Action, Ancient, and Monstrous races.

Minigiant

Legend
Supporter
an extra feat feels too powerful but ancient race do need somethat says "I'm a century older than you. I know more stuff."

Each race type would favor a playstyle for each role.

Monstrous would be for heavy modifier users and at-will spammers.
Buff leaders
Defenders who use lots of oppurtunity attacks
At-will spammers
Blasters

Ancient would be for those who rely on effects and conditions
Storng AOE
Control wizards
Combo users
Healing leaders

Action would be for situational class builds.
Lock down controllers
Quick kill strikers
 

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keterys

First Post
In combat,

Monstrous gets +1 attack, +1 damage, +1 to two or three defenses, and possibly +1 to some other things, as well as +5/10/15 hp.
Ancient gets an extra encounter power every battle.
Action gets an additional action point every other fight.

Outside of combat,
Monstrous gets +1 to many skills, likely including the ones the character will use most of the time.
Ancient gets an additional trained skill and a language.
Action gets nothing.

I'm not sure I value the extra daily item use - maybe your games run differently than mine, though.

Try to make those even up a bit, would be my suggestion.

Also, I'd suggest that you stop considering Action with two action points and the others with 0 - they've got 1 as well, after all.
 

Minigiant

Legend
Supporter
In order to boost Ancient's combat ability and Action's non-combat, how about

Monstrous Races:
Increase each racial ability score bonus to +4
Gain 10 additiona HP at the 1st, 11th, and 21st levels.

Ancient Races:
Gain one additonal trained skill.
Gain one additonal language known.
Gain one additonal encounter class attack power from any class you are a member of.
Double bonus to defenses from primary class.

Action Races:
Start with 2 action points at the end of an extended rest.
Gain 2 action points when you reach a milestone.
May use up to two action points during an encounter.
Gain a +1 bonus to all d20 rolls (attack, skill, ability, saving throws) for 5 minutes (or until the end of encounter) after rolling a natural 20.
 

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