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4 years ago  ::  Jun 22, 2009 - 5:59PM #51
Crimson_Concerto
Date Joined: Aug 28, 2005
Posts: 9,913

Magus_Stragus wrote:

But isn't that the same as the Half-orc's swift charge racial feature? I mean, a wizard won't likely charge, isn't it?


And that's why that specific racial feature is badly designed. In my games, I make that a racial feat and swap in the Anger Unleashed feat for it instead. WotC makes mistakes too. What's important is that we be able to recognize when they have made those mistakes and to learn from them instead of repeating them.

Oh if only I could give the guy who designed that Half-Orc racial feature such an earful...

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  ::  Jun 22, 2009 - 7:17PM #52
Magus_Stragus
Date Joined: Sep 5, 2007
Posts: 196
Hmm... And, what if I give the option to choose from one of the two? Fluffed, one would be a leader elf, and the other a marksman elf. That would make sense, isn't it?

:D
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4 years ago  ::  Jun 22, 2009 - 7:38PM #53
Crimson_Concerto
Date Joined: Aug 28, 2005
Posts: 9,913

Magus_Stragus wrote:

Hmm... And, what if I give the option to choose from one of the two? Fluffed, one would be a leader elf, and the other a marksman elf. That would make sense, isn't it?

:D


If hypothetically a +1 to hit with ranged attacks weren't overpowered anyways, then yes, that would be a reasonable solution. But a +1 to hit with ranged attacks as a racial feature is overpowered anyways, so no, it's not actually a reasonable solution.

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  ::  Jun 22, 2009 - 8:05PM #54
Magus_Stragus
Date Joined: Sep 5, 2007
Posts: 196
Ok, ok, I get the point.

I'm still insisting in the archer-themed elves, so here's another idea: how about if I reduce the penalty for long ranged attacks to -1 instead of -2? Still too overpowered?

Geez, what can I do to show the elves as archers (other than the weapon proficiency ability)?
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4 years ago  ::  Jun 22, 2009 - 8:16PM #55
Crimson_Concerto
Date Joined: Aug 28, 2005
Posts: 9,913
. . . Are you serious? Elves are already perfect archers. It's as though they were basically made with the Archer Ranger specifically in mind. Is you're complaint that their racial traits don't specifically pigeon-hole them into only ever being Archer Rangers? Because that's by intentional design, and it's a good thing.

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  ::  Jun 22, 2009 - 8:34PM #56
Magus_Stragus
Date Joined: Sep 5, 2007
Posts: 196
Ok, Ok, I get it... I won't insist on that anymore...
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4 years ago  ::  Jun 22, 2009 - 10:12PM #57
Goldgrae
Date Joined: Jun 22, 2009
Posts: 16
Would you mind taking a look at my take on a lizardfolk (or set thereof, actually) PC race?  I intended it to be on the strong side, although I think I may have pushed it too far.  However, I felt it was better to err on the strong side for a first draft and then revise as necessary rather than the other way around.  I tend to be fairly generous with player power (since I am equally or more generous to monster/external power).  Also, if you have an alternative suggestion for Healing Scale, I'd love to hear it -- it's stolen right from the Dragonborn.  I'd like something... scaly.

My player has already seen it, but she's usually very amenable to changes, or I wouldn't trust her to see drafts.

Lizardfolk

RACIAL TRAITS
    Average Height: 6'0” - 7'2”
    Average Weight: 230-280 lb.

    Size: Medium
    Speed: 6 squares
    Vision: Normal

    Languages: Common, draconic
    Healing Scales: Your healing surge value is     equal to one-quarter of your maximum hit     points + your constitution modifier.
    Lizardfolk Weapon Training: You are     proficient with the shortspear, javelin,     longspear and trident and you treat all spears as     brutal 1.
    Deep Lung: You can hold your breath for up to     10 minutes before requiring saving throws.
    Swamp Walk: You ignore difficult terrain if it     is the result of bog, mud, or shallow water.


GREENSCALE LIZARDFOLK
    Ability Scores: +2 Dexterity, +2 Constitution
    Skill Bonuses: +2 Athletics, +2 Perception
    Tail Slash: As a Greenscale, you have the tail     slash power.


BLACKSCALE LIZARDFOLK
    Ability Scores: +2 Strength, +2 Constitution
    Indomitable Dimwittedness: You have a +1     racial bonus to Will.
    Skill Bonuses: +2 Athletics, +2 Intimidate
    Retaliatory Bite: As a Blackscale, you have     the retaliatory bite power.


POISONSCALE LIZARDFOLK
    Ability Scores: +2 Constitution, +2 Intelligence
    Skill Bonuses: +2 Stealthy, +2 Nature
    Gut Spit: As a Poisonscale, you have the gut     spit power.

