Unless you made a race that was solely based on a particular mechanic you wanted to use and thus had only a mechanical reason to exist as a one-tick pony, you should be able to come up with plenty else about them that would be interesting enough to make into a racial feature. For example, Drow lost their Spell Resistance too, but there were still enough other interesting things about them that they didn't really need it anymore to be part of their race's identity anyways. So is your race really conceptually interesting or was it just a mechanical gimmick is the question. 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.
This isn't going to work, and the reason it's not going to work is that you will not find a definition of "magic" in 4E that everybody agrees with. What exactly is even considered a magic attack? :confused: You should come up with other stuff. Unless
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The_Silversword
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August 3, 2009 2:05 AM PDT
This isn't going to work, and the reason it's not going to work is that you will not find a definition of "magic" in 4E that everybody agrees with. What exactly is even considered a magic attack?  Thats a good question. I guess the way is see it is a magical attack would be any attack thats not martial. Although im not too sure about psionics or primal, but definatly divine. That was one of theit draw backs was that healing magic didnt work on them either. But any way the magic resistance was a main part of the race as they was basically genitically enginered in a previous age to be mage killers during this great wizard war that was going on. so i really want to keep the magic resistance thing but not sure how that would fit.
I do like the Variable Resistance idea that might be the ticket there. Thought about maybe giving them like a +4 to Wil but that seems too powerful as well.
Thats a good question. I guess the way is see it is a magical attack would be any attack thats not martial. Although im not too sure about psionics or primal, but definatly divine. That was one of theit draw backs was that healing magic didnt work on
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Crimson_Concerto
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August 3, 2009 3:37 AM PDT
I guess the way is see it is a magical attack would be any attack thats not martial. Although im not too sure about psionics or primal, but definatly divine. This makes no sense. Why exactly do they resist a Paladin's Valiant Strike? Why would they resist a Sword Mage's Luring Strike? Why would they resist a Barbarian's Howling Strike? Also, there's the little problem that monsters never have power source keywords...
This makes no sense. Why exactly do they resist a Paladin's Valiant Strike? Why would they resist a Sword Mage's Luring Strike? Why would they resist a Barbarian's Howling Strike? Also, there's the little problem that monsters never have power source
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The_Silversword
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August 3, 2009 7:52 AM PDT
This makes no sense. Why exactly do they resist a Paladin's Valiant Strike? Why would they resist a Sword Mage's Luring Strike? Why would they resist a Barbarian's Howling Strike? Also, there's the little problem that monsters never have power source keywords... They would have resitence against these attacks becuase they're backed by magic. Im not sure about the barbarian though as i see the priaml source dealing with like nature spirits or what ever so im not sure if i would count that as magic. But i see what youre saying. And no monsters dont have power source keywords but they do have keywords such as psycic or fear that would designate those powers as magical in nature. See this is the problem im having in trying to update this race for 4e. Im not sure how to pull it off. I want to keep that magic resistance thing in there somehow. Maybe a bonus to saving throws against certain affects such as charm or maybe a bonus to defense against area effects?
They would have resitence against these attacks becuase they're backed by magic. Im not sure about the barbarian though as i see the priaml source dealing with like nature spirits or what ever so im not sure if i would count that as magic. But i see
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Fireclave
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August 3, 2009 11:28 AM PDT
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Crimson_Concerto
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August 3, 2009 11:55 AM PDT
They would have resitence against these attacks becuase they're backed by magic. No, they're not. None of the powers I mentioned are necessarily backed by magic at all, despite having non-martial keywords. The Paladin's Valiant Strike? It's a bonus to hit for each adjacent enemy, nothing necessarily divine in nature about it. The Sword Mage's Luring Strike? That's almost exactly the same as the Fighter's Footwork Lure, nothing necessarily magical about it. The Barbarian's Howling Strike? How is "I smash stuff really hard! And I can do it during a charge!" necessarily magically backed at all? 
And no monsters dont have power source keywords but they do have keywords such as psycic or fear that would designate those powers as magical in nature. No, a specific keyword does not automatically make a power magical. Thing with the Fear keyword might just have that because it's really ****ing scary, like Fireclave's example of the dragon. The only keywords that are necessarily magical in my opinion would be Force, Necrotic, Charm, Conjuration, Illusion, Polymorph, and Teleportation. And even then you run into way too many possible exceptions.
See this is the problem im having in trying to update this race for 4e. Im not sure how to pull it off. Again, if the race was actually more interesting than just their mechanic for resisting magic, then it should be no problem to represent other aspects of them mechanically and have that be that.
I want to keep that magic resistance thing in there somehow. Well you're not going to be able to. I'm not sure how to make it more clear, but 4E's system just doesn't allow for a consistent definition of magic. The only way to pull it off is to limit it and say they're only resistant to certain kinds of magic. For example, a save bonus versus charm effects would make them more resistant to those but couldn't be representative of being resistant to all magic at all.
Maybe a bonus to defense against area effects? Not all area effects are magical in nature, so this makes no sense.
