Viktyr Gehrig
First Post
For a long time, I've been trying to figure out a way to make the Core races stand out more from each other, and from Humans, while emphasizing more of the flavor that genre (and D&D-specific) fiction gives them.
I've also been dissatisfied with the power level of the Half-Elf and Half-Orc, and greatly disappointed when the designers maintained that those two races were balanced when compared to Humans or Dwarves.
I think I've more or less solved the problem, and I'd like to share my solution with you. Most of my changes involved the ability score modifiers of the races. Critiques are, of course, welcome.
In addition to their standard ability score modifiers, I have also given the Dwarf +2 STR and -2 DEX. Dwarves are always represented as having thick, powerful muscles, and stocky builds-- this makes them hit harder with their heavy axes and hammers, and also helps balance the fact that they're now capable of Tumbling in full plate armor. Also, the Rogue skills that most Dwarven Rogues rely on are Intelligence-based, so the penalty to Dexterity does not hurt them too badly.
Similarly, I've given the Elf a -2 penalty to Strength and a +2 bonus to Charisma. This hurts them a bit in melee combat, but Elven swordsmen are typically finesse fighters and fencers. I also felt that Elves' powerful personalities (remember their Presence ability from the Complete Elves Handbook?) suggested a bonus to Charisma.
I added Weapon Familiarity with the Elven Thinblade, but allowed them to keep their automatic Martial Weapon Proficiencies in the longsword, rapier, and bows.
I considered changing their Favored Class to Sorceror, as well, but the flavor text suggests that Elves love to study magic, and that they appreciate the aesthetics of it-- so it seemed more appropriate for them to stay FC: Wizard. Also, with the Charisma bonus, I felt giving them FC: Sorceror would be a touch imbalanced.
The Gnome gained a +2 bonus to INT and a -2 penalty to WIS-- reflecting their 2e ability modifiers, while keeping their 3.x modifiers. This reflects their nature as tinkers and masters of lore, and suits having Bard as a Favored Class.
I removed Weapon Familiarity with the hooked hammer, but this is because of my issues with most of the double weapons in D&D. If you have no problem with the weapon in the first place, there's no problem in keeping the ability.
Half-Elves now have a -2 penalty to CON and a +2 bonus to CHA. They retain some of their Elven ancestors' frailty, but are as strong as humans. They have strong personalities and tend towards being likeable, and they have a natural edge in social skills. (I am also uncomfortable with a non-Human core race having no ability mods)
I also give them the same chance to notice secret doors in passing as an Elf-- their lowered bonus to Search is enough to represent being less acute than their Elven parent.
For Half-Orcs, I have left their ability modifiers alone-- though I am still skeptical of a bonus to Strength being a penalty to two ability scores-- because penalties to Intelligence and Charisma both seem appropriate. However, to help balance this, Half-Orcs get a +2 racial bonus to Intimidate and Survival checks. They may lack the polish of their human heritage, but they are as keenly aware of bullying tactics as their orcish forefathers.
They also gain a +2 racial bonuses to Fortitude saves vs. poison and disease. Orcs live in the most desolate places and until they've grown to full size and power, often have to live on whatever scraps they can forage (part of the Survival bonus, as well). Also, while they may not have the solid bones and tireless endurance of the Dwarves, they can eat squished rat-paste on moldy bread and feel no ill effects.
Half-Orcs also have Favored Class: Any, like their cousins the Half-Elves. They may descend from orcs, but they also have human blood running in their veins, and they show the adaptability of their human heritage. Also, since many half-orcs are raised in civilized human communities, Barbarian may not always be an appropriate class choice.
I'm still not quite satisfied with the power levels of either the Half-Elf or the Half-Orc, but I feel they're at least closer to balanced than they were in 3.0 or 3.5. Though I think both races could use another small boost, I can't think of anything particularly appropriate.
Also, with the parallel between Elves and Dwarves, and Half-Elves receiving ability modifiers, it was fairly easy to write up a Half-Dwarf.
They receive +2 CON, -2 CHA, are Medium-sized with a base speed of 30 feet (and no Dwarven armor facility), Dwarf Blood and Darkvision 60. They have the Stability bonus of the Dwarves, but at +2 instead of +4, and they have the full Dwarven resistance to poisons and spells.
They also have a +1 racial bonus to Appraise and Craft checks involving metal or stone.
Like the other two hybrid races, they have Favored Class: Any.