---

Tail Slash

You crouch down, building energy for a great twist of your body before your tail slashes all around you.

Encounter
Minor Action        Close Burst 1
Targets: All creatures in area
Attack: Dexterity +2 vs. Reflex
Hit: 1d8 + Strength modifier damage.
    Increase to +4 bonus and 2d8 + Strength     modifier damage at 11th level, and to +6 bonus     and 3d8 + Strength modifier damage at 21st     level.

---

Retaliatory Bite

Your ripping teeth punish a foe for their impudence.

Encounter
Immediate Interrupt
Targets: One target
Trigger: You or an adjacent ally is attacked while yielding combat advantage.
Attack: Strength +4 vs. AC
Hit: 1d10 + Strength modifier damage and leaves     the target dazed until the end of your next turn.
    Increase to +6 bonus and 2d10 + Strength     modifier damage at 11th level, and to +8 bonus     and 3d10 + Strength modifier damage at 21st     level.

---

Gut Spit

You make a harsh noise in the back of your throat before launching a blast of viscous spittle at your foe.

Encounter
Minor Action        *    Poison
Targets: One target         Ranged 5
Attack: Constitution +2 vs. Reflex
Hit: 1d8 + Constitution modifier poison damage and takes 5 ongoing poison damage (save ends).
    Increase to +4 bonus, 2d8 + Constitution     modifier poison damage and 10 ongoing poison     damage (save ends).  Increase to +6 bonus, 3d8     + Constitution modifier poison damage and 15     ongoing poison damage (save ends).
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4 years ago  ::  Jun 25, 2009 - 9:44PM #58
tcg_researcher
Date Joined: Apr 5, 2005
Posts: 397
I'd PEACH this, but it really should have its own thread. This is a thread for discussing Fireclave's Guide.
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4 years ago  ::  Jun 26, 2009 - 10:01AM #59
Vebrandsson
  • Stampeding Hybrid
  • Dragon Slayer
Date Joined: Dec 12, 2008
Posts: 883
To focus on the guide itself, I would just like to state (because no one else has) that WotC gave the Gnolls Abyssal language as one of their racial languages. And to be honest I have yet to figure out what reason PC's can't learn one of these languages at lvl 1 (however at lvl 2 its just fine, in fact I had a player retrain his linguist feat at level 2 and pick up both languages, simply to prove he could). The Gnoll may show that Wotc is rethinking that whole idea, or it may be a mistake, but either way what specific reason do you see that Supernal or Abyssal should not be given as a racial language.

Edit: Also to bring something up from the EPG. The doppelgangers from that book get the following for racial stat bonuses: Dexterity or Intelligence +2, Charisma +2. Personally I question the wisdom of this on the part of WotC, and do not myself plan to use this, however if someone wanted to, anyone have suggestions on reconciling the balance of it?
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4 years ago  ::  Jun 27, 2009 - 2:40AM #60
Fireclave
Date Joined: Apr 29, 2006
Posts: 2,145

tcg_researcher]I'd PEACH this, but it really should have its own thread.


I agree. Discussing design philosophies or individual mechanics is one thing, but critiquing entire races is not really what this thread is for.

@Goldgrae - That said, I'd hate to have you come here asking for advice only to be met with "Get outta of my thread." So I will comment briefly on your races. For the most part, I only have problems with their encounter abilities.

Tail Slash - It's damage is a bit higher than what I would prefer to see on a racial AoE (I prefer to use the Dragonborn's damage progression as the cap), but more importantly, my issue is with the attack stat. Being only strength based makes this power very useless to any class or build that doesn't focus in strength. And that's a lot of them. Allowing the choice of additional stats would fix that (I suggest dex and con).

Retaliatory Bite - Daze bad. No daze good. Also, the target line should unambiguously specify a specific target. Finally, what do you mean by "yielding combat advantage."

Gut Spit - Does crazy good damage. Remember that ongoing damage hits at the beginning of your turn, but you don't get to save until the end. So even at heroic, a foe is taking 1d8+con+5 points on a hit guaranteed, and will likely take more. I suggest either removing the ongoing damage completely or moving it to a paragon-tier feat (sans the scaling). I did the same with one of my homebrew races, where a non-scaling Ongoing 6 damage about equaled the average damage output of the Dragonborn's Enlarge Breath feat.

I do suggest, however, that you create your own thread. That way, your race will get the attention that it deserves from a larger audience of potential reviewers.

I'd PEACH this, but it really should have its own thread.[/quote]
I agree. Discussing design philosophies or individual mechanics is one thing, but critiquing entire races is not really what this thread is for.

@Goldgrae - That said, I'd hate to have you come here asking for advice only to be met with "Get outta of my thread." So I will comment briefly on your races. For the most part, I only have problems with their encounter abilities.