No, they're not. None of the powers I mentioned are necessarily backed by magic at all, despite having non-martial keywords. The Paladin's Valiant Strike? It's a bonus to hit for each adjacent enemy, nothing necessarily divine in nature about it. The
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The_Silversword
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August 3, 2009 6:12 PM PDT
Thanx guys for the input. youve given me some ideas and alot to think on. The idea worked well in 1-2e as you had the magic resistance to work with and 3e had spell resistance, but yeah 4e just doesnt have that mechanic built in there. But i guess if demon lords dont have magic resistance anymore i guess i shouldnt feel too bad that my race wont either. I like the forced reroll idea Fireclave i might work that in there. Im also thinking of maybe a limited dispel magic ability like the wizards power, but I dont know thats what a 6th level power? With no ECLs in 4e i really need to tone some things down. Lets see all in all they had the magic resistance, which is the part i was really having trouble with, they had a healing factor (not regeneration, they didnt grow arms back.) Im thinkin i could simulate that by giving them some extra healing surges. And they had bone claws which i would see as increasing their unarmed damage to 1d6 allowing a racial feat to boost it to 1d8. So yeah they were basically a race of magic resistant Wolverines. But they had drawbacks, first as a race they shunned armor, seeing any one who wore it as being afraid of getting hurt, They considered unarmed combat (albeit with claws) the height of military prowess so they shunned normal weapons especially ranged weapon believing that not to kill a man face to face was cowardly. They also made poor spellcasters because of their magic resistance. But 4e doesnt really use racial penalties so all this amounts to fluff now so i need to work em out so theyre not overpowerfull or anything. I dont want every player at my table goin oh im playin one of these guys.
Thanx guys for the input. youve given me some ideas and alot to think on. The idea worked well in 1-2e as you had the magic resistance to work with and 3e had spell resistance, but yeah 4e just doesnt have that mechanic built in there. But i guess if
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Crimson_Concerto
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August 3, 2009 6:37 PM PDT
Fireclave, why is there nothing in your guide about avoiding natural weapons at all cost? Because it seems like every other homebrew race wants to have natural weapons in the form of at-will attack powers or an unarmed attack enhancement even though they're completely inappropriate...
Fireclave, why is there nothing in your guide about avoiding natural weapons at all cost? Because it seems like every other homebrew race wants to have natural weapons in the form of at-will attack powers or an unarmed attack enhancement even though
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Fireclave
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August 3, 2009 7:07 PM PDT
Fireclave, why is there nothing in your guide about avoiding natural weapons at all cost? Because it seems like every other homebrew race wants to have natural weapons in the form of at-will attack powers or an unarmed attack enhancement even though they're completely inappropriate... On this point I disagree. Perhaps is my personal bias speaking but I like the idea of races having natural weapons or natural weapon-theme abilities and powers. There's something satisfying about tearing into your foes with nothing but your own power, forgoing the crutches that are necessary to every other warrior. It's one of the reasons people of drawn to the monk class, and one of the reasons why many were drawn to monstrous races in previous editions.
That is assuming, of course, that racial weapons are done in a manner that's both balanced and thematically appropriate; just like any other racial feature.
However, I'll also admit that I'm not as active on the homebrew forums as you are, so I've probably have not seen as many badly implemented natural weapon mechanics as you have.
Perhaps your issue is not with natural weapons per se, but rather with the idea natural weapons that are too liberally handed out; where having sharp nails automatically justifies the race qualifying a race for built-in set of Ginsu where other races of comparable keratin structures do not. If so, then that's more of an issue of preference than one of mechanics. But now I'm just conjecturing.
On this point I disagree. Perhaps is my personal bias speaking but I like the idea of races having natural weapons or natural weapon-theme abilities and powers. There's something satisfying about tearing into your foes with nothing but your own pow
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The_Silversword
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August 3, 2009 7:15 PM PDT
Fireclave, why is there nothing in your guide about avoiding natural weapons at all cost? Because it seems like every other homebrew race wants to have natural weapons in the form of at-will attack powers or an unarmed attack enhancement even though they're completely inappropriate... So what are you saying? that minotaurs shouldnt have horns?, i mean if a race has claws or hooves or horns or what ever they should be able to do something with that a little better than 1d4 unarmed i mean really whats wrong with natural weapons?
So what are you saying? that minotaurs shouldnt have horns?, i mean if a race has claws or hooves or horns or what ever they should be able to do something with that a little better than 1d4 unarmed i mean really whats wrong with natural weapons?
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Magus_Stragus
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August 3, 2009 7:42 PM PDT
Crimson Concerto doesn't like natural weapons because in 4e races are supposed to do fairly good in any class they pick, and a natural weapon would be then a worthless racial feature to many non-melee classes. Or so I think.
Crimson Concerto doesn't like natural weapons because in 4e races are supposed to do fairly good in any class they pick, and a natural weapon would be then a worthless racial feature to many non-melee classes. Or so I think.
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Crimson_Concerto
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August 3, 2009 7:48 PM PDT
Perhaps is my personal bias speaking but I like the idea of races having natural weapons or natural weapon-theme abilities and powers. Natural weapon themed abilities and powers are fine, but it's possible for them to be done in a way that's not overpowered, not completely useless, not completely nonsensical, and not totally contrary to the game's racial design goals.
