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[d20 Future] Stat adjustments for Star Frontiers races
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<blockquote data-quote="Achan hiArusa" data-source="post: 1716520" data-attributes="member: 2597"><p><strong>Future d20 races</strong></p><p></p><p>Suprisingly (for those who have read my posts), I don't have a problem with the new stat adjustments for the classic Star Frontiers Races. It was my first roleplaying campaign back in 6th grade and I have photocopies of the books. However, the art for the alien section sucks. The vrusk look horrible (what they have a humanform mouth and five fingers, where did that come from), the weren looks anemic as does the T'sa, and pictures of the Aleerin and the Fraal are not as good as those in the Alternity player's guide.</p><p></p><p>Vrusk: The game was never clear on whether the Dex adjustment was due to the inherent quickness of the Vrusk or whether it was due to the carapace. A +5 modifier was a +2.5% modifier to any skill checks and eliminating it would hardly make a difference. Comprehension can't be modelled in d20 very easily so an Int and Wis bonus makes up for the loss of the ability.</p><p> However, their racial speed should be 40 feet per round and they should get the benefit of the old ambidexterity feat even though it doesn't exist anymore.</p><p></p><p>Yazirian: I think the whole strong grip thing was made to justify the artwork, but hey I don't care, I'll keep it. As for the stat modifier Yazirians were never </p><p>presented in any of the books as being smarter or wiser than humans. They were presented as being impulsive and "act first, think later" types. I think the main reason they didn't give them a strength penalty was because of the rage ability, which would net them a +2 Str, +4 Con bonus, so I also have no problem with that. As for the life-enemy thing, hey, if someone wants an nontraditional species enemy, I can work with him to change the modifiers easily. Also, these two abilities lend themselves very well to creating a new advanced class based on the ranger's species enemy and the barbarian rage ability.</p><p></p><p>T'sa: They should have a +2 racial bonus to initiative checks, why did they lose that?</p><p></p><p>Weren: I don't see how being large-sized gets you hosed with a +1 ECL. Sure you get a 10 ft. reach, you can use (melee) weapons that do an average of +1 damage over medium-sized, and a +4 to grapple checks. But you get a -1 to hit, -1 to AC, +2 purchase DC to armor and clothing (don't have the book in front of me), and -4 to hide checks. Even if that doesn't evenly balance out, the difference doesn't justify a +1 ECL, especially in a campaign where melee weapons aren't that important. So I propose this addition to justify the modifier:</p><p></p><p> Racial Hit Die: A weren starts with an additional 1d8 + CN modifier hit die, with a +1 racial bonus to attack rolls (he does not gain a saving throw modifier).</p><p> Enhanced Durability: A weren's massive damage threshold is Constitution + 5 + Constitution modifier (so a weren with an 18 Con would have an 18 + 5 + 4 = 27 massive damage threshold). In a D&D game he will have a massive damage threshold of 60 hit points.</p><p> The weren is considered disabled when he is between 0 to -3 hit points instead of just 0 hit points, a failed massive damage save still reduces him to -1 hit points however. The weren will die at -15 or less hit points, a failed D&D massive damage save still reduces him to -10 hit points.</p></blockquote><p></p>
[QUOTE="Achan hiArusa, post: 1716520, member: 2597"] [b]Future d20 races[/b] Suprisingly (for those who have read my posts), I don't have a problem with the new stat adjustments for the classic Star Frontiers Races. It was my first roleplaying campaign back in 6th grade and I have photocopies of the books. However, the art for the alien section sucks. The vrusk look horrible (what they have a humanform mouth and five fingers, where did that come from), the weren looks anemic as does the T'sa, and pictures of the Aleerin and the Fraal are not as good as those in the Alternity player's guide. Vrusk: The game was never clear on whether the Dex adjustment was due to the inherent quickness of the Vrusk or whether it was due to the carapace. A +5 modifier was a +2.5% modifier to any skill checks and eliminating it would hardly make a difference. Comprehension can't be modelled in d20 very easily so an Int and Wis bonus makes up for the loss of the ability. However, their racial speed should be 40 feet per round and they should get the benefit of the old ambidexterity feat even though it doesn't exist anymore. Yazirian: I think the whole strong grip thing was made to justify the artwork, but hey I don't care, I'll keep it. As for the stat modifier Yazirians were never presented in any of the books as being smarter or wiser than humans. They were presented as being impulsive and "act first, think later" types. I think the main reason they didn't give them a strength penalty was because of the rage ability, which would net them a +2 Str, +4 Con bonus, so I also have no problem with that. As for the life-enemy thing, hey, if someone wants an nontraditional species enemy, I can work with him to change the modifiers easily. Also, these two abilities lend themselves very well to creating a new advanced class based on the ranger's species enemy and the barbarian rage ability. T'sa: They should have a +2 racial bonus to initiative checks, why did they lose that? Weren: I don't see how being large-sized gets you hosed with a +1 ECL. Sure you get a 10 ft. reach, you can use (melee) weapons that do an average of +1 damage over medium-sized, and a +4 to grapple checks. But you get a -1 to hit, -1 to AC, +2 purchase DC to armor and clothing (don't have the book in front of me), and -4 to hide checks. Even if that doesn't evenly balance out, the difference doesn't justify a +1 ECL, especially in a campaign where melee weapons aren't that important. So I propose this addition to justify the modifier: Racial Hit Die: A weren starts with an additional 1d8 + CN modifier hit die, with a +1 racial bonus to attack rolls (he does not gain a saving throw modifier). Enhanced Durability: A weren's massive damage threshold is Constitution + 5 + Constitution modifier (so a weren with an 18 Con would have an 18 + 5 + 4 = 27 massive damage threshold). In a D&D game he will have a massive damage threshold of 60 hit points. The weren is considered disabled when he is between 0 to -3 hit points instead of just 0 hit points, a failed massive damage save still reduces him to -1 hit points however. The weren will die at -15 or less hit points, a failed D&D massive damage save still reduces him to -10 hit points. [/QUOTE]
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