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Help me calculate Race LAs
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<blockquote data-quote="Arkhandus" data-source="post: 3016356" data-attributes="member: 13966"><p>This would more properly be a House Rules Forum thread. For future reference, you'd be more likely to get responses to such things in the HR forum. Some folks, like myself, hardly ever skim the D&D Rules forum, but check the House Rules forum (usually) daily.</p><p></p><p>I'm not sure what "Clan Abilities" are, but I've just assumed for now that they're something feat-equivalent or whatnot in usefulness. If they're no more than two feats worth of power, then they probably won't throw off the accuracy of my suggestions. You should probably describe what you mean by "Clan Abilities."</p><p></p><p>Pure Izeroks are a rather weak +1 Level Adjustment, but too potent for a +0 Level Adjustment. I'd recommend giving them the standard human bonus feat, and increasing the Cold Resistance to 10 points probably. Or just keeping it at 5 points but also granting a +2 racial bonus on saving throws against cold effects.</p><p></p><p>Common Izeroks are fine for LA +0 as-is, but are on the stronger end (better than regular humans except in versatility, but at <em>least</em> slightly inferior to dwarves). Don't give common Izeroks the standard human bonus feat.</p><p></p><p>Permanent class skills as racial benefits are neither unprecedented nor silly nor overpowered. And besides, it's not like the Izeroks are giving Hide, Move Silently, Bluff, Tumble, and Use Magic Device as permanent class skills; only in those sorts of cases would it be of questionable balance. Oriental Adventures gives humans a permanent class skill based on clan, along with their favored class being specific to their clan (clanless humans in OA just get the standard human favored class flexibility and no permanent class skill). The Rokugan book (not WotC-produced, but approved as official Oriental Adventures material) has a feat that gives two permanent class skills when taken, and can be taken multiple times (the Courtier class therein gets that feat for free every half-dozen levels or so). The Forgotten Realms Campaign Setting has various regional feats which give permanent class skills, including the Cosmopolitan regional feat (for Waterdeep and some other regions) which gives one or a few (I forget) permanent class skills of the character's choice. D20 Modern has a plethora of starting occupations for characters (they're sorta like feats, but each character only gets one SO at creation and never gets another) which pretty much ALL give one or more permanent class skills of choice (from a small list appropriate to the occupation).</p><p></p><p></p><p></p><p>I've played, and DMed for, several characters with LAs/ECLs above +0. Heck, at some points my Rokugan/Oriental Adventures campaign was half composed of hengeyokai PCs...... My Rhunaria campaign has had two half-dragons and at least one aasimar that I can remember. I've seen several half-ogres played in The 13 Kingdoms. I played a hobgoblin rogue/fighter in T13K once myself, for gladiator matches (fighting alongside half-ogres, half-orcs, hobgoblins, wood elves, humans, and more). And I'm sure I'm forgetting a few right now, too. My point is, I've had more than enough experience using and observing LA/ECL races in play for extended durations, plus I'm an inveterate tinkerer and rules examiner.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 3016356, member: 13966"] This would more properly be a House Rules Forum thread. For future reference, you'd be more likely to get responses to such things in the HR forum. Some folks, like myself, hardly ever skim the D&D Rules forum, but check the House Rules forum (usually) daily. I'm not sure what "Clan Abilities" are, but I've just assumed for now that they're something feat-equivalent or whatnot in usefulness. If they're no more than two feats worth of power, then they probably won't throw off the accuracy of my suggestions. You should probably describe what you mean by "Clan Abilities." Pure Izeroks are a rather weak +1 Level Adjustment, but too potent for a +0 Level Adjustment. I'd recommend giving them the standard human bonus feat, and increasing the Cold Resistance to 10 points probably. Or just keeping it at 5 points but also granting a +2 racial bonus on saving throws against cold effects. Common Izeroks are fine for LA +0 as-is, but are on the stronger end (better than regular humans except in versatility, but at [I]least[/I] slightly inferior to dwarves). Don't give common Izeroks the standard human bonus feat. Permanent class skills as racial benefits are neither unprecedented nor silly nor overpowered. And besides, it's not like the Izeroks are giving Hide, Move Silently, Bluff, Tumble, and Use Magic Device as permanent class skills; only in those sorts of cases would it be of questionable balance. Oriental Adventures gives humans a permanent class skill based on clan, along with their favored class being specific to their clan (clanless humans in OA just get the standard human favored class flexibility and no permanent class skill). The Rokugan book (not WotC-produced, but approved as official Oriental Adventures material) has a feat that gives two permanent class skills when taken, and can be taken multiple times (the Courtier class therein gets that feat for free every half-dozen levels or so). The Forgotten Realms Campaign Setting has various regional feats which give permanent class skills, including the Cosmopolitan regional feat (for Waterdeep and some other regions) which gives one or a few (I forget) permanent class skills of the character's choice. D20 Modern has a plethora of starting occupations for characters (they're sorta like feats, but each character only gets one SO at creation and never gets another) which pretty much ALL give one or more permanent class skills of choice (from a small list appropriate to the occupation). I've played, and DMed for, several characters with LAs/ECLs above +0. Heck, at some points my Rokugan/Oriental Adventures campaign was half composed of hengeyokai PCs...... My Rhunaria campaign has had two half-dragons and at least one aasimar that I can remember. I've seen several half-ogres played in The 13 Kingdoms. I played a hobgoblin rogue/fighter in T13K once myself, for gladiator matches (fighting alongside half-ogres, half-orcs, hobgoblins, wood elves, humans, and more). And I'm sure I'm forgetting a few right now, too. My point is, I've had more than enough experience using and observing LA/ECL races in play for extended durations, plus I'm an inveterate tinkerer and rules examiner. [/QUOTE]
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