That is assuming, of course, that racial weapons are done in a manner that's both balanced and thematically appropriate; just like any other racial feature. That's the problem. The vast majority of the time they're done, they're not balance, and they're not thematically appropriate.
At-will attack powers are a terrible idea. If they're standard action attack powers, they become just as bad as the current Minotaur racial encounter power, channeling the race into a melee class and role or else have a useless racial power because your standard action is supposed to be what you use in order to fulfill your class and party role. If they're at-will minor action attack powers, then that's just overpowered.
As for unarmed attack improvement, etc., they're usually completely useless because they can't be enchanted like other weapons can, and somebody allows unarmed attacks to be enchanted, then it's still inappropriate because it again becomes the kind of racial benefit like the Half-Orc's Swift Charge that's great for melee weapon classes and roles but completely useless to everybody else, and that's bad design.
And then of course you run into logical inconsistencies with existing races. Why exactly do you get an better unarmed attack than a Razor-Claw Shifter? Why do you get an at-will attack power when the Minotaur and his powerful horns do not? Why are your teeth significant enough for mechanical representation when the Dragonborn get nothing for their obviously superior dentures?
This doesn't all mean that natural attacks can't be done. It just means that at-will attack powers and unarmed attack enhancements are an inappropriate way to do them. A minor action encounter attack power should be more than plenty. Anything more than that should be accomplished via feats or some other method that doesn't require a character to have completely useless racial features or powers.
So what are you saying? that minotaurs shouldnt have horns? Absolutely not. Check my sig to see that I very much want Minotaur to keep their horns and a reasonable way to use them. However, an unarmed attack enhancement isn't the appropriate way to do it, an at-will attack power isn't the appropriate way to do it, and a standard action encounter power isn't the appropriate way to do it.
i mean if a race has claws or hooves or horns or what ever they should be able to do something with that a little better than 1d4 unarmed i mean really whats wrong with natural weapons? I've explained that above. Nothing wrong with it per se, but there is definitely something wrong with a lot of the consequences. Make your superior unarmed attacks a racial feat instead of a base part of the race, and it's all golden. That way it's not dead weight to characters that can't at all make use of it. Problem solved. Either that or make it a minor action encounter power.
Crimson Concerto doesn't like natural weapons because in 4e races are supposed to do fairly good in any class they pick, and a natural weapon would be then a worthless racial feature to many non-melee classes. Or so I think. That's the simple version, yes.
Natural weapon themed abilities and powers are fine, but it's possible for them to be done in a way that's not overpowered, not completely useless, not completely nonsensical, and not totally contrary to the game's racial design goals.That's the prob
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ShadowGuard
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August 3, 2009 8:42 PM PDT
I think I have seen this idea on the boards before but I like the idea of a multi-class feat like the Blowgun training or Bola training to handle fighting with claws. It would be called “Claw Fighting” or something and be a feat that clawed races could take, like Razor-claw Shifters, Gnolls, or Lizardfolks. The initial feat would stat out the claws as weapons and later feats would represent cool claw fighting powers that you could incorporate into your character like the pre mentioned multi-class feats.
I think I have seen this idea on the boards before but I like the idea of a multi-class feat like the Blowgun training or Bola training to handle fighting with claws. It would be called “Claw Fighting” or something and be a feat that claw
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The_Silversword
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August 3, 2009 9:57 PM PDT
Right i see what you're saying Crimson Concerto. Natural weapons would be kinda usless especially after you get a +5 bastard sword or whatever, but still it could come in handy if you lose your sword for whatever reason. I really want claws on the race and i want some game mechanic in there to reflect that. If it proves to be pretty much usless in most circumstances thats fine by me al long as im not over powering the race. Of course i dont want to lay a bunch of useless powers/abilities on them either.
Right i see what you're saying Crimson Concerto. Natural weapons would be kinda usless especially after you get a +5 bastard sword or whatever, but still it could come in handy if you lose your sword for whatever reason. I really want claws on the ra
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The_Silversword
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August 3, 2009 10:01 PM PDT
I think I have seen this idea on the boards before but I like the idea of a multi-class feat like the Blowgun training or Bola training to handle fighting with claws. That does sound kinda cool ShadowGuard but im not sure about the multi-class bit. Im not exactly crazy over the Multi Class rules. Really kinda limits you. No more thief/fighter /magic-user, but i guess that was the point.
That does sound kinda cool ShadowGuard but im not sure about the multi-class bit. Im not exactly crazy over the Multi Class rules. Really kinda limits you. No more thief/fighter /magic-user, but i guess that was the point.
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Crimson_Concerto
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August 3, 2009 10:39 PM PDT
No more thief/fighter /magic-user This is in zero ways true. There are multiple ways to make a thief/fighter/magic-user. What are you talking about?
This is in zero ways true. There are multiple ways to make a thief/fighter/magic-user. What are you talking about? :confused:
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Fireclave
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August 3, 2009 10:49 PM PDT
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