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New Race for Review - Risi (giant-kin)

Khaalis

Adventurer
Here is another race for my homebrew, where giants still rule one of the continents. Comments appreciated.


Change Log: 14Aug08
* New Height & Weight
* Various changes from the threads and 2 all new racial feats: Lesser and Greater Byrdkunst
* 1st draft of the Ecology

* Removed the text description from this post as there wer too many changes to update it. Refer to the revised PDF for all changes.
 

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DanmarLOK

First Post
Just a minor quibble, thanks to the inverse square law, at 9' tall they'd be significantly heavier than 400lbs especially as described with their stocky build. Also I think they'd be even heavier than one would think because to support a 9' tall structure they'd have have correspondingly denser bones and muscles although one could dictate that their bones are stronger due to internal structure.

If a 6' human of stock build is around 250 that works out to 125 per 3'. Multiply that by 1.5 to help even out the law that as things get bigger on the outside their internal volume goes up at a higher rate and you have maybe roughly 200lbs per 3' putting them closer to 600lbs.

Again just a minor 'complaint' for what sounds otherwise like an interesting race.
 

Khaalis

Adventurer
Just a minor quibble, thanks to the inverse square law, at 9' tall they'd be significantly heavier than 400lbs especially as described with their stocky build. Also I think they'd be even heavier than one would think because to support a 9' tall structure they'd have have correspondingly denser bones and muscles although one could dictate that their bones are stronger due to internal structure.

If a 6' human of stock build is around 250 that works out to 125 per 3'. Multiply that by 1.5 to help even out the law that as things get bigger on the outside their internal volume goes up at a higher rate and you have maybe roughly 200lbs per 3' putting them closer to 600lbs.

Again just a minor 'complaint' for what sounds otherwise like an interesting race.
Interesting math. Does this also apply to the Dwarf? I ask because I simply doubled the dwarf stats. It would seem to me that the dwarf's stats are way off too then. I have no issue with increasing the body mass of the risa, like I said I simply took the 'quick and dirty method of doubling a dwarf.

However, looking at Body Mass Index, a person 6' and 250 lb. is considered obese. 183 lb. is the maximum to be considered 'healthy BMI'. If you assumed that the risa were more dense than humans and thus used the human's 'overweight' category as "normal" for a risi then a 9' risi's maximum 'normal' weight would be around 480 lb.

Does using BMI make sense for a race like this?
 

Kalzix

First Post
250lb at 6' might be a tad heavy but its not that far off. For someone that lifts etc you will have a higher than average weight since muscle weights more than fat.
 

Khaalis

Adventurer
Kalzix said:
250lb at 6' might be a tad heavy but its not that far off. For someone that lifts etc you will have a higher than average weight since muscle weights more than fat.
Yes as a former athlete, I know this. However to get a comparison, a tiny list of pro athlete stats...

* Julius Peppers (Defensive End) = 6'7" & 283 lb
* Champ Baily (Cornerback) = 6' & 196 lb
* Brian Urlacher (Linebacker) = 6'4" & 258 lb
* Randy Couture (UFC Heavyweight Champion) = 6'2" & 220 lb

These 4 guys average out to 3.165 lb. per inch of height (or 227 lb at 6'). If we assume risar have the same build as humans that would put then at a range of:

8’ 6” = 323 lb.
10’ 6” = 399 lb

(My original post was 320 - 440)


Now I'm not a physicist, so I don't know the calculations for the inverse square law, however, looking at some real life examples...

* Robert Pershing Wadlow (tallest man recorded) = 8'11" & 490 lb at his heaviest

* Leonid Stadnyk (tallest living man) = 8'6" & 440 lb

This would indicate that the height to weight ratio does increase (4.31 lb per 1" for Leonid and 4.58 lb per 1" for Robert). That's about a .05 change per 1" increase. Granted we don't know what their BMI status is but its a place to start.

Using these numbers we would get:

8’ 6” = 440 lb
8'11" (@ 4.55lb/1") = 488 lb (pretty close to Robert's actual 490)

so using the same increase of 0.05 per inch ... 10’ 6” (@ 5.51lb/1") = 695 lb

Since riasr are somewhat more stocky and heavily muscled than humans, it would look like the risar need to be 525-840 lb. (assuming 20% more mass than a human).

