I am partial to starting campaigns at 2nd effective level, but making one of the levels only for Level Adjustments, which would not count towards XP and ECL (so that characters can still progress all the way from level 1 to 20 without the need for epic rules). This would enable players to also choose from races that have an LA of +1, but since the core races should remain valid options and not be disadvantaged, they would need a boost (which would only apply to the PCs - normal NPCs would be, well, normal, though at DMs option some important NPCs could get the boost too). I would like this boost to be in character for each respective race. Remember, this is an LA, so no extra hit dice, which also means no skillpoints per level and not counting as a level for feat purposes and stat raises.
How about the following? I would greatly appreciate and comments and suggestions. The biggest problem is that I am not very good at balancing, so I am pretty much guessing as to what would be worth an LA, but creative help is also appreciated.
Humans:
Well Rounded
Well Rounded: Humans have a knack for everything and thus get +1 to all ability scores (keeps with the spirit of versatility and avoids giving them yet another feat, but is it too much or too little for a +1 LA or is it just right?)
Dwarves:
1) Choose one of: Improved Darkvision or Know Worth
2) Choose one of: Burly and Tough or Valuables Sense
3) Choose one of: Strong Roots or In the Hands of he Earth
Improved Darkvision/Darksight: The Dakvision of the dwarf increases in range from 60' to 90'.
Know Worth: Dwarves are natural hagglers and their frequent work with valuables grants them a +5 bonus to the Appraise skill.
Burly and Tough: Dwarven bodies are tough and dense giving them a damage reduction of 1 against bludgeoning weapons (and only bludgeoning weapons).
Valuables Sense: Dwarves have an instinctual sense of precious metals and gems. Whenever a dwarf comes within 30' of an object made from or a deposit of a precious metal or a gem he automatically knows its location.
Strong Roots: Dwarves are tough and have a bond to the earth that enables them to cling to life when most would perish. Dwarves die at -15hp instead of at -10hp.
In the Hands of the Earth: Mother earth take care of its own. Dwarves are therefore in little danger of dying. While underground dwarves get to reroll any failed survival checks or checks to avoid underground hazards, such as collapsing ceilings, pit falls and so on and gain a +5 bonus to survival: underground checks. A dwarf can always find enough edible food and clean water for himself while underground.
How about the following? I would greatly appreciate and comments and suggestions. The biggest problem is that I am not very good at balancing, so I am pretty much guessing as to what would be worth an LA, but creative help is also appreciated.
Humans:
Well Rounded
Well Rounded: Humans have a knack for everything and thus get +1 to all ability scores (keeps with the spirit of versatility and avoids giving them yet another feat, but is it too much or too little for a +1 LA or is it just right?)
Dwarves:
1) Choose one of: Improved Darkvision or Know Worth
2) Choose one of: Burly and Tough or Valuables Sense
3) Choose one of: Strong Roots or In the Hands of he Earth
Improved Darkvision/Darksight: The Dakvision of the dwarf increases in range from 60' to 90'.
Know Worth: Dwarves are natural hagglers and their frequent work with valuables grants them a +5 bonus to the Appraise skill.
Burly and Tough: Dwarven bodies are tough and dense giving them a damage reduction of 1 against bludgeoning weapons (and only bludgeoning weapons).
Valuables Sense: Dwarves have an instinctual sense of precious metals and gems. Whenever a dwarf comes within 30' of an object made from or a deposit of a precious metal or a gem he automatically knows its location.
Strong Roots: Dwarves are tough and have a bond to the earth that enables them to cling to life when most would perish. Dwarves die at -15hp instead of at -10hp.
In the Hands of the Earth: Mother earth take care of its own. Dwarves are therefore in little danger of dying. While underground dwarves get to reroll any failed survival checks or checks to avoid underground hazards, such as collapsing ceilings, pit falls and so on and gain a +5 bonus to survival: underground checks. A dwarf can always find enough edible food and clean water for himself while underground.