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A few homebrewed and "fixed" races I need people to look at
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<blockquote data-quote="ThorneMD" data-source="post: 3176998" data-attributes="member: 4752"><p>Thanks for the comments guys. I major tid bit of information I forgot to mention is that I don't follow the DMG when it comes to gold, magic, and things like that. You can say I run a lower middle magic game. The players all still are aware of magic and its common place to see magic, but you don't neccessarily have the gold that the DMG says you should. Usually, my players are at least 20% under the DMG listed values for their levels, but no one has complained and actually they complain more when they get too much. Maybe I'm spoiled. Plus, item like Belt of Giant Strength +6 are rarely found. I think the highest strength item the party got in their recently finished campaign was a +4 and that was right before the final boss fight. They were level 12 by the way.</p><p></p><p><u>The Orcs:</u></p><p>I see where both of you are coming from and was worried about it too, but one of my players decided to play an orc fighter and instead of a +6 Str, he chose +4 Str, +2 Dex. Maybe I'm just spoiled with players who do not powergame too much.</p><p></p><p>The reason for the bonuses is mostly for the DM. My world's major baddies are Kobolds, Goblinoid tribes, Orcs, Undead, and a few others. I stick to them throughout and wanted to ensure that they pose a challenge even in the upper levels along with putting classes on them. But I'm fair and what I get is what the player's get. Plus I stole the idea from my brother's world where he does the same thing and we never complained when we fought the orcs. Can anyone suggest something to change them to stay at LA +0 but keep the god-given powers?</p><p></p><p>Also, one note I forgot to mention is that in order to get these bonuses the character must follow Gorg Legbreaker</p><p></p><p></p><p><u>The Saiyans:</u></p><p>Technically they get the power to go SS1 at 12th level thanks to LA, but I know what you mean about the emotional/physical stress. I thought about adding that, but then it would take away from the player's control of a character.</p><p></p><p>However, the one thing I was scared about you fixed, Kularian. I don't know why, but it never occured to me to make the bonus of going Super Saiyan unstackable. I hate when I'm just brain dead at moments. </p><p></p><p>Also, do you think that nonstackable idea should go for all their benefits in Super Saiyan form? Should their speed and deflection bonuses also be unstackable?</p><p></p><p>And finally, what about the side note for the Saiyans. Should I make them unapproachable unless the approaching person, ally or enemy, makes a save or some sorts to withstand the immense energy, or should I not care and allow the enemy to beat the Saiyan into oblivion when they are chaning? Makes little difference unless its the Saiyan's first time changing or in SS3, but good to know.</p><p></p><p><u>The Wulfens:</u></p><p>Does anyone think I should add something to them or take away the LA?</p><p></p><p><u>The Irda:</u></p><p>Not originally. I actually took the idea off another website and changed the race's look, personality, and everything except for the idea of being high magic.</p><p></p><p><u>The Half-Orc:</u></p><p>I just wanted to give my players and myself justification for playing a half-orc. Everyone of my players said that the standard half-orc is worthless unless they are a barbarian and not everyone likes to play the "standard barbarian half-orc" and not be underpowered.</p><p></p><p>Arkhandus you posted at around the same time I was typing. I'll look over and post my response to it tomorrow. Thanks for the advice guys.</p></blockquote><p></p>
[QUOTE="ThorneMD, post: 3176998, member: 4752"] Thanks for the comments guys. I major tid bit of information I forgot to mention is that I don't follow the DMG when it comes to gold, magic, and things like that. You can say I run a lower middle magic game. The players all still are aware of magic and its common place to see magic, but you don't neccessarily have the gold that the DMG says you should. Usually, my players are at least 20% under the DMG listed values for their levels, but no one has complained and actually they complain more when they get too much. Maybe I'm spoiled. Plus, item like Belt of Giant Strength +6 are rarely found. I think the highest strength item the party got in their recently finished campaign was a +4 and that was right before the final boss fight. They were level 12 by the way. [U]The Orcs:[/U] I see where both of you are coming from and was worried about it too, but one of my players decided to play an orc fighter and instead of a +6 Str, he chose +4 Str, +2 Dex. Maybe I'm just spoiled with players who do not powergame too much. The reason for the bonuses is mostly for the DM. My world's major baddies are Kobolds, Goblinoid tribes, Orcs, Undead, and a few others. I stick to them throughout and wanted to ensure that they pose a challenge even in the upper levels along with putting classes on them. But I'm fair and what I get is what the player's get. Plus I stole the idea from my brother's world where he does the same thing and we never complained when we fought the orcs. Can anyone suggest something to change them to stay at LA +0 but keep the god-given powers? Also, one note I forgot to mention is that in order to get these bonuses the character must follow Gorg Legbreaker [U]The Saiyans:[/U] Technically they get the power to go SS1 at 12th level thanks to LA, but I know what you mean about the emotional/physical stress. I thought about adding that, but then it would take away from the player's control of a character. However, the one thing I was scared about you fixed, Kularian. I don't know why, but it never occured to me to make the bonus of going Super Saiyan unstackable. I hate when I'm just brain dead at moments. Also, do you think that nonstackable idea should go for all their benefits in Super Saiyan form? Should their speed and deflection bonuses also be unstackable? And finally, what about the side note for the Saiyans. Should I make them unapproachable unless the approaching person, ally or enemy, makes a save or some sorts to withstand the immense energy, or should I not care and allow the enemy to beat the Saiyan into oblivion when they are chaning? Makes little difference unless its the Saiyan's first time changing or in SS3, but good to know. [U]The Wulfens:[/U] Does anyone think I should add something to them or take away the LA? [U]The Irda:[/U] Not originally. I actually took the idea off another website and changed the race's look, personality, and everything except for the idea of being high magic. [U]The Half-Orc:[/U] I just wanted to give my players and myself justification for playing a half-orc. Everyone of my players said that the standard half-orc is worthless unless they are a barbarian and not everyone likes to play the "standard barbarian half-orc" and not be underpowered. Arkhandus you posted at around the same time I was typing. I'll look over and post my response to it tomorrow. Thanks for the advice guys. [/QUOTE]
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