steeldragons
Steeliest of the dragons
We're giving you everything!! All of it! Throw it at the wall and it's all going to start sticking eventually.
This is kinda spawned from such fevered threads as discussions of "missing races/subraces, missing classes/subclasses, class/subclasses/races/subraces we'd like to see -or now we have them what do you think?" all those kinds of threads.
SO, I'm setting off on a quest...to get it all down. Make a system -or at least start off with a character creation side of the game that is going to offer SOMEthing for everyone if not, actually, everything. Let's make a 2018 version of Cinnibar! Talislanta on steroids! Keeping it D&D, of course, and/or classic open content legend/myth. But trying to get everything to FIT in some way...that doesn't make one's eyes bleed or get tooooo complicated for player buy in.
But option paralysis? Oh yeah, almost definitely. Here's what we've got so far...
Obv's starting at the beginning: Ability Scores: Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma.
Score Bonuses: 3 = -6, 4 = -5, 5 = -4, 6 = -3,7 = -2, 8 = -1, 9-12 = 0, 13-14 = +1, 15 = +2, 16 = +3, 17 = +4, 18 = +5 (19 = +6, 20 = +7 )
Alignments: Yup. They're a thing. We're bringin' 'em back. Lawful/Chaotic-Neutral-Good/Evil, all 9 combinations, with definitions and RP guidelines/examples of their differing perspectives and world views.
RACES!
Human
Occupational Aptitude: Add +1 to your Prime Ability.
Human Resilience: You can reroll any failed save once per day. You must use the second roll.
Diverse Interests: Add 2 skills of your choice.
Size: Adult humans are assumed to be Medium (avg. 5-6') creatures. Your base speed is 30'.
Proficiencies: As the baseline to which other species are compared, humans gain no particular innate proficiency bonuses.
Languages: Common + Int.mod. additional languages.
--Urbane: +1 to one mental ability, +1 to another ability of your choice.
Cosmopolitan: Add one extra language or Int-based skill of your choice. If a non-language skill, you add +1 to the roll.
--Tribal: +1 to one physical ability, +1 to another ability of your choice.
Of Your People: Add one additional skill or to attack with a traditional cultural weapon of your choice. You add +1 to the roll.
*Optional: Cultural Diversity: assign ability bonuses (max +2 to a single ability) to specific abilities based on region and/or culture of a particular people.
The Stout Races
Stoutfolk Aptitude: +1 to Constitution.
Stoutfolk Resilience: You reroll failed saves dependent on Constitution. Once per day, you can reroll a failed save against Arcane Magic. You must use the second roll.
Stout Size: While Dwarves are technically considered Medium, Gnomes and Halflings are Small creatures. All Stoutfolk add +2 to their AC for each size category larger than human of an enemy you can see that is attacking you. Your base speed is 25'.
Dwarf:
Aptitude: +1 to Con., + 1 to another ability dictated by subrace.Senses: Darkvision 60'
--Default, Hill: +1 to Con. or Str.
Stonecraft: You are +2 to any skill roll involving the examination of natural rock or stone construction. You automatically notice when a corridor is declining or inclining, however slight, when underground. Also, while underground, you always know which direction is north.
Ancestral Foes: You are +2 to attacks against giantkin and goblinoids.
Proficiencies: +1 with axes and crossbows.
Languages: Common, Dwarven, Goborc, Trollog
--Mountain/"Northern": +1 to Str. or Wis.
Stonecraft: You are +2 to any skill roll involving the examination of natural rock or stone construction. You automatically notice when a corridor is declining or inclining, however slight, when underground. Also, while underground, you always know which direction is north.
Ancestral Foes: You are +2 to attacks against giants and goblinoids.
Proficiencies: +1 with axes and hammers.
Languages: Dwarven, Common, Goborc, Giant
--Fire Elemental, Vulcan: +1 to Con. or Wis.
Metallurgy: You are +2 to any skill roll involving the examination of natural ore or worked metals. You can identify normal and magical metals. Also, you can "see" or otherwise sense the presence, type and general amount, even through stone, within 50'. On successful rolls, you know when metal or metal items are enchanted.
Elemental Ancestry: You are immune to damage from heat and fire. You take double damage from cold- and water-based attacks.
