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How to make half-giants for 4th ed, as no ECL?
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<blockquote data-quote="StarFyre" data-source="post: 4304217" data-attributes="member: 26055"><p><strong>our half giant</strong></p><p></p><p>I agree that the design constraints of 4E are idiotic for some settings.</p><p></p><p>My campaign, due to the characters my players have, needs massive house rules and for how they like to try different things..4E's constraints don't work for us...so I tossed em all.</p><p></p><p>Guess what? It really doesn't matter that much. Yes, you could have 1 character that does more damage than others. However, if you design him intelligently (and the DM is experienced, and the players aren't whiners that "how come I can't do the exact same damage as him, etc) it's not a problem.</p><p></p><p>We had a half giant in our campaign....</p><p></p><p>THe way we changed the 3.X version (and will use him now in 4E):</p><p></p><p>+6 or +8 str (we changed this back and forth since it didn't make a huge difference....and weren't sure what to keep). +4 con.</p><p>weapons/armour cost 4X more... int/wis/cha -2 each... more susceptible to mental effects. -4 dex</p><p></p><p>2X HP/level.</p><p> </p><p>need 3-4x the amount of water/day.</p><p></p><p>The cost of stuff essentially leaves them out of having armour in many campaigns, espec low level.</p><p></p><p>the feat selection we made up...this ws a hard one and i think this is the biggest problem for 4E..feats/powers that fit the theme and are fun to use.</p><p></p><p>Unstoppable could be one, a great cleave (we did this one..where they are so strong, if the swing a sword around them...anything in the way WILL get sliced)... </p><p></p><p>Alignment alteration....people really underestimated this. In a very heavy RP styled campaign, the alignment shift really made Half giants, who are acted properly, one of the hardest characters to roleplay/act.</p><p></p><p>We kept this with a slight change due to our custom, 'realistic' alignment system.</p><p></p><p>Overall..it worked very well.</p><p></p><p>Some stuff to take note:</p><p></p><p>* at low levels, the high cost make it prohibitive, so he ends up using makeshift, even enemies, as weapons (or basic swords, iron rods, etc). and no armour</p><p></p><p>* the high HP are offset by the fact that he gets beaten on farely easily. </p><p></p><p>* the roleplaying with them are awesome IF inn the hands of a good actor. </p><p></p><p>* he saved the party's butt a lot, but also needed to be saved alot due to situations made for regular people that he got stuck in OR after being beaten on a lot due to lack of armour. </p><p></p><p>* by level 5-7..it started to even out in that, even though he did more damage, everyone had cool, fun powers, so even players who were reserved about it..didn't care..they had fun interacting with him.</p><p></p><p>I say, with experience, make it how YOU want it to be. Nothing else really mattes. Adjust if needed, and have fun.</p><p></p><p>Sanjay</p></blockquote><p></p>
[QUOTE="StarFyre, post: 4304217, member: 26055"] [b]our half giant[/b] I agree that the design constraints of 4E are idiotic for some settings. My campaign, due to the characters my players have, needs massive house rules and for how they like to try different things..4E's constraints don't work for us...so I tossed em all. Guess what? It really doesn't matter that much. Yes, you could have 1 character that does more damage than others. However, if you design him intelligently (and the DM is experienced, and the players aren't whiners that "how come I can't do the exact same damage as him, etc) it's not a problem. We had a half giant in our campaign.... THe way we changed the 3.X version (and will use him now in 4E): +6 or +8 str (we changed this back and forth since it didn't make a huge difference....and weren't sure what to keep). +4 con. weapons/armour cost 4X more... int/wis/cha -2 each... more susceptible to mental effects. -4 dex 2X HP/level. need 3-4x the amount of water/day. The cost of stuff essentially leaves them out of having armour in many campaigns, espec low level. the feat selection we made up...this ws a hard one and i think this is the biggest problem for 4E..feats/powers that fit the theme and are fun to use. Unstoppable could be one, a great cleave (we did this one..where they are so strong, if the swing a sword around them...anything in the way WILL get sliced)... Alignment alteration....people really underestimated this. In a very heavy RP styled campaign, the alignment shift really made Half giants, who are acted properly, one of the hardest characters to roleplay/act. We kept this with a slight change due to our custom, 'realistic' alignment system. Overall..it worked very well. Some stuff to take note: * at low levels, the high cost make it prohibitive, so he ends up using makeshift, even enemies, as weapons (or basic swords, iron rods, etc). and no armour * the high HP are offset by the fact that he gets beaten on farely easily. * the roleplaying with them are awesome IF inn the hands of a good actor. * he saved the party's butt a lot, but also needed to be saved alot due to situations made for regular people that he got stuck in OR after being beaten on a lot due to lack of armour. * by level 5-7..it started to even out in that, even though he did more damage, everyone had cool, fun powers, so even players who were reserved about it..didn't care..they had fun interacting with him. I say, with experience, make it how YOU want it to be. Nothing else really mattes. Adjust if needed, and have fun. Sanjay [/QUOTE]
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How to make half-giants for 4th ed, as no ECL?
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