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Looking at the core races to try and balance new ones - feedback please

Nonei

Explorer
Hello folks,

I have been working much of today trying to put a weight to the various abilities of the core classes so that I can whip up new races etc while maintaining some sort of balance. I compared different things available with other sources - like feats - as well as some of the MM versions of the core races. I'm not completely satisfied with the way things turned out...

I feel like they are in about the right order of strength, but even disregarding the half-orc there is a huge spread. I would love your opinions and critiques on what could/should be adjusted or even how you feel things of the same or different weights compare.

edit: adjusted relative value of stats to +60 str, dex, con/+40 rest instead of +80 str/+40 rest

Summary of total weights:
Half-orc: 30
Gnome: 205
Halfling: 210
Half-elf: 190
Human: 230
Elf: 230
Dwarf: 235

Here is how I weighted things:
Each +1 to a skill: 10 (7.5 (round up) for specialized bonus)
Each +1 to a save: 20 (specialized bonus 15)

Listen and spot I count as worth double, and I counted the gnome's bonus to Craft (alchemy) as specialized.

5 = 1/day Spell like abilities lvl 0 or 1
10 = most misc abilities (like the dwarf/gnome weapon familiarity, stability, favored class:any, +1 to attack vs. goblinoids, etc
20 = low light vision, +1 attack w/ thrown weapons, +4 dodge bonus vs. giants, Dwarf's ability to not slow down in heavy load
40 = Wis, Int, or Cha +2, base speed +10, Darkvision (60'), immunity to sleep effects, gnome's +1 to save DC of illusions, edit:specific bonus feat
60 = choice of feat, Str, Dex, or Con +2
-40 = Stat -2, base speed -10

I did not include the racial languages, because I feel that the extra bonus language balances the human's ability to pick from any bonus language.

I also did not give small size a weight, because there are some bonuses, and once you look at the penalty to strength/bonus to dex separately the rest evens out (feel free to disagree :) )


So the core races look like this:
Half-orc
-20 - +2 Str, -2 Int, -2 Cha (+60, -40, -40)
+10 - Orc blood
+40 - DV 60'
=30

Half-Elf
+20 - low light
+40 - +1 listen, +1 spot
+10 - +1 search
+40 - +2 x2 other skills
+10 - favored class:any
+10 - elf blood
+20 - +2 vs enchantment
+40 - immune to sleep effects
=190

Gnome
+0 - +2 con, -2 str (edit:+60, -60)
+20 - low light
+10 - gnome hooked hammer
+30 - +2 save vs illusions
+40 - +1 save DC vs illusions
+10 - +1 attack vs. goblinoids
+20 - +4 dodge bonus vs. giants
+40 - +2 listen
+15 - +2 craft (alchemy)
+20 - 4x spell like ability (lvls 0,1)
=205

Halfling
+0 - -2 Str, +2 Dex (-60, +60)
+40 - +2 listen
+60 - +2 x3 other skills
+20 - +1 attack w/ thrown weapons
+30 - +2 save vs fear
+60 - +1 to each save
=210

Human
+60 = free feat
+160 = 4 free skill points +1/lvl (counted to lvl 5, but also counted double like listen/spot as they can be placed in the most beneficial area so (4+4)*10*2 = 160)
+10 - favored class (any)
=230

Elf
+0 - +2 dex, -2 con (+60, -60)
+40 - immune to sleep effects
+30 - +2 vs enchantment
+20 - low light
+40 - automatic prof with longsword, rapiers, bows
+80 - +2 listen, +2 to spot
+20 - +2 to another skill
=230

Dwarf
+20 - +2 con, -2 cha (+60, -40)
-40 - -10' movement
+20 - Heavy load doesn't slow
+40 - Darkvision 60'
+10 - dwarven weapon familiarity
+10 - Stable (+4 vs. bullrush, trip)
+30 - +2 vs. poisons
+60 - +2 vs spells (I calc it as specialized bonus to each save)
+10 - +1 attack vs. goblinoids
+20 - +4 dodge bonus vs. giants
+45 - +2 specialized bonuses to 3 skills
=235

If you reach here: Thank you for looking through it!! :)

Edit: I was just looking through these again, and I realized that they would all (excluding half-orc) be around the same 'value' if:
Gnomes got -2 Cha instead of -2 strength
Halflings got +10' movement (for 30' movement total)
Half-elves got +2 bonus skill points at first level (from their mom's side :) )

I think all those would preserve the flavor of the races, but would they be balanced? Or are they more balanced the original way?
 
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Conventional wisdom dictates that the Dwarf is most powerful.

In this case, I agree. Why? Apart from anything, Constitution is worth two stats, at least. It's not just useful, but *necessary*, for every character. The whole Strength argument (such as it is) doesn't quite add up, as well. If anything, Dexterity might be next, though of course Strength is *for some* very useful indeed.

Skill bonuses and even free skill points are not worth nearly as much as you've suggested, either. A bonus feat, as in, any. . . sure, I'll pay that one. Just one example to highlight this issue: generally speaking, would you rather have Darkvision or +2 to Spot and Listen? Uh huh. :)

It all seems rather skewed, to me. Plus, one of my pet peeves has not been acknowledged! :rant:

j/k ;) But that happens to be, such things as automatic weapon proficiencies, which are cultural and upbringing/[social] class-based, surely. They are certainly not biological. But ah well, that's of course not your fault - it's in the core rules. :erm:
 

Thank you for looking through it! What part made you feel skewed? The skills mainly?

FYI: the "free feat" refers to the human's ability to pick a feat of their choice - the extra flexibility making it worth more. If I were going to offer a specific feat, say point blank shot, then I would probably make it worth 40. I updated this in the original.

When I first started this, I valued the skill bonuses much lower- about 1/10 the weight of a bonus to saves - because if you look at the magic item 'estimating worth' table, that is how they are given.

As I went through, it was obvious that WOTC valued the inherent racial skill bonuses much more than I did though, and so this is partially a reflection of that as well... although personally? I'd rather have darkvision than +10 to spot and listen :D Obviously the core rules think +3 to a skill or +2 to two skills ~ a feat though... but I never take those feats.

I also agree that the automatic weapon proficiencies and some skill bonuses are not racial per se, but cultural, and so that is a part of this exercise too - if someone says 'I want to play an elf that was raised by (a few generations of) humans, I wouldn't have these cultural things' I want to be able to swap them out knowing it was still balanced-ish.

I agree with you on the con... I suppose strength, con, and dex are all very important since Dex applies to AC as well. The other three stats are more class-specific in terms of how valuable they are.
 

Upper Krust did this in v5 of his Challenging Challenge Ratings. Basically, he based everything around the value of a feat (0.2). So, the races end up with the following values:

Dwarf: 0.51

Elf: 0.36

Gnome: 0.3625

Half-elf: 0.38

Halfling: 0.48

Half-orc: +0

Human: 0.3

He broke down all the abilities, but I'm too lazy to reprint it here. Just download the doc and read it - it's very useful.
 



Thank you!

I also found another set of houserules using points for character progression (although not races, they could be postulated) using the True20 rules here
 


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