Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
House Rules: Classes, Races, Magic, and More
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="XeviatTranion" data-source="post: 2735592" data-attributes="member: 36318"><p>It's more a question of balance and if the rules make sense. Especially in the case of me splitting up the ability scores, I need to make sure that each is still viable. As of right now, strength is very easy to pass up on by some casters, but that's okay to me: they're casters because they're not good with a sword, but a low strength means a low fire chakra ...</p><p></p><p></p><p></p><p>My goblins are medium sized (specifically elf sized), are completely hairless, have eyes made of a solid puple, have very angled features and are incredibly emaciated. They are a semi-aquatic race, with a swim speed and the ability to hold their breath for an incredible amount of time. They also have a chameleon-like ability to change their skin color, and their skin color naturally changes to match the area they live in (river goblins have a more bluish green skin, while the goblins who live on city-ships have almost purely blue skin). They believe in loyalty, but only for as long as their trust isn't misplaced (one slight and they change from best friend to worst enemy). They are very lawful, but do not work well unless they are in a large group. They are incredibly communal as well; goblins have practically no understanding of "property", aside from what is one clan's and what is another's.</p><p></p><p>The half-humans have only +2 physical (the one that the whole race had +4 to) and -2 physical (again the same as the non-human race). The other half's get more complicated: Elf/Goblin makes Drow (LA +2), Orc/Dwarf makes Bugbear (LA +2), Elf/Orc makes "Wild Elf" (LA +1), and Goblin/Dwarf makes Duergar (LA +1).</p><p></p><p></p><p></p><p>Sorcerers favor one element and cannot cast spells of the opposite element. Clerics spontaniously cast their domains spells. My ultimate goal is to assign each spell to an element, and to create a way to somehow determine the strength of a character's chakras, which will determine their caster level with each element: if your caster level is not equal to the minimal mana cost of a spell, you can't even access it. Being my ultimate goal, it's a long way off.</p><p></p><p></p><p></p><p>That's exactly what my Zero level includes: and yes, max hp and x4 skill points is normally first HD, not class level, but after running several characters who had racial hit dice (one with dragon, one with aberration, and one with humanoid), I've noticed that that first HD can destroy character concepts (a 2 HD humanoid who took rogue did not have enough skill points until around level 12).</p><p></p><p></p><p></p><p>That's an idea I'll have to consider.</p><p></p><p></p><p></p><p>It's just me and my desire for continuity: I prefer using fractional save bonuses and adding thirds and halves (you have to write them both as sixths, and having a 3 5/6ths save bonus sucks) is annoying.</p><p></p><p></p><p></p><p>Thanks. Some spells look like they have to be Void (Wish and their like), but I'd prefer to make Void be incredibly rare, and not put "required" spells into it.</p><p></p><p>If there's a demand, I can make a new thread with my classes. Should I make one thread for each class, or put them all in the same thread?</p></blockquote><p></p>
[QUOTE="XeviatTranion, post: 2735592, member: 36318"] It's more a question of balance and if the rules make sense. Especially in the case of me splitting up the ability scores, I need to make sure that each is still viable. As of right now, strength is very easy to pass up on by some casters, but that's okay to me: they're casters because they're not good with a sword, but a low strength means a low fire chakra ... My goblins are medium sized (specifically elf sized), are completely hairless, have eyes made of a solid puple, have very angled features and are incredibly emaciated. They are a semi-aquatic race, with a swim speed and the ability to hold their breath for an incredible amount of time. They also have a chameleon-like ability to change their skin color, and their skin color naturally changes to match the area they live in (river goblins have a more bluish green skin, while the goblins who live on city-ships have almost purely blue skin). They believe in loyalty, but only for as long as their trust isn't misplaced (one slight and they change from best friend to worst enemy). They are very lawful, but do not work well unless they are in a large group. They are incredibly communal as well; goblins have practically no understanding of "property", aside from what is one clan's and what is another's. The half-humans have only +2 physical (the one that the whole race had +4 to) and -2 physical (again the same as the non-human race). The other half's get more complicated: Elf/Goblin makes Drow (LA +2), Orc/Dwarf makes Bugbear (LA +2), Elf/Orc makes "Wild Elf" (LA +1), and Goblin/Dwarf makes Duergar (LA +1). Sorcerers favor one element and cannot cast spells of the opposite element. Clerics spontaniously cast their domains spells. My ultimate goal is to assign each spell to an element, and to create a way to somehow determine the strength of a character's chakras, which will determine their caster level with each element: if your caster level is not equal to the minimal mana cost of a spell, you can't even access it. Being my ultimate goal, it's a long way off. That's exactly what my Zero level includes: and yes, max hp and x4 skill points is normally first HD, not class level, but after running several characters who had racial hit dice (one with dragon, one with aberration, and one with humanoid), I've noticed that that first HD can destroy character concepts (a 2 HD humanoid who took rogue did not have enough skill points until around level 12). That's an idea I'll have to consider. It's just me and my desire for continuity: I prefer using fractional save bonuses and adding thirds and halves (you have to write them both as sixths, and having a 3 5/6ths save bonus sucks) is annoying. Thanks. Some spells look like they have to be Void (Wish and their like), but I'd prefer to make Void be incredibly rare, and not put "required" spells into it. If there's a demand, I can make a new thread with my classes. Should I make one thread for each class, or put them all in the same thread? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
House Rules: Classes, Races, Magic, and More
Top