Grayhawk
First Post
For my ongoing project of simplifying/reworking 3e, I've made some changes to the core races.
Some of these are necessitated by other changes, notably to the skill system. As such, you may see a bonus to Alertness (equal to Listen, Search & Spot) or to Sneak (equal to Hide & Move Silently).
Other changes are for the sake of simplification, like giving dwarves a +2 bonus to fort saves instead of a +2 vs poison and spells (since they can be arcane as well as divine casters now, I don't see how they should have an 'innate resistance to magic spells'). In the same vein, I've given elves a +2 on Will saves instead of their +2 vs enchantment spells.
Yet other changes are for balance reasons (in 3.5 dwarves vs halfelves could use some equalizing, IMO).
And lastly, some changes are for flavor reaons, being highly campaign specific. (For instance, I don't really think that the elves' racial weapons are unbalanced, but I've changed them to fit the elven weapons of choice in my campaign. They choose shortbows over longbows as the smaller weapon is better suited for moving around in dense foliage and their skirmish-like tactics. Also, in this particular campaign, rapiers are a weapon of urban humans, longswords are preferred by knightly types, and the scimitar is finessable and the 'standard' elven sword.)
A note on ability score adjustments: I've settled for +1/-1 over the 3e standard of +2/-2, as I don't want characters to start out with stats of 20.
Here goes:
Human
1 extra feat, 1 Prime Stat (gain +2 on skill checks with chosen attribute)
Medium, Move 30
Dwarf
+1 Con, -1 Dex
Medium, Move 20 (unhindered by armor or encumberance)
Lowlight Vision
+2 to Fort Saves
+4 to AC vs giants
+2 on checks related to stone or metals
Gets automatic alertness check to notice unusual stonework when passing within 10 feet of such
Racial Weapons: Battleaxe & Warhammer
Hafling
+1 Dex, -1 Str
Small, Move 20, +1 AC, +1 to attack
+1 to all saves
+1 to Alertness
+2 to Sneak
+1 with thrown weapons & slings
Elf
+1 Dex, -1 Con
Medium, Move 30
Lowlight Vision
+2 to Will saves
+2 to Alertness
Gets automatic alertness check to notice secret doors when passing within 10 feet of such
Immune to Sleep & Ghoul paralysis
Racial Weapons: Scimitar & Shortbow
Halfelf
1 Prime Stat (gain +2 on skill checks with chosen attribute)
Medium, Move 30
Lowlight Vision
+2 to Will saves
That's it. Please ask about any specific choices you find odd and comment on whether you find these balanced or not. I've tried to keep the flavor of earlier editions as well, so please let me know if you feel something is missing or if something could be handled better.
Some of these are necessitated by other changes, notably to the skill system. As such, you may see a bonus to Alertness (equal to Listen, Search & Spot) or to Sneak (equal to Hide & Move Silently).
Other changes are for the sake of simplification, like giving dwarves a +2 bonus to fort saves instead of a +2 vs poison and spells (since they can be arcane as well as divine casters now, I don't see how they should have an 'innate resistance to magic spells'). In the same vein, I've given elves a +2 on Will saves instead of their +2 vs enchantment spells.
Yet other changes are for balance reasons (in 3.5 dwarves vs halfelves could use some equalizing, IMO).
And lastly, some changes are for flavor reaons, being highly campaign specific. (For instance, I don't really think that the elves' racial weapons are unbalanced, but I've changed them to fit the elven weapons of choice in my campaign. They choose shortbows over longbows as the smaller weapon is better suited for moving around in dense foliage and their skirmish-like tactics. Also, in this particular campaign, rapiers are a weapon of urban humans, longswords are preferred by knightly types, and the scimitar is finessable and the 'standard' elven sword.)
A note on ability score adjustments: I've settled for +1/-1 over the 3e standard of +2/-2, as I don't want characters to start out with stats of 20.
Here goes:
Human
1 extra feat, 1 Prime Stat (gain +2 on skill checks with chosen attribute)
Medium, Move 30
Dwarf
+1 Con, -1 Dex
Medium, Move 20 (unhindered by armor or encumberance)
Lowlight Vision
+2 to Fort Saves
+4 to AC vs giants
+2 on checks related to stone or metals
Gets automatic alertness check to notice unusual stonework when passing within 10 feet of such
Racial Weapons: Battleaxe & Warhammer
Hafling
+1 Dex, -1 Str
Small, Move 20, +1 AC, +1 to attack
+1 to all saves
+1 to Alertness
+2 to Sneak
+1 with thrown weapons & slings
Elf
+1 Dex, -1 Con
Medium, Move 30
Lowlight Vision
+2 to Will saves
+2 to Alertness
Gets automatic alertness check to notice secret doors when passing within 10 feet of such
Immune to Sleep & Ghoul paralysis
Racial Weapons: Scimitar & Shortbow
Halfelf
1 Prime Stat (gain +2 on skill checks with chosen attribute)
Medium, Move 30
Lowlight Vision
+2 to Will saves
That's it. Please ask about any specific choices you find odd and comment on whether you find these balanced or not. I've tried to keep the flavor of earlier editions as well, so please let me know if you feel something is missing or if something could be handled better.