Does that sound about right?
 


redrover

First Post
Hi, finally got over here.

Risi: Might be useful to see a write-up of these as a monster race, too.

Weight: What you're looking for may be the square-cube law. Since you're scaling up height about 1.5 * human normal, this would scale your weight up about 3.4 * human normal (that is, 1.5 * 1.5 * 1.5).

If you take 180 pounds as stocky human average for 6-foot height, then the weight for a 9-foot humanoid would come out somewhere in the neighborhood of 600 pounds. A 12-foot giant would come in about 1,400 pounds, or close to the weight of a warhorse.

Traits:


Elemental Resistance: Seems to scale reasonably.

You might consider advancing resistance in increments of 5 levels; that is, resistance 5 + 5/5 levels (or 1st=5, 5th=10, 10th=15, 15th=20, 20th=25, 25th=30, 30th=35). This gives more character milestones, all resistance stays in multiples of five, and this discourages DMs from trying to reverse-engineer existing monster resistances by monster level.

Unmovable Mass: Perhaps a case can be made for holding against a 2-square slide or push. They are considerably larger than dwarves and perhaps even more immovable. Or consider this upgrade as a Paragon feat.

Half Giants: Maybe sharpen your focus by calling them "elemental half-giants". There are other half-giant races out there, and the suggested phrase is more accurate for your subject matter.

Earth Half Giant: Hmmm, Fire=Fire, Cold=Water, Lightning=Air, and something is missing. Maybe Acid=Earth?

I could also see variants for Poison (swamp), Necrotic (shadow realm), Radiant (blessed), Psychic (Underdark), and Thunder (storm). Force seems a bit of a stretch (wild magic?).

Stout Brawn: I wonder if this poaches too much on dwarves. Of all the traits, this one seems most expendable, should you want to cut down to a three-trait limit.

Did you consider any of these?

Inate Toughness:
Your racial build and power give you 5 more hit points at 1st level, another 5 at 11th level, and 5 more at 21st level. These hit points are cumulative with the Toughness feat, if you take it.

Oversized Weapons: Perhaps add a prohibition against light blades and any weapon scaled to Small creatures. ("Too small! Worthless in the hands of a Half-Giant!"). The prohibition against light blades could be lifted by a Risi Heroic feat representing special light blade training.

(ie: It's not optimal, but if you want it bad enough, you can get it.)

Heroic Feats:

Low Center of Gravity: Seems OK

Mighty Charge: I don't like the way this can stack with Powerful Charge at this Tier. You can get +5/+5 at 2nd level! Maybe reconfigure:

Mighty Charge (Risi):
Prereq: Risi, Power Charge. Benefit: You gain an additional +1 bonus to charge attacks and an additional +1 bonus to bull rush attacks.

(This gives the Risi a +1 push over other races if they concentrate on the attack form.)

Powerful Slam: Seems OK.Risi Weapon Proficiency: Seems thematic.

General Note:
Consider increasing the Strength requisites of the Risi Strength-based feats by +2, to 15. This matches their +2 racial Strength bonus, keeping these feats in line with the standard feats of non-buffed races.

Idea, Desperate Blow: Preq: Strength 13. Benefit: You cannot use this feat unless you are bloodied. If you have not moved and your attack hits, you can add + 1d6 damage and be immobilized until the beginning of your next turn. At 11th level, increase to + 2d6 damage, at 21st level increase to + 3d6 damage. You can trigger this feat only once per turn.

(While this wouldn't be exclusive to Risi, I thought I'd throw it into the general idea mix.)


Paragon Feats:

Improved Resistance: Seems way too powerful. MM p104, even Elementals don't get immunity from their element; why would an elemental half-giant?

First, I would re-peg this feat at Epic Tier. Second, I would give a +5 resistance only.

By making this an Epic feat, no one can put another increase above it. A +5 bonus brings the maximum elemental half-giant resistance to 40, or the same as an ancient red dragon (MM p83).

Mountain Among Men: While it might be claimed that this is a limited case, it seems to me common enough to warrant only a +1 AC bonus, especially if the elemental half-giant is Large.

It might be the equivalent of the "Wall" bonus feat (which is +1) -- in this case, the half-giant is his own wall.

Also, Small folk like halflings and specialists like dwarves can get special attack bonuses against Large creatures, and I would be reluctant to allow a feat to completely negate these at Paragon Tier.

