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<blockquote data-quote="Sadras" data-source="post: 7185218" data-attributes="member: 6688277"><p>For Racial Traits, the Ability Table would need to be flatter, so I'm thinking:</p><p>12-15 = +1 modifier (Halfling and Elf STR)</p><p>16-18 = +2 modifier (Dwarf, Gnome and Human STR)</p><p>19-21 = +3 modifier (Half-Orc STR)</p><p>22-24 = +4 modifier (Ogre and Troll STR)</p><p>...etc </p><p></p><p>(a) Flatter table means accuracy on attack rolls would not be compromised, and the attack roll would depend largely one's skill (proficiency bonus), combat style and magic.</p><p></p><p>(b) Then to adjust for Half-Orc Strength, one could include a racial trait that doubled the STR modifier for damage. (i.e. 19 STR Half-Orc would deal +6 damage).</p><p>STR would now be quite important in terms of carrying capacity, but also in all fairness halfling & elven armour would be smaller (i.e. lighter) than human armour given the size of a halflings and elves. That would have to be taken into consideration.</p><p>Gauntlets of Ogre Power - could give someone the ability to hit at +4, and to deal damage of +8. You could easily include a drawback that using this item in a fight would cost smaller races a Hit Dice as the items drew energy from their physical reserves or something.</p><p></p><p>From the table below abilities for Halflings, Elves, Dwarves and Gnomes is at 106 Points, while Humans at 108 and Half Orcs at 110 but the modifiers see Dwarves & Humans at +12, Halflings and Gnomes at +13, and Half Orcs and Elves at +14. Feats, skills and racial traits would balance the ability score and mod disproportionment.</p><p></p><p>Story elements (including rewards) and magic could see character's break the racial cap - without going into epic ability territory since the ability system would be flatter. </p><p></p><p>[TABLE="class: grid, width: 500"]</p><p>[TR]</p><p>[TD]RACE/ABILITIES[/TD]</p><p>[TD]STR[/TD]</p><p>[TD]DEX[/TD]</p><p>[TD]CON[/TD]</p><p>[TD]INT[/TD]</p><p>[TD]WIS[/TD]</p><p>[TD]CHA[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD]Human (108 points) (+12 mod)[/TD]</p><p>[TD]18[/TD]</p><p>[TD]18[/TD]</p><p>[TD]18[/TD]</p><p>[TD]18[/TD]</p><p>[TD]18[/TD]</p><p>[TD]18[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD]Half-Orc (108 pnts) (+14 mod)[/TD]</p><p>[TD]20[/TD]</p><p>[TD]18[/TD]</p><p>[TD]20[/TD]</p><p>[TD]18[/TD]</p><p>[TD]18[/TD]</p><p>[TD]16[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD]Halfling (106 pnts) (+13 mod)[/TD]</p><p>[TD]12[/TD]</p><p>[TD]20[/TD]</p><p>[TD]20[/TD]</p><p>[TD]18[/TD]</p><p>[TD]18[/TD]</p><p>[TD]18[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD]Elf (106 pnts) (+14 mod)[/TD]</p><p>[TD]14[/TD]</p><p>[TD]20[/TD]</p><p>[TD]16[/TD]</p><p>[TD]18[/TD]</p><p>[TD]18[/TD]</p><p>[TD]20[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD]Dwarf (106 pnts) (+12 mod)[/TD]</p><p>[TD]18[/TD]</p><p>[TD]14[/TD]</p><p>[TD]20[/TD]</p><p>[TD]18[/TD]</p><p>[TD]18[/TD]</p><p>[TD]18[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD]Gnome (106 pnts) (+13 mod)[/TD]</p><p>[TD]16[/TD]</p><p>[TD]16[/TD]</p><p>[TD]18[/TD]</p><p>[TD]20[/TD]</p><p>[TD]18[/TD]</p><p>[TD]18[/TD]</p><p>[/TR]</p><p>[/TABLE]</p></blockquote><p></p>
[QUOTE="Sadras, post: 7185218, member: 6688277"] For Racial Traits, the Ability Table would need to be flatter, so I'm thinking: 12-15 = +1 modifier (Halfling and Elf STR) 16-18 = +2 modifier (Dwarf, Gnome and Human STR) 19-21 = +3 modifier (Half-Orc STR) 22-24 = +4 modifier (Ogre and Troll STR) ...etc (a) Flatter table means accuracy on attack rolls would not be compromised, and the attack roll would depend largely one's skill (proficiency bonus), combat style and magic. (b) Then to adjust for Half-Orc Strength, one could include a racial trait that doubled the STR modifier for damage. (i.e. 19 STR Half-Orc would deal +6 damage). STR would now be quite important in terms of carrying capacity, but also in all fairness halfling & elven armour would be smaller (i.e. lighter) than human armour given the size of a halflings and elves. That would have to be taken into consideration. Gauntlets of Ogre Power - could give someone the ability to hit at +4, and to deal damage of +8. You could easily include a drawback that using this item in a fight would cost smaller races a Hit Dice as the items drew energy from their physical reserves or something. From the table below abilities for Halflings, Elves, Dwarves and Gnomes is at 106 Points, while Humans at 108 and Half Orcs at 110 but the modifiers see Dwarves & Humans at +12, Halflings and Gnomes at +13, and Half Orcs and Elves at +14. Feats, skills and racial traits would balance the ability score and mod disproportionment. Story elements (including rewards) and magic could see character's break the racial cap - without going into epic ability territory since the ability system would be flatter. [TABLE="class: grid, width: 500"] [TR] [TD]RACE/ABILITIES[/TD] [TD]STR[/TD] [TD]DEX[/TD] [TD]CON[/TD] [TD]INT[/TD] [TD]WIS[/TD] [TD]CHA[/TD] [/TR] [TR] [TD]Human (108 points) (+12 mod)[/TD] [TD]18[/TD] [TD]18[/TD] [TD]18[/TD] [TD]18[/TD] [TD]18[/TD] [TD]18[/TD] [/TR] [TR] [TD]Half-Orc (108 pnts) (+14 mod)[/TD] [TD]20[/TD] [TD]18[/TD] [TD]20[/TD] [TD]18[/TD] [TD]18[/TD] [TD]16[/TD] [/TR] [TR] [TD]Halfling (106 pnts) (+13 mod)[/TD] [TD]12[/TD] [TD]20[/TD] [TD]20[/TD] [TD]18[/TD] [TD]18[/TD] [TD]18[/TD] [/TR] [TR] [TD]Elf (106 pnts) (+14 mod)[/TD] [TD]14[/TD] [TD]20[/TD] [TD]16[/TD] [TD]18[/TD] [TD]18[/TD] [TD]20[/TD] [/TR] [TR] [TD]Dwarf (106 pnts) (+12 mod)[/TD] [TD]18[/TD] [TD]14[/TD] [TD]20[/TD] [TD]18[/TD] [TD]18[/TD] [TD]18[/TD] [/TR] [TR] [TD]Gnome (106 pnts) (+13 mod)[/TD] [TD]16[/TD] [TD]16[/TD] [TD]18[/TD] [TD]20[/TD] [TD]18[/TD] [TD]18[/TD] [/TR] [/TABLE] [/QUOTE]
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