Of the core races, I didn't change Halflings or Humans-- I think both races are perfect as-is (especially when you compare Halfling racial mods to a size-adjusted Small Human).
I've also been dissatisfied with the power level of the Half-Elf and Half-Orc, and greatly disappointed when the designers maintained that those two races were balanced when compared to Humans or Dwarves.
I think I've more or less solved the problem, and I'd like to share my solution with you. Most of my changes involved the ability score modifiers of the races. Critiques are, of course, welcome.
In addition to their standard ability score modifiers, I have also given the Dwarf +2 STR and -2 DEX. Dwarves are always represented as having thick, powerful muscles, and stocky builds-- this makes them hit harder with their heavy axes and hammers, and also helps balance the fact that they're now capable of Tumbling in full plate armor. Also, the Rogue skills that most Dwarven Rogues rely on are Intelligence-based, so the penalty to Dexterity does not hurt them too badly.
Similarly, I've given the Elf a -2 penalty to Strength and a +2 bonus to Charisma. This hurts them a bit in melee combat, but Elven swordsmen are typically finesse fighters and fencers. I also felt that Elves' powerful personalities (remember their Presence ability from the Complete Elves Handbook?) suggested a bonus to Charisma.
I added Weapon Familiarity with the Elven Thinblade, but allowed them to keep their automatic Martial Weapon Proficiencies in the longsword, rapier, and bows.
I considered changing their Favored Class to Sorceror, as well, but the flavor text suggests that Elves love to study magic, and that they appreciate the aesthetics of it-- so it seemed more appropriate for them to stay FC: Wizard. Also, with the Charisma bonus, I felt giving them FC: Sorceror would be a touch imbalanced.
The Gnome gained a +2 bonus to INT and a -2 penalty to WIS-- reflecting their 2e ability modifiers, while keeping their 3.x modifiers. This reflects their nature as tinkers and masters of lore, and suits having Bard as a Favored Class.
I removed Weapon Familiarity with the hooked hammer, but this is because of my issues with most of the double weapons in D&D. If you have no problem with the weapon in the first place, there's no problem in keeping the ability.
Half-Elves now have a -2 penalty to CON and a +2 bonus to CHA. They retain some of their Elven ancestors' frailty, but are as strong as humans. They have strong personalities and tend towards being likeable, and they have a natural edge in social skills. (I am also uncomfortable with a non-Human core race having no ability mods)
I also give them the same chance to notice secret doors in passing as an Elf-- their lowered bonus to Search is enough to represent being less acute than their Elven parent.
For Half-Orcs, I have left their ability modifiers alone-- though I am still skeptical of a bonus to Strength being a penalty to two ability scores-- because penalties to Intelligence and Charisma both seem appropriate. However, to help balance this, Half-Orcs get a +2 racial bonus to Intimidate and Survival checks. They may lack the polish of their human heritage, but they are as keenly aware of bullying tactics as their orcish forefathers.
They also gain a +2 racial bonuses to Fortitude saves vs. poison and disease. Orcs live in the most desolate places and until they've grown to full size and power, often have to live on whatever scraps they can forage (part of the Survival bonus, as well). Also, while they may not have the solid bones and tireless endurance of the Dwarves, they can eat squished rat-paste on moldy bread and feel no ill effects.
Half-Orcs also have Favored Class: Any, like their cousins the Half-Elves. They may descend from orcs, but they also have human blood running in their veins, and they show the adaptability of their human heritage. Also, since many half-orcs are raised in civilized human communities, Barbarian may not always be an appropriate class choice.
I'm still not quite satisfied with the power levels of either the Half-Elf or the Half-Orc, but I feel they're at least closer to balanced than they were in 3.0 or 3.5. Though I think both races could use another small boost, I can't think of anything particularly appropriate.
Also, with the parallel between Elves and Dwarves, and Half-Elves receiving ability modifiers, it was fairly easy to write up a Half-Dwarf.
They receive +2 CON, -2 CHA, are Medium-sized with a base speed of 30 feet (and no Dwarven armor facility), Dwarf Blood and Darkvision 60. They have the Stability bonus of the Dwarves, but at +2 instead of +4, and they have the full Dwarven resistance to poisons and spells.
They also have a +1 racial bonus to Appraise and Craft checks involving metal or stone.
Like the other two hybrid races, they have Favored Class: Any.
Of the core races, I didn't change Halflings or Humans-- I think both races are perfect as-is (especially when you compare Halfling racial mods to a size-adjusted Small Human).