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*TTRPGs General
Creating Races: Any Advice?
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<blockquote data-quote="Happiest_Sadist" data-source="post: 282020" data-attributes="member: 1743"><p>Always hand out abilities in increments of 2, so they always have an effect.</p><p></p><p>Generally physical abilities are better than mental ones. So in general balance bonuses with the same group St, Dx, Con /Int, Wis, Cha.</p><p></p><p>Also, bonuses are exponentially better as they get larger. +4 is more than twice as good as +2. Look at the point buy tables in the DMG to see this. Consider the point cost of abilities and see how much less it costs to make their best class than human.</p><p></p><p>Also comsider modifying existing races. Replace the bonuses that don't work with new ones about as powerful.</p><p>Ex. Catgirl. Similar to elves. The +2 Dex, -2 Con is good.</p><p>Low light vision is good for cats</p><p>+2 bonus on Listen & Spot checks is good for cats.</p><p></p><p>So we then have the following that don't fit.</p><p>Weapon proficiencies</p><p>Immunity to sleep</p><p>Secret door finding</p><p></p><p>Lets try replacing them with</p><p>Claws: Catpeople have 2 claw attacks which do 1d3 +strength bonus damage.</p><p>Catfall: Catpeople treat each fall as if it was 10 feet shorter (always land on their feet)</p><p>Quick reactions: Catpeople get a +2 on all initiative checks.</p><p></p><p>That sohould yield a reasonably balanced race by shifting abilities from a base race.</p><p></p><p>These races might work</p><p>Bearmen: Orcs</p><p>Ratmen/Weaselmen: Kobolds</p><p>Pigmen: Dwarves</p><p>Mousemen: Halflings or Gnomes</p></blockquote><p></p>
[QUOTE="Happiest_Sadist, post: 282020, member: 1743"] Always hand out abilities in increments of 2, so they always have an effect. Generally physical abilities are better than mental ones. So in general balance bonuses with the same group St, Dx, Con /Int, Wis, Cha. Also, bonuses are exponentially better as they get larger. +4 is more than twice as good as +2. Look at the point buy tables in the DMG to see this. Consider the point cost of abilities and see how much less it costs to make their best class than human. Also comsider modifying existing races. Replace the bonuses that don't work with new ones about as powerful. Ex. Catgirl. Similar to elves. The +2 Dex, -2 Con is good. Low light vision is good for cats +2 bonus on Listen & Spot checks is good for cats. So we then have the following that don't fit. Weapon proficiencies Immunity to sleep Secret door finding Lets try replacing them with Claws: Catpeople have 2 claw attacks which do 1d3 +strength bonus damage. Catfall: Catpeople treat each fall as if it was 10 feet shorter (always land on their feet) Quick reactions: Catpeople get a +2 on all initiative checks. That sohould yield a reasonably balanced race by shifting abilities from a base race. These races might work Bearmen: Orcs Ratmen/Weaselmen: Kobolds Pigmen: Dwarves Mousemen: Halflings or Gnomes [/QUOTE]
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