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Level Adjustment for Genasi
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<blockquote data-quote="Technik4" data-source="post: 1124098" data-attributes="member: 7211"><p>Even some of the designers of the 3.5 compliant SS half-ogre have stated it may be closer to a +2 ECL. Others on these boards have found that merely making the half-ogre take 2 levels of giant (a normal ogre has a +2 LA and takes 4 levels of giant, so it is exactly half of an ogre) rounds them out nicely. This is not to say that giant levels are bad, but they do delay advancement of almost every class in terms of class abilities (while not strictly speaking, limiting entrance into prcs). For instance a fighter half-ogre will acquire Weapon Specialization when the party is 7th level (Ftr4, Giant2, Half-Ogre+1). It certainly isn't unplayable (since you are still only paying 1 ECL for some fantastic abilities) but it is more balanced with genasi.</p><p></p><p>Speaking of genasi, my "fix" was to drop the negative Cha for all genasi. Genasi in general would seem to make an excellent "sorceror" race and the negative cha comes from silly things as written (imo). While society looking down on you could freak you out and depress you, it could also force you to adapt and grow stronger. The negative cha never sat well with me for genasi, I think it fits a lot better for Tieflings, Dwarves, and Half-Orcs (not to mention Orcs).</p><p></p><p>This change makes all their stat adjustments slightly more favorable, but as you can tell from your "optimum" example, it doesn't make them any stronger, just more versatile (for instance, bard, sorceror, and paladin genasi become an option rather than an uphill challenge). I've played in groups with air genasi and fire genasi and sometimes they are ahead of the game and sometimes a little behind, which is about right for an ECL +1 race.</p><p></p><p>A nice 3.5 flavor (especially if you like spellcasting genasi) would be to give them a +1 to DCs from their element (as a gnome gets +1 to illusion DCs). Its not overpowering, especially keeping in mind that a genasi spellcaster is 1 level behind the curve or worse (compare a human wizard to a genasi sorceror...).</p><p></p><p>If a player wanted to change the +1 save/5 levels to a flat energy resistance 5 (against their element) I wouldn't have a problem with it; and I do think the spell-like abilities should be set to their character level instead of a fixed spell level. Races of Faerun has more options for them as well.</p><p></p><p>I think a lot of your bias comes from comparing them to half-ogres. Remove the half-ogre (and possibly implement some of the above) and genasi don't look too bad anymore, at the very least it would be a nice diversion for the guy who always plays X.</p><p></p><p>Technik</p></blockquote><p></p>
[QUOTE="Technik4, post: 1124098, member: 7211"] Even some of the designers of the 3.5 compliant SS half-ogre have stated it may be closer to a +2 ECL. Others on these boards have found that merely making the half-ogre take 2 levels of giant (a normal ogre has a +2 LA and takes 4 levels of giant, so it is exactly half of an ogre) rounds them out nicely. This is not to say that giant levels are bad, but they do delay advancement of almost every class in terms of class abilities (while not strictly speaking, limiting entrance into prcs). For instance a fighter half-ogre will acquire Weapon Specialization when the party is 7th level (Ftr4, Giant2, Half-Ogre+1). It certainly isn't unplayable (since you are still only paying 1 ECL for some fantastic abilities) but it is more balanced with genasi. Speaking of genasi, my "fix" was to drop the negative Cha for all genasi. Genasi in general would seem to make an excellent "sorceror" race and the negative cha comes from silly things as written (imo). While society looking down on you could freak you out and depress you, it could also force you to adapt and grow stronger. The negative cha never sat well with me for genasi, I think it fits a lot better for Tieflings, Dwarves, and Half-Orcs (not to mention Orcs). This change makes all their stat adjustments slightly more favorable, but as you can tell from your "optimum" example, it doesn't make them any stronger, just more versatile (for instance, bard, sorceror, and paladin genasi become an option rather than an uphill challenge). I've played in groups with air genasi and fire genasi and sometimes they are ahead of the game and sometimes a little behind, which is about right for an ECL +1 race. A nice 3.5 flavor (especially if you like spellcasting genasi) would be to give them a +1 to DCs from their element (as a gnome gets +1 to illusion DCs). Its not overpowering, especially keeping in mind that a genasi spellcaster is 1 level behind the curve or worse (compare a human wizard to a genasi sorceror...). If a player wanted to change the +1 save/5 levels to a flat energy resistance 5 (against their element) I wouldn't have a problem with it; and I do think the spell-like abilities should be set to their character level instead of a fixed spell level. Races of Faerun has more options for them as well. I think a lot of your bias comes from comparing them to half-ogres. Remove the half-ogre (and possibly implement some of the above) and genasi don't look too bad anymore, at the very least it would be a nice diversion for the guy who always plays X. Technik [/QUOTE]
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