tsadkiel
Legend
EditorBFG said:Could the OGC Ironborn fill the Warforged niche?
I've always liked them very much, so if you stick them in the book I'll be happy.
EditorBFG said:Could the OGC Ironborn fill the Warforged niche?
ainatan said:Take a look at this thread, some guys (myself included) made some racial conversions.
http://boards1.wizards.com/showthread.php?t=873983
ainatan said:Humans
* Medium Size: As Medium creatures, humans have no special bonuses or penalties due to their size.
* Speed: Human base land speed is 6 squares.
* Bonus Feat: 1 extra feat at 1st level.
* Bonus Trained Skill: 1 additional trained skill at 1st level. This skill must be chosen from the character's list of class skills.
* Automatic Language: Common.
Dwarves
* Ability Modifiers: +2 Constitution, -2 Charisma
* Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
* Speed: Dwarf base land speed is 4 squares.
* Darkvision: Dwarves ignore concealment from darkness, including total concealment. However, they cannot perceive colors in total darkness.
* Stonecunning: Dwarves may choose to reroll any Perception check to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is disguised as stone also counts as unusual stonework. A dwarf can use the Perception skill to find stonework traps even if he is untrained. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
ainatan said:* Weapon Familiarity: Dwarves with Weapon Proficiency (Martial Weapons) also gains Exotic Weapon Proficiency (Dwarven waraxes) and Exotic Weapon Proficiency (Dwarven Urgoshes).
* Stability: A dwarf may choose to reroll any check to avoid being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground), keeping the better of the two results.
* Resistance: Dwarves receive a +2 racial bonus to all defenses against poisons and spells.
* Hatred: Dwarves get a +1 racial bonus on attack rolls against orcs and goblinoids.
* Giant Fighting: Dwarves receive a +5 dodge bonus to their reflex defense against attacks from monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Reflex Defense, such as when it's caught flat-footed, it loses its dodge bonus, too.
* Conditional Bonus Feat: Any dwarf with Craft as a trained skill gains Skill Focus (Craft) as a bonus feat.
* Automatic Languages: Common and Dwarven.
Elves
* Ability Modifiers:+2 Dexterity, -2 Constitution. Elves are agile but not particularly resilient.
* Medium Size: As Medium creatures, elves have no special bonuses or penalties due to their size.
* Speed: Elf base land speed is 6 Squares.
* Sleep Immunity: Immunity to magic sleep effects.
* Resistance: Elves gain a +2 racial bonus to defense against enchantment spells or effects.
* Low-Light Vision: Elves ignore concealment (but not total concealment) from darkness.
* Weapon Proficiency: Elves gain Weapon Proficiency (bows) and Weapon Proficiency (swords).
* Weapon Familiarity: Elves with the Weapon Proficiency(martial weapons) feat are proficient with racial weapons of the elves as well.
* Perceptive: Elves may re-roll Perception checks when used to notice target or search.
ainatan said:* Automatic Languages: Common and Elven.
Half-Orcs
* Ability Modifiers:+2 Strength, -2 Intelligence, -2 Charisma. Half-orcs possess great physical power but aren't particularly witty or astute.
* Medium Size: As Medium creatures, half-orcs have no special bonuses or penalties due to their size.
* Speed: Half-orcs base land speed is 6 Squares.
* Darkvision: Half-orcs ignore concealment from darkness, including total concealment. However, they cannot perceive colors in total darkness.
* Orc Blood: For all effects related to race, a half-orc is considered an orc.
* Automatic Languages: Common and Orc.
Halflings
* Ability Modifiers:+2 Dexterity, -2 Strength. Halflings are agile but somewhat weak.
* Small Size: As Small creatures, halflings gain +1 size bonus to their Reflex Defense and +5 size bonus on Stealth checks. However their lifting and carrying limits are three-quarters of those of a Medium character.
* Speed: Halflings base land speed is 4 Squares.
* Resistance: Halflings gain a +1 racial bonus to all Defenses and a +2 morale bonus to their Defenses against fear spells or effects.
* Athletic: Halflings may choose to take 10 on Jump and Climb skills even when distracted or threatened.
* Sneaky: Halflings may choose to reroll any Stealth checks, but the result of the reroll must be accepted even if it is worse.
