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Help with a feline player race
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<blockquote data-quote="Estlor" data-source="post: 2068772" data-attributes="member: 7261"><p>When playing with ability score adjustments, there are two rules to avoid a +1 LA:</p><p></p><p> </p><p><strong>1.</strong> Always make sure the adjustments are even numbered (+2, +4, +6, etc). Odd number adjustments can easily be maximized or minimized in impact by a clever player. An even number forces them to go down (or up) one level of bonus or penalty to their die role.</p><p> </p><p><strong>2.</strong> "Mental" ability scores are worth half a "Physical" ability score. I.E. a +2 in Strength can be countered by a -2 in Constitution or Dexterity or a -2 in two of Intelligence, Wisdom, and Charisma or a -4 in one of them. However, continuing the example, a +2 in Wisdom cannot be countered by a -1 in a physical ability score. WotC's rationale is that physical ability scores come into play more often statistically than mental ability scores and, therefore, have a greater impact on the character when adjusted.</p><p> </p><p>So, in the example of the Dragonstar cat race, they have a -4 on both Int and Cha because they have a +2 on two physical ability scores. Likewise, the Half-Orc has a -2 on two mental ability scores to offset its +2 in Strength.</p><p> </p><p>Another thing to consider is the side-effect of giving a bonus in a mental ability score. A race with a +2 to it's Int score will, on average, be slightly "better" as a wizard at 1st level than a race without that bonus <u>if only ability scores are taken into account</u>. Likewise, a -2 to Int will make a race slightly worse. In most cases, a race's ability score adjustments play to their strengths either directly or in a complimentary manner. A halfling gets a bonus to Dex, which helps out on many skills that rogues rely on, while their penalty to Str is slightly less important to a rogue. That's a direct connection. The dwarf gets a bonus to their Con, which gives them more hit points and a better fortitude save and a penalty to their Cha, an ability that does nothing to a Fighter. That's a complimentary connection.</p><p> </p><p>One note about the dwaf: it's the only race that "breaks" WotC's rules. Its +2 to Con, an ability that is good for <strong>EVERY </strong>class is only half offset by its -2 to Cha, an ability that only matters if you're laying on hands, turning undead, or casting spells as a bard or sorcerer. By WotC's own rules, the dwarf has an unbalanced ability score adjustment and, by default, should be a LA +1 race. When you add on top of it the host of abilities that put them head and shoulders above elves, gnomes, and halflings, they are definitely an overpowered race, but not a game-breaking one.</p><p> </p><p>In some cases, it's a judgement call. A hobgoblin is a LA +1 race because of it's unbalanced ability score adjustment, but it's brief host of other racial abilities make it a weak LA +1 race. On the other hand, a goliath or half-giant gains most of the bonuses of a large creature and none of its penalties, making them strong LA +1 races.</p></blockquote><p></p>
[QUOTE="Estlor, post: 2068772, member: 7261"] When playing with ability score adjustments, there are two rules to avoid a +1 LA: [b]1.[/b] Always make sure the adjustments are even numbered (+2, +4, +6, etc). Odd number adjustments can easily be maximized or minimized in impact by a clever player. An even number forces them to go down (or up) one level of bonus or penalty to their die role. [b]2.[/b] "Mental" ability scores are worth half a "Physical" ability score. I.E. a +2 in Strength can be countered by a -2 in Constitution or Dexterity or a -2 in two of Intelligence, Wisdom, and Charisma or a -4 in one of them. However, continuing the example, a +2 in Wisdom cannot be countered by a -1 in a physical ability score. WotC's rationale is that physical ability scores come into play more often statistically than mental ability scores and, therefore, have a greater impact on the character when adjusted. So, in the example of the Dragonstar cat race, they have a -4 on both Int and Cha because they have a +2 on two physical ability scores. Likewise, the Half-Orc has a -2 on two mental ability scores to offset its +2 in Strength. Another thing to consider is the side-effect of giving a bonus in a mental ability score. A race with a +2 to it's Int score will, on average, be slightly "better" as a wizard at 1st level than a race without that bonus [u]if only ability scores are taken into account[/u]. Likewise, a -2 to Int will make a race slightly worse. In most cases, a race's ability score adjustments play to their strengths either directly or in a complimentary manner. A halfling gets a bonus to Dex, which helps out on many skills that rogues rely on, while their penalty to Str is slightly less important to a rogue. That's a direct connection. The dwarf gets a bonus to their Con, which gives them more hit points and a better fortitude save and a penalty to their Cha, an ability that does nothing to a Fighter. That's a complimentary connection. One note about the dwaf: it's the only race that "breaks" WotC's rules. Its +2 to Con, an ability that is good for [b]EVERY [/b]class is only half offset by its -2 to Cha, an ability that only matters if you're laying on hands, turning undead, or casting spells as a bard or sorcerer. By WotC's own rules, the dwarf has an unbalanced ability score adjustment and, by default, should be a LA +1 race. When you add on top of it the host of abilities that put them head and shoulders above elves, gnomes, and halflings, they are definitely an overpowered race, but not a game-breaking one. In some cases, it's a judgement call. A hobgoblin is a LA +1 race because of it's unbalanced ability score adjustment, but it's brief host of other racial abilities make it a weak LA +1 race. On the other hand, a goliath or half-giant gains most of the bonuses of a large creature and none of its penalties, making them strong LA +1 races. [/QUOTE]
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