Proficiencies: You know and can use the Bolt(Fire only) cantrip at will. Once per day you may use Heat Metal as a caster of your experience level.
Languages: Primordial, Dwarven, Giant, Common
Gnome:
Aptitude: +1 to Con., + 1 to another ability dictated by subrace.
Senses: Darkvisioin 60'; Low-light Vision 60'
--Default, Forest: +1 to Dex. or Wis.
Treasure Sense: You are +2 to any skill roll involving the appraisal of precious metals and gemstones. You are able to "smell" or sense the presence, type, and general amount of precious metals and gemstones, within 50', even through/behind solid stone, as long as you have an unhindered sense of smell. On successful rolls, you know when gems or metals (or items made with them) are enchanted.
Natural Stealth: You are +2 to any skill roll to hide or move unnoticed in any surrounding. Your small size also allows you to use a medium or larger creature to hide behind. In natural surroundings (woods, fields, caves), your bonus increases to +4.
Proficiencies: You know and can use the Simple Illusion cantrip at will. Once per day you may use Faerie Fire as a caster of your experience level.
Languages: Sylvan, Common, Goborc, small forest animals
--Miner: +1 to Dex. or Int.
Treasure Sense: You are +2 to any skill roll involving the appraisal of precious metals and gemstones. You are able to "smell" or sense the presence, type, and general amount of precious metals and gemstones, within 50', even through/behind solid stone, as long as you have an unhindered sense of smell. On successful rolls, you know when gems or metals (or items made with them) are enchanted.
Ancestral Foes: You are +2 to attacks against goblinoids and kobolds.
Proficiencies: You are +1 to rolls in 2 skills of your choice.
Languages: Common, Dwarven, Sylvan, Goborc
--Earth Elemental, Pech: +1 to Con. or Str.
Tremor Sense: You are +2 to any skill roll involving Perception or Investigation as long as you are in direct contact with earth or stone. You are aware of all movement within 50', even through/behind solid stone, as long as you have an unhindered sense of touch. On successful rolls, you know numbers of creatures and general size of the source.
Elemental Ancestry: You take half damage from piercing and slashing damage, save for 1 quarter. You suffer no slowing or damage from naturally difficult earth or stone terrain.
Proficiencies: You know and can use the Affect Element: Mold Earth cantrip at will. Once per day you may use Stoneshape as a caster of your experience level.
Languages: Primordial, Common, Dwarven, Giant
Halfling:
Aptitude: +1 to Dex., + 1 to another ability dictated by subrace.Senses: Low-light Vision 30'
--Default, Hairfoot/Hillfolk/Pict: +1 to Dex. or Con.
Natural Stealth: You are +2 to any skill roll to hide or move unnoticed in any surrounding. Your small size also allows you to use a medium or larger creature to hide behind. In natural surroundings (woods, fields, caves), your bonus increases to +4.
Affable Charm: You are +2 in any interactions or using the Persuasion skill as long as the recipient understands the language you are speaking.
Proficiencies: You are +1 to rolls in 2 skills of your choice.
Languages: Common, + 1 language of choice.
--Tallfellow: +1 to Dex. or Int.
Natural Stealth: You are +2 to any skill roll to hide or move unnoticed in any surrounding. Your small size also allows you to use a medium or larger creature to hide behind. In natural surroundings (woods, fields, caves), your bonus increases to +4.
Nimble Speed: You add 5' to your base movement rate (making it 30' without additional/magical enhancment) for one round. You may use this feature as many times per day as you have levels.
Proficiencies: +1 with short swords and short bows.
Languages: Common, Elfin
--Faerfolk, Brownie: +1 to Dex. or Int.
Natural Stealth: You are +2 to any skill roll to hide or move unnoticed in any surrounding. Your small size also allows you to use a medium or larger creature to hide behind. In natural surroundings (woods, fields, caves), your bonus increases to +4.
Faerfolk Origin: You are immune to enchantment magic and see through illusions of 3rd level or lesser magic.
Proficiencies: You know and can use the Mending cantrip at will. Once per day you may use Invisibility as a caster of your experience level.
Languages: Sylvan, Common, Elfin.