* Expert Thrower: Halflings gain +1 racial bonus on attack rolls with thrown weapons and slings.
* Automatic Languages: Common and Halfling.
We talked about these when we did our talent books for Modern, and the reason why we include talents that provide feats is just for flexibility. Sometimes, it would just be a great help to get a certain feat at 5th instead of 6th. Also, it is at times desirable to offer a means for certain characetr types to sidestep prereqs.ainatan said:Dunno. I think instead of buying Elvish Weapon I would just get Weapon Focus, since I believe characters gain more feats than talents
Well, yes, and here's why: My hope is to not have racial special abilities at all, except in the form of feats and talents.ainatan said:Also, I think some of the Talents are standard Elven special abilities, considering a direct conversion of the races to the SAGA mechanics.
So, since every elf gets Preternatural Senses as a free feat, the free talent all elves get at 1st level is Unclouded Vigilance. (The talent to gain Preternatural Senses is for half-elves, who gain access to the Elf talents as well, but different bonus feats.) Preternatural Senses includes the other elf special abilities-- the feat has hefty prerequisites for other races, but elves get it for free without meeting prereqs (bonus racial feats ignore prerequisites). So, elves have little choice about their first level special abilities, but gain the option of sharpening them up from the talents.Fantasy Concepts Draft said:Elf
+2 Dex, -2 Con
Bonus Racial Feats: Preternatural Senses, Trained Skill (Perception)
Elf Talents: You gain access to the Elf Talent Path. You receive a free talent from this Path at 1st level. Any time you receive a talent from a class, you may choose from the talents normally available to that class or from the Elf Talent Path.
Thanks for the link, and the suggestion, which I think we will use.ainatan said:Take a look at this thread, some guys (myself included) made some racial conversions.
http://boards1.wizards.com/showthread.php?t=873983
What you could do is to give all elves the roll-again-get-second-result to Perception checks, and then the Talent would give the roll-again-keep-better-result mechanic.
See my above post responding to ainatan, which hopefully answers this. The 1st talent is essentially chosen for you, it is not optional. Specializing in your races aptitudes, however, is.Dalamar said:I don't think I can fully endorse the idea of races having "Choose Your Racial Ability".
Yeah, I don't like it much, but it's what I could think of at the time. Some of the names are sort of placeholders until we think of something better. For now, it is better to get the mechanics down.Dalamar said:Regarding the specific talents, I don't like the name of Unclouded Vigilance, though the effect is a good choice.
I'm not sure Iron Will, Lightning Reflexes, or Great Fortitude should make the cut. Given that Saga-style saves go up 1 per level, I'm not sure a blanket 2-point bump is good-- for example, why would anyone not buy Lightning Reflexes?Dalamar said:The ability itself could thematically be subsumed by Iron Will, though.
Again, see the above post to ainatan.Dalamar said:Preternatural Senses I'm not sure about. I don't think gaining a feat is quite strong enough for a Talent. I could be wrong, of course, and Preternatural Senses might be a strong feat with strict Prerequisites.
Yeah, I'm not sure whether to use the two ability score bump or not.Dalamar said:Ancient Knowledge could be a good talent choice, though I wouldn't use it if you decide to use the two ability score increases every 4 levels from Saga.
EditorBFG said:I'm not sure Iron Will, Lightning Reflexes, or Great Fortitude should make the cut. Given that Saga-style saves go up 1 per level, I'm not sure a blanket 2-point bump is good-- for example, why would anyone not buy Lightning Reflexes?
Personally I'd do this the other way around where biological benefits are bonus feats or unique abilities (only when no feat is close enough). Then talent trees that let you "grow" into your race are for cultural development.EditorBFG said:This simplifies race descriptions, and allows us to separate which abilities are cultural (feats) and which are natural (talents).
The bonus to two different ability scores every 4 levels is an elegant solution in Saga. We should keep it. That way characters are encouraged to do more than just pour 100% of their stat bumps into their core ability. Spellcasters are especially helped to diversify because they can still bump their casting trait while doing other stuff too.Dalamar said:Ancient Knowledge could be a good talent choice, though I wouldn't use it if you decide to use the two ability score increases every 4 levels from Saga.