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Dungeons & Dra.. Homebrew Campaigns Fireclave's Guide to 4e Race Mechanic Creation
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2 years ago  ::  May 26, 2011 - 2:40AM #181
Kronoshifter
Date Joined: Feb 10, 2011
Posts: 112
That power sounds good. I hadn't even thought of somehow making it an encounter power. I just thought, "Hmm. I want these guys to be able to teleport a lot," and I immediately jumped to at-will. By the way, 3 squares was just a random number I pulled off the top of my head that didn't sound like too much. The idea for this race kinda came from a scene from Jumper, when two of the characters were fighting while constantly teleporting. I threw swords in there and got some sort of crazy epic duel between Drizzt and Entreri while they were both wearing Boots of Teleportation, and thought , "That's what I want them to be like!" Anywho, thanks for the advice. I'll see If I can't come up with something more balanced. 
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1 year ago  ::  Dec 16, 2011 - 7:43AM #182
milkducks
Date Joined: Jul 18, 2009
Posts: 165
Great write-up!  I haven't had a chance to read it all yet, so if this question's been answered already, sorry in advance: How do you deal with granting bonuses to NADs now that floating racial attribute bonuses are the norm?  Let's say I'm working on a race who gets a +2 bonus to Constitution, and another +2 bonus to either Strength or Wisdom.  If the player selects Constitution and Wisdom, everything's fine, but if they go down the Strength/Constitution route, they'll need a NAD bonus (probably to Will) to compensate for the fact that they're doubling-up on Fortitude.

Would you just plainly write out that if the player selects Strength as their secondary stat bump, they also gain a +1 bonus to Will?  That seems a little awkward.  Maybe a better solution would be to split the race up, like they did with Shifters?  Race X-1 gets a bonus to Constitution and Wisdom, and Race X-2 gets a bonus to Constitution and Strength, as well as a +1 bonus to Will?  

How would you guys go about handling that?    
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10 months ago  ::  Aug 25, 2012 - 10:29PM #183
Evenglarexi
Date Joined: Mar 21, 2008
Posts: 101
You ever thought about doing a similar class guide? I know it would be MUCH harder, but well worth the effort I think, to keep the 4th edition spirit alive.
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9 months ago  ::  Sep 23, 2012 - 7:04AM #184
woolsome
Date Joined: Sep 23, 2012
Posts: 2
probably because 4e does not like flying or multi armed player characters and those traits being rare even among the monsters I wanted to create a race that had these features. the background fluff for this race would be about hem first being an other race but because of various experiments preformed on them by (dark) wizards/warlocks they have a wide variety in skin colour/eye colour/ horn shape/tail shape/etc. but all have four arms and wings. the statblock would look like followed:

Ability score: +2 dex +2 int


Size: medium


Speed: 7


Vision: low-light


 


Languages: common, choice of one other


Skil bonus: +2 stealth , +2 intimidate


-racial trait: multitask


 1 per turn


 Draw or stow a item as a free action, can only draw an item when you have at least one free hand


- busy hands: Have 4 hands worth of equipment at the start of the round choose 2 arms you will be using. The other 2 hands do not provide item bonuses, treat those items as not equipped but you do not have to stow them.


- tortured past: You have a +1 racial bonus to your fortitude


-encounter: fly


Gain clumsy flyer speed -2 until the beginning of your next turn must end your turn on a solid ground or take fall damage. Cannot carry any more than normal load.


Special: this power can be activated in order to negate fall damage as a immediate response.



And there would be some feats that improve the fly power to normal flight at walk speed at level 8 and another that would make it a sustain minor ability at level 16. I chose these levels because you said that at will flight was only available after level 16 but there are no feats that have a level requirement in any of the handbooks. Also I was not sure about the activate to negate fall damage part, if I made it a racial defence to halve fall damage it would lessen the impact of taking the fall damage from not ending the move action on solid ground, but combining it with the ability seems kind of weird and impractical.

Warforged and Eladrin also have a ability that shortens the extended rest to four hours while being fully aware of there surroundings. As this race would be designed to be the ultimate (evil) minions for the wizard/warlock it would be obvious to improve the sleeping habits but combined with the superior mobility granted with the flight ability and the weapon juggling of the four arms it seems a bit to overpowered. Would it be more balanced to shorten the rest time to four hours but make them light sleepers (monsters having to make a DC 20? stealth check to not wake them during those four hours). or would this be more appropriate as a feat?

Because wings and multiple arms give a weird body shape I was thinking of making armour cost 20% more in order to custom fit those items. but this might conflict with the no disadvantages rule. should i ignore logic and include the higher cost or stick with the no disadvantage rule (if it even applies to this situation)?

if this hole concept of wings AND four arms is unbalanced would it be more balanced to make it 2 different races?

Pleas give your opinion on the balance.
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4 months ago  ::  Jan 22, 2013 - 1:11PM #185
Deichgraf
Date Joined: Jul 12, 2009
Posts: 16
hm...

Well we got Pixies now and Hengeyokai (who's crane incarnation can fly), so my question is if all these rules can still be upheld like they are.

Even powerful abilities like being able to breathe underwater or being able to communicate with any sentient thing are given away like ice-cream on some of the published races (shardmind, genasi for example).

So can I add different speeds like fly, burrow, swim and capabilities like no need to breathe, underwater breathing or telepathic communication to any race regardless if I already filled their power "slots"?

Edit: For an extreme example:
A 4-armed, flying, living construct species that communicates telepathically and still has the powers given to him according to these guidelines? 
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3 months ago  ::  Mar 08, 2013 - 2:00AM #186
woolsome
Date Joined: Sep 23, 2012
Posts: 2
@Deichgraf: as mentiond earlyer in this forum not all published races are balanced races, some have abilitys that favor only one specific typ of class, etc. also the discription of the race dous not necesarily coralate to there abilitys so even if jou have a 4-armed, flying, living construct it dous not imediatly mean it has 4 arms worth of equipment and it also dous not mean it can fly or dous not need to eat sleep or breath. the discription is a flavor text just like how a dragonborn has verry sharp teeth but dous not have a special bite ability.
To translate the flavor text into abilitys you must use those powerslots and stats for example being a construct could give a +2 on constitution and having wings could give it a +2 on dexterity. having 4 arms would reduce stowing or retreaving an item from a minor to a free action. telepathic comunication could become a racial encounter ability that gives a bomus to the next attack or check made by the target or something like that.
in short flavor text and actual abilitys are compleatly seperate things. flavor text and discriptions give the feeling of how a creature looks and the stat modifiers and abilitys translate that text to the in-game mechenics. you can discribe the most extreme race but it can only use those awsome features if it has the powers to do them. the more powers you discribe the harder it gets to fit them all in the alotted powerslots.
I hope this helps
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