New Race balance poll.

This races crunch is

  • a bit below the PHB races, but is somewhat interesting or not too far below.

    Votes: 0 0.0%

occam said:
It might be even more limited than that. Though we have only three examples to work form (that I know of), I suspect that the ability scores getting bonuses might each come from different pairs, the pairs being:

  • Str/Con
  • Dex/Int
  • Wis/Cha

That would be to allow bonuses to two defenses, instead of "wasting" both bonuses on one (as the +2 Strength/+2 Constitution would, both being applied to Fortitude). If that's correct, then the possible set of ability score bonuses drops to 12:

  • +2 Str, +2 Dex
  • +2 Str, +2 Int
  • +2 Str, +2 Wis
  • +2 Str, +2 Cha (dragonborn)
  • +2 Con, +2 Dex
  • +2 Con, +2 Int
  • +2 Con, +2 Wis (dwarves?)
  • +2 Con, +2 Cha
  • +2 Dex, +2 Wis (elves)
  • +2 Dex, +2 Cha (halflings?)
  • +2 Int, +2 Wis (eladrin?)
  • +2 Int, +2 Cha (tieflings)

This is a REALLY excellent observation. I think I have to agree actually. I will work within this design space for sure for the time being.

See ya,
Ken
 

log in or register to remove this ad

There really isn't enough to compare it too, balance-wise, but in general it seems to veer wildly between things that are over the top and things that are useless. That generally doesn't balance out, by the way.

Mechanically it comes across as a vehicle for exploiting pure speed and multiple actions. None of the other features really matter that much.


Kitirat said:
Ability Scores: +2 Strength, +2 Constitution
As others have said, this is actually a disadvantage in some ways, both defense wise and sharply limiting what classes the race is good for.

Group Empathy: If you shift an ally or they shift you, the target may be moved an additional square.
This feels clumsy, and honestly, I don't know how many 'shift/slide someone else' powers there are. This could honestly never come up over the life of a character. Plus, being empathic with absolutely everyone seems odd, unless they are racial psychic or something.

Color Blind: XXX are racially color-blind.
This is pure fluff.

Feral Surge: You gain both a standard and move action when you use an action point.
This, on the other hand, is likely to be easily exploitable. In fact I think both the sample cleric and paladin can take advantage of this little gem. Probably too strong.

Fleetpaw: You do not grant combat advantage from running.
So, essentially they are never not running. No, sir, I do not like it.

Opportunistic Bite: You can use Opportunistic Bite as an at-will power.

RACIAL POWER
OPPORTUNISTIC BITE
You are naturally cunning and use your instincts and maw to take advantage when an enemy falters.
At-Will…Free Action…Personal
Attack: Dexterity v.s. Reflex
Effect: Whenever an adjacent enemy rolls a natural 1 with a melee attack, you may make an attack against them with your bite dealing 1d8+Str Mod in damage.
Well, first off, this isn't 'at will' its an immediate reaction thing.
Second... they can bite like this, but not normally?
Third... its, well, to be blunt, its statistically irrelevant. It may come up at some point, but probably not.
 

Kitirat said:
RACIAL POWER
OPPORTUNISTIC BITE
You are naturally cunning and use your instincts and maw to take advantage when an enemy falters.
At-Will…Free Action…Personal
Attack: Dexterity v.s. Reflex
Effect: Whenever an adjacent enemy rolls a natural 1 with a melee attack, you may make an attack against them with your bite dealing 1d8+Str Mod in damage.

A few small comments on this...

First of all, racial powers seem to try and avoid forcing characters into specific builds. This power relies on Dex to hit and Str to damage, which means every character of this race has to have a good Str and Dex for this power to be useful for them. So perhaps consider changing it to (Str or Dex) for each attack and damage?

Second, why is this attack vs reflex? Does this race have some special rogue-like fluff such that their special rare opportunity attack always hits the chinks in their foes armor?

Third, this power is tremendously swingy, which, while you may like the feel of it, seems to miss some of 4e's design principles. It is quite possible that a character may never gain the benefit of it.

