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Darksun Character Generation/Half Giant?
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<blockquote data-quote="DEFCON 1" data-source="post: 7439987" data-attributes="member: 7006"><p>Personally, I don't know if I'd actually create a set of rules and mechanics for Half-Giants right now. Deciding whether or not they can wield large weapons, what their stat bonus are, and what the other races get in compensation. Rather, I'd probably wait until character creation occurs and see what the players want to play first. Then and only then worry about whether you need to "balance" things between the races, and which racial mod stuff will be fine for any half-giant PC you might have.</p><p></p><p>So for instance... if one of your players decides they want to play a half-giant (even without knowing what the mechanical stat bonuses are going to be for it) and they end up being not only a Fighter but the <em>only primary melee warrior</em> in the group... then you can give him the high STR bonus and let him wield heavy weapons with one hand without real issue because he won't be compared to anyone else. The other players will be playing rogues or defilers or whatever and their focus in combat will be different enough that the half-giant tank character can dish out the damage while absorbing it.</p><p></p><p>Likewise... if it turns out one of your players decides they want to play a half-giant but then goes "off-brand" with it do-to-speak... like they want to play a druid or something... then perhaps you won't want to give the half-giant a +4 to STR but then a -2 to all the mental stats. You could downgrade your half-giant block to +2 STR / +1 CON and then the druid can come out of that without having its WIS hammered. Which means your half-giant remains balanced against the rest of the PCs.</p><p></p><p>But... the one thing you probably don't want is to have one player select a half-giant melee PC and another select like a wood elf melee PC, and then have the half-giants stats make him SO overpowered compared to the wood elf that the wood-elf gets short shrift the entire campaign. Its only at that point that you might have to be more judicious in deciding what stats to give a potential half-giant race so that you don't have a bummed wood elf player who pales in comparison every fight.</p><p></p><p>That's something we often times need to consider when worrying about whether is something unbalanced. You don't need to worry about it in a vacuum... it only really ends up mattering if you get players for whom the unbalancing has a chance to affect their PCs. Is Great-Weapon Master unbalanced? Well, if you don't have any PCs that take it, or you only have a single melee weapon warrior and everybody else is at range or throwing AoEs... you might never see the comparison to other PCs to notice if it is.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 7439987, member: 7006"] Personally, I don't know if I'd actually create a set of rules and mechanics for Half-Giants right now. Deciding whether or not they can wield large weapons, what their stat bonus are, and what the other races get in compensation. Rather, I'd probably wait until character creation occurs and see what the players want to play first. Then and only then worry about whether you need to "balance" things between the races, and which racial mod stuff will be fine for any half-giant PC you might have. So for instance... if one of your players decides they want to play a half-giant (even without knowing what the mechanical stat bonuses are going to be for it) and they end up being not only a Fighter but the [I]only primary melee warrior[/I] in the group... then you can give him the high STR bonus and let him wield heavy weapons with one hand without real issue because he won't be compared to anyone else. The other players will be playing rogues or defilers or whatever and their focus in combat will be different enough that the half-giant tank character can dish out the damage while absorbing it. Likewise... if it turns out one of your players decides they want to play a half-giant but then goes "off-brand" with it do-to-speak... like they want to play a druid or something... then perhaps you won't want to give the half-giant a +4 to STR but then a -2 to all the mental stats. You could downgrade your half-giant block to +2 STR / +1 CON and then the druid can come out of that without having its WIS hammered. Which means your half-giant remains balanced against the rest of the PCs. But... the one thing you probably don't want is to have one player select a half-giant melee PC and another select like a wood elf melee PC, and then have the half-giants stats make him SO overpowered compared to the wood elf that the wood-elf gets short shrift the entire campaign. Its only at that point that you might have to be more judicious in deciding what stats to give a potential half-giant race so that you don't have a bummed wood elf player who pales in comparison every fight. That's something we often times need to consider when worrying about whether is something unbalanced. You don't need to worry about it in a vacuum... it only really ends up mattering if you get players for whom the unbalancing has a chance to affect their PCs. Is Great-Weapon Master unbalanced? Well, if you don't have any PCs that take it, or you only have a single melee weapon warrior and everybody else is at range or throwing AoEs... you might never see the comparison to other PCs to notice if it is. [/QUOTE]
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