So, maybe keep this at +1 AC bonus, and perhaps allow an Epic feat to further raise it to a total of +2.

An alternative would be to shift this feat entirely to Epic Tier, giving the short guys the Paragon Tier to enjoy their bonus before an opposing feat occasionally takes it away.

Risi Perfectionist: Good example of power creep. Most race-based skill bonuses are only +2 (dwarf/dungeoneering, elf/nature, dragonborn/history), thus the total train/focus/race package is +10. This suggests your perfectionist bonus should be a +2 bonus, not a +3.

In general: Your attribute requirements seem a bit low for the Tier.


Primal Champion: I like this section very much.

Titanic Retort: I'm not sure why you're using a Strength mod damage here when you used a Dex mod damage previously for elemental damage.
I would much prefer a "shockwave" effect that pushes opponents out of the half-giant's reach. Prone in a threatened square for multiple opponents seems an extremely strong result for this power level.

Titanic Presence: The clause "until bloodied" might weaken this too much. In my experience, DMs tend to split into two camps. One concentrates on putting down effective PCs (especially when monsters are intelligent), the other spreads damage among PCs in order to keep the maximum number of players active. This dichotomy muddies the testing waters considerably.

If this was a monster ability, I believe most parties of equal level would negate it in 1-2 rounds, which is too soon, IMO. My strategy for an accurate playtest would be to run this intensively in a PvP environment and see what happens.

Titanic Blasting Strike: You might find friendly fire issues cramp this one too much. If so, you might reduce the burst to 2 squares or just exclude the half-giant's allies from the effects (I rather favor the latter).

In any case, I would make 2[W] of the damage energy damage. (In other words, a "miss" deals only energy damage to the target, and a hit deals 2[W] physical damage + 2[W] energy damage.)


Primal Inheritor: I like much of what I see.

Practice Makes Perfect: Seems way too broad to me. Rerolls on attacks and damage seem to poach other race and class traits. I'd try just limiting this power to Skill and ability checks and see how it plays.

That said, maybe allow one action point to be spent on a skill/ability check per encounter regardless of other action point use in the encounter.

Primal Recharge:
IMO, this is balanced only if it can function a maximum of once per encounter. ("It's a half-giant, Jim, not an energizer bunny!")

Sweeping Strike: First, how can this not be vs. Reflex? How is armor going to help someone smaller and weaker than the half-giant against this attack?

Second, see Retort above. I'd recommend having affected opponents in reach pushed directly back out of reach. (Make them close all over again instead of just stepping in.)

Giant's Charge: Not sure why you're requiring a minor action for this, unless I am misreading it. Can you do this with a non-charge move or is it charge only? If charge only, why the load of a minor action?

Suggest half-giant can move through squares occupied by smaller opponents. (Could he, for example, move through an ancient red dragon?)

Fearsome Onslaught: This one looks really out of balance compared to Fighter powers.

The 6[W] matches Fighter 25th Encounter powers (PH 85) or the 29th level Daily (No Mercy PH p86), which is 7[W] and has no effect if you miss.

The additional 2[W] against a bloodied opponent seems rather like carrying coal to Newcastle. Strikes me as too lethal, even for a daily. It matches double the bloodied bonus for the Ranger's 27th-level Daily, though (Lightning Shot PH p 113).

I would suggest reducing damage to 4[W] and a -2 fear penalty to the target's attacks if bloodied (until unbloodied or end of encounter, one save only).

I would consider dropping the half damage on a miss.

I would consider restricting the secondary attack to those in reach.

I would give fleeing enemies a pass on opportunity attacks by the Risi that routed them. Otherwise, looks like the power just generates a bunch of cheap opportunity attacks.

An alternative "Fearsome" might be to give the half-giant a +5 to all saving throws until either the encounter ends or a saving throw is failed. Or this might be the core of a new Utility power.

Ritual: Seems in line with other rituals of its level.

Testing Notes: To help ensure balance I think that a series of monster versions should be run against PCs to see if the powers are too lethal. Second, they should be run as party members to see how they fit in with other races. Third, they should be tested in party PvP to help compensate for variances in DM styles.

Anyhow, hope you find this of use!
 