I personally would phrase it like this, take it or leave it as you will:

Racial Power
Opportunistic Bite
Encounter * Immediate Reaction Melee Bite
Effect: Make a basic attack with your bite when an enemy misses you in melee.
Recharge: This power recharges when an enemy rolls a nat 1 on a melee attack against you.

This would allow the character to at least be guaranteed use of their racial power once an encounter, like every other race's racial power seems to, without making this race an immediate melee powerhouse.

Kitirat said:
Feral Surge: You gain both a standard and move action when you use an action point.
Just to throw out another idea that's slightly less, but still accomplishes similar... perhaps a bonus to speed in rounds in which you use an action point? Say, a +1? This, in addition to increasing the race's base move as discussed above should add up to the race having a substantial amount of mobility available to it, considering that if a member of the race is unencumbered and runs, using an action point, they can move (7+2+1 for 3 traded down move actions) 30 squares, or 150'. That's a whole lot faster than any other PC race is capable of moving as far as is yet known.

EDIT: Okay, so its only 3 squares farther than a sprinting elf. But its still pretty damned fast!
 

Unlogic said:
A few small comments on this...

First of all, racial powers seem to try and avoid forcing characters into specific builds. This power relies on Dex to hit and Str to damage, which means every character of this race has to have a good Str and Dex for this power to be useful for them. So perhaps consider changing it to (Str or Dex) for each attack and damage?

Second, why is this attack vs reflex? Does this race have some special rogue-like fluff such that their special rare opportunity attack always hits the chinks in their foes armor?

Third, this power is tremendously swingy, which, while you may like the feel of it, seems to miss some of 4e's design principles. It is quite possible that a character may never gain the benefit of it.

I personally would phrase it like this, take it or leave it as you will:

Racial Power
Opportunistic Bite
Encounter * Immediate Reaction Melee Bite
Effect: Make a basic attack with your bite when an enemy misses you in melee.
Recharge: This power recharges when an enemy rolls a nat 1 on a melee attack against you.

This would allow the character to at least be guaranteed use of their racial power once an encounter, like every other race's racial power seems to, without making this race an immediate melee powerhouse.


Just to throw out another idea that's slightly less, but still accomplishes similar... perhaps a bonus to speed in rounds in which you use an action point? Say, a +1? This, in addition to increasing the race's base move as discussed above should add up to the race having a substantial amount of mobility available to it, considering that if a member of the race is unencumbered and runs, using an action point, they can move (7+2+1 for 3 traded down move actions) 30 squares, or 150'. That's a whole lot faster than any other PC race is capable of moving as far as is yet known.

EDIT: Okay, so its only 3 squares farther than a sprinting elf. But its still pretty damned fast!

Basically I like all of your comments a lot. Before seeing them this was the revision I had done for the class:

Racial Traits
Average Height: 5’10’-6’3’
Average Weight: 150-250 lbs.

Ability Scores: +2 Dexterity, +2 Constitution
Size: Medium
Speed: 7 squares
Vision: Low-Light

Languages: Common, Gnoll
Skill Bonuses: +2 Endurance, +2 Insight

Group Empathy: You offer 2 additional minutes to group tactical rolls. Feral Surge: Whenever you use an action point, you gain both a standard and move action.
Color Blind: XXX are racially color-blind.
Opportunistic Bite: You can use Opportunistic Bite as an encounter power.

XXX RACIAL POWERS
OPPORTUNISTIC BITE
You are naturally cunning and use your instincts and maw to take advantage when an enemy falters.
Encounter…Immediate…Melee…Personal
Attack: Strength or Dexterity or Constitution v.s. A.C.
Hit: 1d8+ Strength or Dexterity or Constitution modifier in damage to an adjacent enemy.
Special: If used immediately following the adjacent enemy’s missed attack, you gain combat advantage against the enemy till the end of your next turn (including for this attack).

And as a feat, making the opportunistic attack reliable (which could be really fun).

*****
Still, I really like the simplier, recharges on an enemies natural 1 idea. Probably will go with it. Great thoughts overall, like the compromise on the feral surge of a +1 or +2 to speed on a turn in which you used an action point. Another way would be you gain a free shift 1 or 2 when using an action point.

thanks again.
 

Remove ads

Top