This is kinda spawned from such fevered threads as discussions of "missing races/subraces, missing classes/subclasses, class/subclasses/races/subraces we'd like to see -or now we have them what do you think?" all those kinds of threads.
SO, I'm setting off on a quest...to get it all down. Make a system -or at least start off with a character creation side of the game that is going to offer SOMEthing for everyone if not, actually, everything. Let's make a 2018 version of Cinnibar! Talislanta on steroids! Keeping it D&D, of course, and/or classic open content legend/myth. But trying to get everything to FIT in some way...that doesn't make one's eyes bleed or get tooooo complicated for player buy in.
But option paralysis? Oh yeah, almost definitely. Here's what we've got so far...
Obv's starting at the beginning: Ability Scores: Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma.
- Use 4d6, drop the lowest, arrange to taste.
- Use 3d6, arrange to taste.
- Use 3d6, in order, no swapping.
- Use "Ability Array": 16-14-13-11-10-8, arrange to taste, "point buy" -2 points from one ability to +1 another score.
Score Bonuses: 3 = -6, 4 = -5, 5 = -4, 6 = -3,7 = -2, 8 = -1, 9-12 = 0, 13-14 = +1, 15 = +2, 16 = +3, 17 = +4, 18 = +5 (19 = +6, 20 = +7 )
Alignments: Yup. They're a thing. We're bringin' 'em back. Lawful/Chaotic-Neutral-Good/Evil, all 9 combinations, with definitions and RP guidelines/examples of their differing perspectives and world views.
RACES!
Human
Occupational Aptitude: Add +1 to your Prime Ability.
Human Resilience: You can reroll any failed save once per day. You must use the second roll.
Diverse Interests: Add 2 skills of your choice.
Size: Adult humans are assumed to be Medium (avg. 5-6') creatures. Your base speed is 30'.
Proficiencies: As the baseline to which other species are compared, humans gain no particular innate proficiency bonuses.
Languages: Common + Int.mod. additional languages.
--Urbane: +1 to one mental ability, +1 to another ability of your choice.
Cosmopolitan: Add one extra language or Int-based skill of your choice. If a non-language skill, you add +1 to the roll.
--Tribal: +1 to one physical ability, +1 to another ability of your choice.
Of Your People: Add one additional skill or to attack with a traditional cultural weapon of your choice. You add +1 to the roll.
*Optional: Cultural Diversity: assign ability bonuses (max +2 to a single ability) to specific abilities based on region and/or culture of a particular people.
The Stout Races
Stoutfolk Aptitude: +1 to Constitution.
Stoutfolk Resilience: You reroll failed saves dependent on Constitution. Once per day, you can reroll a failed save against Arcane Magic. You must use the second roll.
Stout Size: While Dwarves are technically considered Medium, Gnomes and Halflings are Small creatures. All Stoutfolk add +2 to their AC for each size category larger than human of an enemy you can see that is attacking you. Your base speed is 25'.
Dwarf:
Aptitude: +1 to Con., + 1 to another ability dictated by subrace.Senses: Darkvision 60'
--Default, Hill: +1 to Con. or Str.
Stonecraft: You are +2 to any skill roll involving the examination of natural rock or stone construction. You automatically notice when a corridor is declining or inclining, however slight, when underground. Also, while underground, you always know which direction is north.
Ancestral Foes: You are +2 to attacks against giantkin and goblinoids.
Proficiencies: +1 with axes and crossbows.
Languages: Common, Dwarven, Goborc, Trollog
--Mountain/"Northern": +1 to Str. or Wis.
Stonecraft: You are +2 to any skill roll involving the examination of natural rock or stone construction. You automatically notice when a corridor is declining or inclining, however slight, when underground. Also, while underground, you always know which direction is north.
Ancestral Foes: You are +2 to attacks against giants and goblinoids.
Proficiencies: +1 with axes and hammers.
Languages: Dwarven, Common, Goborc, Giant
--Fire Elemental, Vulcan: +1 to Con. or Wis.
Metallurgy: You are +2 to any skill roll involving the examination of natural ore or worked metals. You can identify normal and magical metals. Also, you can "see" or otherwise sense the presence, type and general amount, even through stone, within 50'. On successful rolls, you know when metal or metal items are enchanted.