Khaalis

Adventurer
Finally have a chance to get to this again. Thanks for the comments. This race was originally drafted before the minotaur, so it is in need of some work to bring it up to that level.

redrover said:
Risi: Might be useful to see a write-up of these as a monster race, too.
I’ll eventually get around to that. I wanted to nail down the PC race version before adapting that into monster stat-blocks.

redrover said:
Elemental Resistance
You might consider advancing resistance in increments of 5 levels; that is, resistance 5 + 5/5 levels (or 1st=5, 5th=10, 10th=15, 15th=20, 20th=25, 25th=30, 30th=35). This gives more character milestones, all resistance stays in multiples of five, and this discourages DMs from trying to reverse-engineer existing monster resistances by monster level.
I was looking to keep this identical to the mechanics already used for the Tielfing, making it closer to RAW.

redrover said:
Unmovable Mass: Perhaps a case can be made for holding against a 2-square slide or push. They are considerably larger than dwarves and perhaps even more immovable. Or consider this upgrade as a Paragon feat.
I prefer to keep it at 1 square for core, to maintain the RAW balance. However, I do like the idea of making it a Paragon Feat.

IMPROVED UNMOVABLE MASS [Risi, Paragon]
Prerequisites: Str 19, Dex 15, Risi
Benefit: Your unmovable mass racial trait improves to prevent up to 2 squares of forced movement.


redrover said:
Half Giants: Maybe sharpen your focus by calling them "elemental half-giants". There are other half-giant races out there, and the suggested phrase is more accurate for your subject matter.
Half-giants is purely a fluff oriented nomenclature for the race and is world specific. Again, keep in mind here that this wasn’t originally intended to be a generic one-size-fits-all D&D Half-Giant race. This is a homebrew world specific race. In that world, the Risar are the only race referred to in slang (seen as derogatory by risar) as half-giants.


redrover said:
Earth Half Giant: Hmmm, Fire=Fire, Cold=Water, Lightning=Air, and something is missing. Maybe Acid=Earth?
I had thought about this, but I decided that nothing really fit organically. Everything, such as using Acid, seemed rather contrived and forced. I would rather follow the WotC teams design philosophy of not forcing unnatural “balance” purely for the same of completism. None of the ‘earth’ oriented type of giants really have an “energy” affinity. The closest (in my mind) would technically be lightning anyway since the earth is a natural ground for electrical energy.

However, with that said, I do think the race needs to reflect more giant type ancestries. The problem is, we don’t have enough giants to work with since WotC in their infinite Wisdom (/sarcasm off) decided to only include 2 giants in the MM. We do know a few basics though. I think all of the following “energy” types could be included in the racial choices:
• Cold (frost)
• Fire (fire)
• Lightning (Storm)
• Necrotic (Death)
• Thunder (Storm)

Ones I don’t really see fitting any known giant types:
• Acid
• Force
• Poison
• Psychic (maybe Fomorian??)
• Radiant

Am I being too closed minded in thinking that some of the energy types just don’t fit thematically?


redrover said:
Stout Brawn: I wonder if this poaches too much on dwarves. Of all the traits, this one seems most expendable, should you want to cut down to a three-trait limit.
Yes it does step on the dwarf’s toes. I’ve dropped it from the draft. However, I had wanted something to indicate their natural strength. How about this instead?

Giant’s Brawn: Your multipliers for Carrying, Lifting and Dragging are 1.25 the normal amount (page 222), thus x12.5, x25, and x62.5 respectively.

This could then be augmented with a Heroic Feat.

IMPROVED GIANT’S BRAWN [Risi, Heroic]
Prerequisites: Str 19, Con 15, Risi
Benefit: Your multipliers for Carrying, Lifting and Dragging become 1.5 the normal amount (page 222), thus x15, x30, and x75 respectively.


redrover said:
Innate Toughness: Your racial build and power give you 5 more hit points at 1st level, another 5 at 11th level, and 5 more at 21st level. These hit points are cumulative with the Toughness feat, if you take it.
This would make for a good Heroic level feat to make the riser tougher than other races. I am thinking a prerequisite of Con 15.


redrover said:
Oversized Weapons: Perhaps add a prohibition against light blades and any weapon scaled to Small creatures. ("Too small! Worthless in the hands of a Half-Giant!"). The prohibition against light blades could be lifted by a Risi Heroic feat representing special light blade training.
The only problem I have with this, is that it automatically bans the race from entry to the Rogue class, which I think is a big No-No.

