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<blockquote data-quote="Yaarel" data-source="post: 7623584" data-attributes="member: 58172"><p>So far, the Advancement table feels solid. Hopefully it can balance with 5e math. So Foursome characters can play alongside 5e characters. The Foursome Advancement chassis alternates class features with feat, race, and skill features.</p><p></p><p></p><p></p><p><strong>Create a Foursome Race</strong></p><p></p><p>A typical Foursome race design is equal to two feats. This is slightly less powerful than the 5e Half Elf and 5e Wood Elf.</p><p></p><p>The zero levels supply a Race feature, equaling about 1 feat worth of abilities. It seems to me, a feat is worth roughly eight proficiencies. So, a ‘proficiency’ can serve as a standard unit of measurement to buy a minor race feature, such as trance with immunity to sleep. Heavy armor, martial weapon, and cantrip, seem worth about 2 proficiencies each. </p><p></p><p>The zero levels also supply a feat, that normally buys a race power, such as eladrin Misty Step. But for the human race, this is actually a choice of any feat.</p><p></p><p>Because race features and class features can be redundant, it helps to offer extra choices to swap in.</p><p></p><p>In sum, normal race design equals two feats, in the form of an assemblage of minor abilities plus one major power. Even so, a designer can easily repurpose this design space, such as for an Eberron House. Or maybe everyone in the group is a newbie vampire.</p><p></p><p>High levels grant additional an Race feature before each new tier, to represent a greater mastery of innate powers. These allow players to play a more powerful creature, such as a vampire.</p><p></p><p>The skill feature is important for race design because it defines the cultures within a race. For example, in a nod to 1e, the high elf community might have ‘Griffon Rider’ as a background. Githyanki might have ‘Gish’. Any notable institution can happen in Skill. At the zero levels, the Skill feature makes the player known to a specific community, such as an apprentice in a wizard school, or a page in a griffon cavalry. Whatever cultural institutions exist can happen in Skill.</p><p></p><p>Finally, no race boosts an ability. This is for various reasons, including making any race good at any class. Instead, each race might has ability prerequisites. For example, the high elf requires at least a +1 Dexterity and a +1 Intelligence in order to play this race. Every player gets an ‘exceptional array’: +3, +2, +1, +0. And the player arranges its bonuses accordingly. In this way, each race correlates with a thematic ability, but each character is equal. The human race lacks an ability prerequisite, so any arrangement is possible. Normal races make class choice flexible. A high elf Bard might be Str +0, Dex +1, Int +2, Cha +3. Special races, like drow (+3 Dex) and orc (+3 Str) strongly correlate with a particular ability, and the resulting builds are intentional.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 7623584, member: 58172"] So far, the Advancement table feels solid. Hopefully it can balance with 5e math. So Foursome characters can play alongside 5e characters. The Foursome Advancement chassis alternates class features with feat, race, and skill features. [B]Create a Foursome Race[/B] A typical Foursome race design is equal to two feats. This is slightly less powerful than the 5e Half Elf and 5e Wood Elf. The zero levels supply a Race feature, equaling about 1 feat worth of abilities. It seems to me, a feat is worth roughly eight proficiencies. So, a ‘proficiency’ can serve as a standard unit of measurement to buy a minor race feature, such as trance with immunity to sleep. Heavy armor, martial weapon, and cantrip, seem worth about 2 proficiencies each. The zero levels also supply a feat, that normally buys a race power, such as eladrin Misty Step. But for the human race, this is actually a choice of any feat. Because race features and class features can be redundant, it helps to offer extra choices to swap in. In sum, normal race design equals two feats, in the form of an assemblage of minor abilities plus one major power. Even so, a designer can easily repurpose this design space, such as for an Eberron House. Or maybe everyone in the group is a newbie vampire. High levels grant additional an Race feature before each new tier, to represent a greater mastery of innate powers. These allow players to play a more powerful creature, such as a vampire. The skill feature is important for race design because it defines the cultures within a race. For example, in a nod to 1e, the high elf community might have ‘Griffon Rider’ as a background. Githyanki might have ‘Gish’. Any notable institution can happen in Skill. At the zero levels, the Skill feature makes the player known to a specific community, such as an apprentice in a wizard school, or a page in a griffon cavalry. Whatever cultural institutions exist can happen in Skill. Finally, no race boosts an ability. This is for various reasons, including making any race good at any class. Instead, each race might has ability prerequisites. For example, the high elf requires at least a +1 Dexterity and a +1 Intelligence in order to play this race. Every player gets an ‘exceptional array’: +3, +2, +1, +0. And the player arranges its bonuses accordingly. In this way, each race correlates with a thematic ability, but each character is equal. The human race lacks an ability prerequisite, so any arrangement is possible. Normal races make class choice flexible. A high elf Bard might be Str +0, Dex +1, Int +2, Cha +3. Special races, like drow (+3 Dex) and orc (+3 Str) strongly correlate with a particular ability, and the resulting builds are intentional. [/QUOTE]
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