Elemental Ancestry: You are immune to damage from heat and fire. You take double damage from cold- and water-based attacks.
Proficiencies: You know and can use the Bolt(Fire only) cantrip at will. Once per day you may use Heat Metal as a caster of your experience level.
Languages: Primordial, Dwarven, Giant, Common
Gnome:
Aptitude: +1 to Con., + 1 to another ability dictated by subrace.
Senses: Darkvisioin 60'; Low-light Vision 60'
--Default, Forest: +1 to Dex. or Wis.
Treasure Sense: You are +2 to any skill roll involving the appraisal of precious metals and gemstones. You are able to "smell" or sense the presence, type, and general amount of precious metals and gemstones, within 50', even through/behind solid stone, as long as you have an unhindered sense of smell. On successful rolls, you know when gems or metals (or items made with them) are enchanted.
Natural Stealth: You are +2 to any skill roll to hide or move unnoticed in any surrounding. Your small size also allows you to use a medium or larger creature to hide behind. In natural surroundings (woods, fields, caves), your bonus increases to +4.
Proficiencies: You know and can use the Simple Illusion cantrip at will. Once per day you may use Faerie Fire as a caster of your experience level.
Languages: Sylvan, Common, Goborc, small forest animals
--Miner: +1 to Dex. or Int.
Treasure Sense: You are +2 to any skill roll involving the appraisal of precious metals and gemstones. You are able to "smell" or sense the presence, type, and general amount of precious metals and gemstones, within 50', even through/behind solid stone, as long as you have an unhindered sense of smell. On successful rolls, you know when gems or metals (or items made with them) are enchanted.
Ancestral Foes: You are +2 to attacks against goblinoids and kobolds.
Proficiencies: You are +1 to rolls in 2 skills of your choice.
Languages: Common, Dwarven, Sylvan, Goborc
--Earth Elemental, Pech: +1 to Con. or Str.
Tremor Sense: You are +2 to any skill roll involving Perception or Investigation as long as you are in direct contact with earth or stone. You are aware of all movement within 50', even through/behind solid stone, as long as you have an unhindered sense of touch. On successful rolls, you know numbers of creatures and general size of the source.
Elemental Ancestry: You take half damage from piercing and slashing damage, save for 1 quarter. You suffer no slowing or damage from naturally difficult earth or stone terrain.
Proficiencies: You know and can use the Affect Element: Mold Earth cantrip at will. Once per day you may use Stoneshape as a caster of your experience level.
Languages: Primordial, Common, Dwarven, Giant
Halfling:
Aptitude: +1 to Dex., + 1 to another ability dictated by subrace.Senses: Low-light Vision 30'
--Default, Hairfoot/Hillfolk/Pict: +1 to Dex. or Con.
Natural Stealth: You are +2 to any skill roll to hide or move unnoticed in any surrounding. Your small size also allows you to use a medium or larger creature to hide behind. In natural surroundings (woods, fields, caves), your bonus increases to +4.
Affable Charm: You are +2 in any interactions or using the Persuasion skill as long as the recipient understands the language you are speaking.
Proficiencies: You are +1 to rolls in 2 skills of your choice.
Languages: Common, + 1 language of choice.
--Tallfellow: +1 to Dex. or Int.
Natural Stealth: You are +2 to any skill roll to hide or move unnoticed in any surrounding. Your small size also allows you to use a medium or larger creature to hide behind. In natural surroundings (woods, fields, caves), your bonus increases to +4.
Nimble Speed: You add 5' to your base movement rate (making it 30' without additional/magical enhancment) for one round. You may use this feature as many times per day as you have levels.
Proficiencies: +1 with short swords and short bows.
Languages: Common, Elfin
--Faerfolk, Brownie: +1 to Dex. or Int.
Natural Stealth: You are +2 to any skill roll to hide or move unnoticed in any surrounding. Your small size also allows you to use a medium or larger creature to hide behind. In natural surroundings (woods, fields, caves), your bonus increases to +4.
Faerfolk Origin: You are immune to enchantment magic and see through illusions of 3rd level or lesser magic.
Proficiencies: You know and can use the Mending cantrip at will. Once per day you may use Invisibility as a caster of your experience level.
Languages: Sylvan, Common, Elfin.