More Distinct Core Races

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).
 

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well - I like the changes. They balance well, and the 1/2 elf and orc definitely need the boost, but I think giving them either toughness, +2 all fortitude saves, or a 20% chance to stabilize when below 0 HP would be better (they are losing 4 stat points for a +2). And to the 1/2 dwarf - holy ick batman, I made the mistake of imaging the conception and am now scarred for life! The world does not need a 3/4 sized beard at 12 years old critter as a PC race. Dwarves handle their liqor and so do not wake up in the bed of humans (or halflings for a 3/8 sized critter - noooo!)
OK, anyways, I like your suggestions.
 

I'm already handling stabilization rolls differently, and I think the +2 to all Fortitude saves is covered well by the Half-Orc's tendency towards the warrior classes, which all have good Fortitude saves.

As for the Half-Dwarf... there's a lot of ways they can exist. I mostly wanted the parallel with the Elf and Orc, since Humans interact with all three more or less equally. In Dark Sun, they were bred in the slave-pits, though in a classic D&D game few creatures are insane enough to try to enslave dwarves in any sizable numbers.

If I give the Half-Orc anything else, I am inclined towards giving them Scent.
 

Drastic

+2 Cha/-2 Con is a nice balance for Half-Elves, along with their half-bonuses and FC: Any I think they make a nice foil for your half-dwarf (Although the half-dwarf is getting the better end of the deal, 9/10 times), as well as presenting different options for someone who loves elves (half-elves make better warrior types (no str penalty) but worse archers).

I think your dwarves are too strong with comparison to the half-orc. I'd rather see dwarf with +4 CON, -2 DEX, -2 CHA before I saw a dwarf with a strength bonus. I realise that there are sources citing dwarven strength, and if I pictured one I think it would be stronger than the average human, but the way the game plays out giving them a strength bonus (even with an appropriate negative) makes half-orcs seem sub-par as far as warriors. They still make better barbarians and rangers (marginally) because of light armor + speed + lack of wisdom penalty, but for paladins or fighters a dwarf seems almost universally better.

Scent is a good option, but it doesn't stop the lack they have when side-by-side with dwarves. Quick question, are you still giving dwarves dwarven waraxe proficiency for free? Anyway the problem with half-orcs is that they are a half-race from a race with high penalties, and seeing as that race is a monster race, it has few flavorful additional abilities. The problem goes back to the parent race not being a PC race, making the offspring appearing weak. However, when they were the *only* PC race with a strength bonus, they had a good niche.

The only recourse is to shave dwarves back to +2 Con, -2 Cha (but that would leave them the same as your half-dwarf) or to improve the generic Orc in the MM.

MM Orc
+4 Str, -2 Int, -2 Wis, -2 Cha
Landspeed 30 ft.
Darkvision 60 ft.
Light Sensitivity
FC: Barbarian

MM 1/2 Orc
+2 Str, -2 Int, -2 Cha
Landspeed 30 ft.
Darkvision 60 ft.
Orc Blood
FC: Barbarian

Your 1/2 Orc
+2 Str, -2 Int, -2 Cha
Landspeed 30 ft.
Darkvision 60 ft.
+2 Intimidate and Survival
+2 Poison and Disease
FC: Any

Your Dwarf
+2 Str, -2 Dex, +2 Con, -2 Cha
Landspeed 20 ft. (but always 20 ft., even in heavy armor)
Darkvision 60 ft.
+2 Craft and Appraise (stone or metal only)
Stonecunning
Wpn Familiarity: Dwarven Waraxe
+4 vs Bull-rush or trip
+2 vs Poison
+2 vs Spells and Spell-like abilities
+1 racial attack bonus vs orcs and goblinoids
+4 dodge vs giants
FC: Fighter

If you have Races of Faerun, it presents the Gray Orc which is as the 1/2 orc except also +2 Wis, +10 speed, Scent, Prof with Greataxe and Longbow, Light Sensitivity, and FC: Cleric. Not worth the +1 level adjustment imo. Give them +4 Str (instead of +2) and now we're talking (for a +1 ECL), and maybe this is a better template to base your 1/2 orc.

1/2 Gray Orc (with +4 Str)
+2 Str, -2 Cha
Landspeed 30 ft.
Proficient with Greataxe and Longbow if raised by Gray Orcs.
Darkvision 60 ft.
+2 Intimidate and Survival
+2 vs Poison and Disease
Scent
FC: Any

Alternately, it seems like giving Toughness as a bonus feat to Orcs and Half-Orcs would be a good compromise. This would ensure that orcs are tougher than humans (generally) at levels 1, 2, and 3 pound for pound, but at higher levels wouldn't mean as much. Might also encourage the occasional spellcaster to give it a try.

Nice Work.

Technik
 

Toughness and Scent might be a fair bonus-- but that leaves the Half Elf lagging pretty far behind. If I gave the Half Orc Toughness and Scent, what should I give the Half Elf to help it keep up? And how would this affect balance with the other races, in your opinion?

It doesn't help that the Dwarf was already mechanically the best race in the books (and got better in 3.5)
 

I would think one of the following would mesh well with your half-elf.

A.
+2 Str, -2 Int, +2 Wis, -2 Cha
landspeed 30 ft.
Darkvision 60 ft.
+2 Intimidate and Survival
+2 vs. Poison and Disease
FC: Any

B.
+2 Str, -2 Cha
landspeed 30 ft.
Darkvision 60 ft.
+2 Intimidate and Survival
+2 vs. Poison and Disease
FC: Any

C.
+2 Str, -2 Int, -2 Cha
landspeed 30 ft.
Darkvision 60 ft.
+2 Intimidate and Survival
+2 vs. Poison and Disease
Bonus Feat: Toughness
FC: Any

D.
+2 Str, -2 Int, -2 Cha
landspeed 30 ft.
Darkvision 60 ft.
+2 Intimidate and Survival
+2 vs. Poison and Disease
Scent
FC: Any

They each give a little something extra, but hopefully nothing is too much.

Technik
 

I have settled on this for the Half Orc:

+2 STR -2 INT -2 CHA (Orcs have a Wisdom penalty, so a Wisdom bonus is inappropriate)
Size: Medium
Speed: 30 feet
Orc Blood (for all the good it does)
Darkvision 30'
+2 racial bonus to Intimidate and Survival checks
+2 racial bonus to Fortitude saves vs. Poison and Disease
bonus feat: Toughness
Favored Class: Any

I'd be giving all of the new Half Orc benefits to full Orcs as well (with the exception of the Favored Class), since I think -2 WIS and light-blindness compensate well enough for the extra bonus to Strength.

For the Half Elf, I'm sitting on:

- 2 CON +2 CHA
Size: Medium
Speed: 30 feet
Elf Blood
+1 racial bonus to Listen, Search, and Spot
+2 bonus of Diplomacy and Gather Information checks
Low-Light Vision
Immunity to sleep effects and a +2 bonus to saves vs. enchantments
bonus feat: Cosmopolitan
Favored Class: Any

Since most of these changes are resulting in a power boost for the other races-- or, at least, more options for power builds-- I'm thinking a boost for Humans might be in order, as well. To mirror Human versatility (and make sure that hybrids only get part of the benefits of Human heritage), I am thinking of changing Human's Favored Class from Any to All-- meaning they would no longer be subject to multiclassing penalties in any situation.
 
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