Tail Slash - It's damage is a bit higher than what I would prefer to see on a racial AoE (I prefer to use the Dragonborn's damage progression as the cap), but more importantly, my issue is with the attack stat. Being only strength based makes this power very useless to any class or build that doesn't focus in strength. And that's a lot of them. Allowing the choice of additional stats would fix that (I suggest dex and con).

Retaliatory Bite - Daze bad. No daze good. Also, the target line should unambiguously specify a specific target. Finally, what do you mean by "yielding combat advantage."

Gut Spit - Does crazy good damage. Remember that ongoing damage hits at the beginning of your turn, but you don't get to save until the end. So even at heroic, a foe is taking 1d8+con+5 points on a hit guaranteed, and will likely take more. I suggest either removing the ongoing damage completely or moving it to a paragon-tier feat (sans the scaling). I did the same with one of my homebrew races, where a non-scaling Ongoing 6 damage about equaled the average damage output of the Dragonborn's Enlarge Breath feat.

I do suggest, however, that you create your own thread. That way, your race will get the attention that it deserves from a larger audience of potential reviewers.

Vebrandsson]To focus on the guide itself, I would just like to state (because no one else has) that WotC gave the Gnolls Abyssal language as one of their racial languages. [/QUOTE[
I hadn't realized that. Thanks for pointing that out.

To focus on the guide itself, I would just like to state (because no one else has) that WotC gave the Gnolls Abyssal language as one of their racial languages. [/QUOTE[
I hadn't realized that. Thanks for pointing that out.

Vebrandsson]And to be honest I have yet to figure out what reason PC's can't learn one of these languages at lvl 1 (however at lvl 2 its just fine, in fact I had a player retrain his linguist feat at level 2 and pick up both languages, simply to prove he could).


Besides for flavor reasons, my assumption is that WotC and wants to keep those languages restricted so they can serve as a resource tax for prerequisites in feature material. I just got my EPG today, and the Sivis Truenamer path actually has Supernal as a prerequisite, and we might see more of the same in Divine Power.

And to be honest I have yet to figure out what reason PC's can't learn one of these languages at lvl 1 (however at lvl 2 its just fine, in fact I had a player retrain his linguist feat at level 2 and pick up both languages, simply to prove he could).[/quote]
Besides for flavor reasons, my assumption is that WotC and wants to keep those languages restricted so they can serve as a resource tax for prerequisites in feature material. I just got my EPG today, and the Sivis Truenamer path actually has Supernal as a prerequisite, and we might see more of the same in Divine Power.

Vebrandsson]Also to bring something up from the EPG. The doppelgangers from that book get the following for racial stat bonuses: Dexterity or Intelligence +2, Charisma +2. Personally I question the wisdom of this on the part of WotC, and do not myself plan to use this, however if someone wanted to, anyone have suggestions on reconciling the balance of it?


From a purely mechanical point of view, I don't think there are any balance apparent balance problems. While the ability to choice between Dex or Int does make them more versatile than most races, at the end of the day, that choice doesn't make them any more or less powerful.

I would even go so far to say that in most cases, allowing any race to have any combination of racial bonuses would not affect overall balance. It would make races less focus and trample all over the poor humans who would need some form of compensation, but overall most races would not much more powerful for it, I think.

Regardless, I think the trend with the Doppelgangers is going to remain the exception and not the norm. Doppelgangers are suppose to be known for versatility (and even get a paragon path dedicated to that concept), so the idea was not implemented entirely arbitrarily. As far as ability scores go, they're still not as versatile as wrote:

Also to bring something up from the EPG. The doppelgangers from that book get the following for racial stat bonuses: Dexterity or Intelligence +2, Charisma +2. Personally I question the wisdom of this on the part of WotC, and do not myself plan to use this, however if someone wanted to, anyone have suggestions on reconciling the balance of it?[/quote]
From a purely mechanical point of view, I don't think there are any balance apparent balance problems. While the ability to choice between Dex or Int does make them more versatile than most races, at the end of the day, that choice doesn't make them any more or less powerful.

I would even go so far to say that in most cases, allowing any race to have any combination of racial bonuses would not affect overall balance. It would make races less focus and trample all over the poor humans who would need some form of compensation, but overall most races would not much more powerful for it, I think.

Regardless, I think the trend with the Doppelgangers is going to remain the exception and not the norm. Doppelgangers are suppose to be known for versatility (and even get a paragon path dedicated to that concept), so the idea was not implemented entirely arbitrarily. As far as ability scores go, they're still not as versatile as humans.

Thinking about creating a race for 4e?  Make things a lil' easier on yourself by reading my Race Mechanic Creation Guide first.
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