However, I was thinking of slightly changing this since so many are using Oversized Weapons.

Perhaps something like…
Mighty Build: You gain a +1 racial bonus to attack rolls with melee weapons.


redrover said:
Mighty Charge: I don't like the way this can stack with Powerful Charge at this Tier. You can get +5/+5 at 2nd level! Maybe reconfigure: {snip}
I like this change. Noted.

redrover said:
General Note: Consider increasing the Strength requisites of the Risi Strength-based feats by +2 .
Done.


redrover said:
Improved Resistance: Seems way too powerful. MM p104, even Elementals don't get immunity from their element; why would an elemental half-giant?
Agreed. Like I said, this was an early draft and I was still in a more 3E mindset where immunity wasn’t as big a deal at those levels.
I’d like to avoid an Epic Tier feat so I propose the following.

IMPROVED RESISTANCE [Risi, Paragon]
Prerequisites: Con 17, Risi
Benefit: Your racial elemental resistance increases by +3 (to 8 + one-half your level).


redrover said:
Mountain Among Men: While it might be claimed that this is a limited case, it seems to me common enough to warrant only a +1 AC bonus, especially if the elemental half-giant is Large.
Noted. Reduced to +1 AC and increased the Prerequisites to CON 15, DEX 15 to make it harder to attain.


redrover said:
In general: Your attribute requirements seem a bit low for the Tier.
Also noted. Ability Prerequisite increases:
* Giant’s Throw (Str 21, Dex 15)
* Improved Resistance (Con 17)
* Improved Unmovable Mass (Str 19, Dex 15)
* Mountain Among Men (Con 15, Dex 15)


redrover said:
Titanic Retort: I'm not sure why you're using a Strength mod damage here when you used a Dex mod damage previously for elemental damage.
I would much prefer a "shockwave" effect that pushes opponents out of the half-giant's reach. Prone in a threatened square for multiple opponents seems an extremely strong result for this power level.
This was done for two reasons.
1) Champion’s Strike is a flat Paragon Path “feature”. Path features tend to concentrate on Secondary ability scores rather than primary ability scores since they are always active, unlike powers that are restricted in use. In this case, Dexterity seemed the most appropriate ability.
2) Titanic Retort is a power. Powers focus more on primary ability scores, which in this case is Strength.

As for the prone note, that makes sense. This would mean changing the power as follows:

Hit: 3d8+ Strength modifier damage of your chosen hereditary energy, and the target is pushed 3 squares.


redrover said:
Titanic Presence: The clause "until bloodied" might weaken this too much. In my experience, DMs tend to split into two camps. One concentrates on putting down effective PCs (especially when monsters are intelligent), the other spreads damage among PCs in order to keep the maximum number of players active. This dichotomy muddies the testing waters considerably.
If this was a monster ability, I believe most parties of equal level would negate it in 1-2 rounds, which is too soon, IMO. My strategy for an accurate playtest would be to run this intensively in a PvP environment and see what happens.
I was afraid this would be too overpowered if it didn’t have the condition. However, I can see the arguments here. After looking at this some more and running a few quick tests there are two ways to deal with this.
1) Leave the text of the ability “as-is” but make it an Encounter Power.
2) Change the text to remove the “or until bloodied” condition and retain its daily status.

My instinct says Option #1.


redrover said:
Titanic Blasting Strike: You might find friendly fire issues cramp this one too much. If so, you might reduce the burst to 2 squares or just exclude the half-giant's allies from the effects (I rather favor the latter).
In any case, I would make 2[W] of the damage energy damage. (In other words, a "miss" deals only energy damage to the target, and a hit deals 2[W] physical damage + 2[W] energy damage.)
Ok, so this would change the power to the following text.

