Humanses

Griznuq

First Post
In our gaming group, we like to give humans a little bit of a boost... (D&D 3.5e)

In the spirit of the human being described as a fast learner, we like to make it so there are no "cross-class" skills for the humans.
 

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When given to only one race, that's an extremely strong benefit. Probably on par with being a dwarf, all by itself.

Although, as you may guess from some of the things in my sig, I'm not a fan of the class/cross-class dynamic. But if you're choosing to keep it then this houserule can make for extremely characters.
 

Griznuq said:
In our gaming group, we like to give humans a little bit of a boost... (D&D 3.5e)

In the spirit of the human being described as a fast learner, we like to make it so there are no "cross-class" skills for the humans.
Define no "cross-class" skills. Do you mean the cross-class costs are removed while the cross-class max ranks is still there or are you talking about removing both. The first is a feat in Races of Destiny and wouldn't be a problem at all as a race ability. The second would be a serious problem IMO.
 

Heh, my apologies...

Cross class skills are treated as though they are class skills in reference to skill point cost. :)

We've never been very partial to the Humans as a whole... It never seemed quite as beneficial to roll one. Sure, they've got a couple benefits, but in the end, when compared to the other classes, it really seemed lacking.
 

Griznuq said:
In our gaming group, we like to give humans a little bit of a boost... (D&D 3.5e)

In the spirit of the human being described as a fast learner, we like to make it so there are no "cross-class" skills for the humans.

Its a tad strong I think. However its really only useful for high skill points types, it won't help fighters much FREX.

What I do is give the Able Learner feat free. Skills cost 1:1 but are capped at L+3/2 as per the normal rules.

since everybody also gets 2 more skill points at each level it leads to more versatile characters without breaking the PRC system. YMMV
 


Griznuq said:
In our gaming group, we like to give humans a little bit of a boost... (D&D 3.5e)

In the spirit of the human being described as a fast learner, we like to make it so there are no "cross-class" skills for the humans.
That is a bit powerful; what about just giving them +2 to any ability score. This makes humans very versatile, with their bonus feat and bonus skill points and really covers most of 3.x's bases.

I don't think it really goes over LA +0 though, especially if you compare with dwarves.

cheers,
--N
 

Heheh, yeah. Though people like to play humans just for the bonus feat, they're really not that strong compared to the other races (barring, y'know, the sucky ones like half-orcs that are only occasionally worthwhile, stat-wise; but then, I'm exactly the kinda guy that will play a half-orc bard someday, just because; I've already played a dwarven bard!).

Except when I'm purposely trying to keep things as simple as possible, by avoiding houserules altogether at the beginning of a campaign, I always give humans and such some kinda boost. In Aurelia I give them another bonus feat every 10 levels beyond 1st, and at 1st-level they get a +3 on checks with any one skill of their choice. In Rhunaria, I instead give them an extra bonus feat every 9 levels beyond 1st, and give them 1 permanent class skill of their choice, and a benefit called Human Ingenuity, which lets them re-roll an attack roll, threat confirmation roll, saving throw, or check, once per day. Humans are rather popular with players in that campaign. :heh:

But then, I do give all the races a boost in Rhunaria. Halflings treat all skills as class skills, as you propose for humans, and they get the benefits of Weapon Finesse with all light weapons, and Rhunarian halflings get +2 Charisma in addition to their usual ability adjustments..... So yeah, I pumped up halflings quite a bit, but they're never chosen for some reason. So far, humans and elves have been where it's at. Though there was one kobold for a while, and a goblin briefly before that.
 

Griznuq said:
Heh, my apologies...

Cross class skills are treated as though they are class skills in reference to skill point cost. :)

We've never been very partial to the Humans as a whole... It never seemed quite as beneficial to roll one. Sure, they've got a couple benefits, but in the end, when compared to the other classes, it really seemed lacking.
Sounds like it wouldn't be a problem.

Personally, I don't think they need it. But that is based on my experience in 3e. In 5 different gaming groups (I was in the Navy until recently), over half of the characters were human because of the extra feat and skill point per level.

To each his (or her :D ) own. Have fun.
 

I think this method is probably the most useful to us, because we're really not about the leveling... The role play is far more important, and as such, I think my highest level character (ever, in 13 years of playing) is level 7.

A bonus feat every 10th level is certainly nice, but realistically not something I would ever benefit from.

We play too infrequently, but even back when we were playing every week, we had 4 campaigns we rotated through.

I think aside from half-elves, humans get the least benefit...

Dwarves:
Darkvision
Stonecunning, +2 to notice "unusual" stonework, such as secret doors.
+4 against bull rush
Dwarven weapons as martial (Greataxe baby!)
+2 against poison
+1 attack against orcs and goblinoids
+4 dodge against giants
+2 to appraise checks
+2 bonus to crafts related to metal or stone

Elves
Immune to sleep, +2 bonus against enchants
Low Light vision
+2 to listen, search, and spot checks (periodic 6th sense about magical doors)
Weapon proficiency feats for Longsword, rapier, longbow, (including composite) and shortbow

Gnomes
Small: +1 ac, +1 to attack, +4 to hide
Low Light vision
Gnome hooked hammers
+1 to difficulty to see through their illusions
+1 against kobolds and goblinoids
+4 dodge bonus against giants
+2 to listen
+2 to craft (alchemy)
Spell like ability: Speak with animals Burrowing mammel only, duration 1 minute

Half-elves (which are also pretty lame)
Immune to sleep and +2 agaisnt enchants
Low light vision
+1 to listen search and spot
+2 to diplomacy and gather information
For all effects related to race, the half elf is considered an elf...

You get the idea, I'll spare you the halfing and the half orc (although, the halfling is pretty spiffy too...)

HUMANS
1 extra feat at first level
4 extra skill points at first level, and one extra at each additional level.

These are explained by the fact that humans are quick to learn, capable and versatile"...

What, just not as much after first level? lol

They also take an experience point penalty when multiclassing (which we've always ignored anyway)

NO immunities, no affinities, no low light vision... Just a couple of things that are nice at first level.

Going by the books, I see no benefit to being a human past first level.

Could just be that I'm not much of a fan of humans in real life either! lol
 

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