Hit: 2[W] + Strength modifier damage plus 2[W] damage of your chosen hereditary energy, and ongoing 10 damage of your chosen hereditary energy type (save ends).
Miss: 2[W] damage of your chosen hereditary energy, and no ongoing damage.
Effect: All enemies within 2 squares of the target take ongoing 5 damage of your chosen hereditary energy type (save ends).


redrover said:
Practice Makes Perfect: Seems way too broad to me. Rerolls on attacks and damage seem to poach other race and class traits. I'd try just limiting this power to Skill and ability checks and see how it plays.
This power is identical to the Kensei path feature and since there are many paragon path features that are replicated form class to class, I don’t see this as out of line.

redrover said:
Primal Recharge: IMO, this is balanced only if it can function a maximum of once per encounter. ("It's a half-giant, Jim, not an energizer bunny!")
Noted. Changed to:
Primal Recharge (16th level): Once per encounter, when you score a critical hit with a two-handed weapon, you regain the use of an encounter power you’ve already used in the encounter.

redrover said:
Sweeping Strike: First, how can this not be vs. Reflex? How is armor going to help someone smaller and weaker than the half-giant against this attack?

Second, see Retort above. I'd recommend having affected opponents in reach pushed directly back out of reach. (Make them close all over again instead of just stepping in.)
Good call on AC vs. REF; text changed to:
Hit: 1[W] + Strength modifier damage, and the target is pushed 3 square.


redrover said:
Giant's Charge: Not sure why you're requiring a minor action for this, unless I am misreading it. Can you do this with a non-charge move or is it charge only? If charge only, why the load of a minor action?

Suggest half-giant can move through squares occupied by smaller opponents. (Could he, for example, move through an ancient red dragon?)
Perhaps the name is misleading? I’ll rename it to Giant’s Dash.
This is a minor action, as are almost all Personal Utility powers. It does Not require a charge action to use, but you can use a charge action and gain both the benefits of this power and the benefits of the charge 9they don’t have to be mutually exclusive).

As to the moving through enemy spaces, I think I’ll reword it as “you can move through enemy spaces of any creature of your size or smaller”.


redrover said:
Fearsome Onslaught: This one looks really out of balance compared to Fighter powers.
Actually, this is in fact “Lion of Battle” the Pit Fighter 20th level Attack Power with only this change:
Miss: The target takes a -2 penalty to attack rolls until the end of your next turn.


redrover said:
On Testing
Anyone is free to play test the race. My current situation doesn’t give me a lot of opportunity for hard play testing unfortunately.

Thanks again for the feedback.
 

WanderingMystic

Adventurer
Have you taken a look at the Genasi I would use their passive abilities as a base instead of just giving them a resistance

Giants Blood

Earth (+1 to saving throws)
Fire (5 Fire Resistance scales 10 @ 11th, 15 @ 21st)
Death (5 Necrotic Resistance scales 10 @ 11th, 15 @ 21st)
Frost (5 Cold Resistance scales 10 @ 11th, 15 @ 21st)
Storm (5 Lightning Resistance scales 10 @ 11th, 15 @ 21st)
Water ( You can breath underwater, in addition you gain a +1 to saves vs ongoing damage)


Unmovable Mass: (great ability)


Giant’s Brawn: (fits very nicely with the feel of this race)

Oversized: As much as I don't care for it Give them this ability it just makes sense and hopefully we will get some weapons this works with in the upcoming equipment guide.

Your Giants are just a bit to tall in my opinion, 10ft tall is a large creature not a medium with you list them as I would put them 7' 10" - 8' 4"
(all races in the PHB have a 6" variable, all in the MM have a 4" variable)
When they becom a "True Giant" they grow to 10' 2" - 10' 8"

By the way I love what you have come up with and will be using them in my game
 

Khaalis

Adventurer
WanderingMystic said:
Have you taken a look at the Genasi I would use their passive abilities as a base instead of just giving them a resistance
I think it would step on the toes of the Genasi too much. However, I do like the basic premise of these abilities. The new revision now includes 2 new racial feats that are basically related to this style of primordial heredity: Lesser and Greater Byrdkunst.

Your Giants are just a bit to tall in my opinion, 10ft tall is a large creature not a medium with you list them as I would put them 7' 10" - 8' 4"
(all races in the PHB have a 6" variable, all in the MM have a 4" variable)
When they becom a "True Giant" they grow to 10' 2" - 10' 8"
Not keen on the magical “growth” concept. Granted it could be a part of the ritual of awakening, but it seems ‘cluncky’ to me, especially since to be realistic it means the character has to buy all new gear, etc. I prefer to set a median height and just have them on the border of Medium/Large and have it a matagame concept for when they slip from being considered one size to the next. However, good note on the 6” variance. I’ve compromised and made them 8’6” to 9’0” and 525-575 lb.

New revision posted in the 1st post.
 

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