melkoriii said:Just to note. You will not find any stat mods of +-odd numbers. The reason is to stop min/maxing
Player rolls Stats
13
12
14
15
17
12
All you he would have to do is put a -1 on the 17 and he loses nothing.
By rule of thoumb all stat mobs are +- an even number.
CRGreathouse said:I think that the alternate humans are decidedly too powerful for ECL +0. I think that the Whelkurst are more powerful than LA +1 aasimar...
Honestly, I don't believe the results of your race analysis. It would make the following version of half-orcs weaker than dwarves:
* +2 Str, -2 Int, -2 Cha
* Darkvision 60'
* Orc Blood
* Power Attack as a bonus feat
* 3 bonus feats (like human bonus feats)
This race is clearly superior to all PH races. It also makes humans, generally agreed as the most powerful PH race, the second-weakest... weaker than the half-elves, which are generally thought to be the weakest. (Actually, humans would be equal to half-elves if they had 2 bonus skill points per level, +8 at first... wow.)
In short, I'm unconvinced that humans need more power. I'm happy with the way it is in the PH -- humans define the cutoff between +0 and +1: anything more powerful than humans is worth at least a +1 ECL modifier.
Beholder Bob said:1st: Thank you for giving it a look. Feedback like this is great!!
[...]
Cool! Thank you for the feedback (and more would be loved!). How about the flavor texts?
Beholder Bob said:2nd: the above 1/2 orc suggestions would have +2-1-1+1.5 (I've upgraded the value of darkvision 30'=+1, 60'=+3/2, not that you could know since I didn't post that), +1, +9/2 (the choose any feat humans gain is +3/2, since it equals a feat and also gives the player flexibility to choose) or 7. You could replace the above example, by dropping power attack and a bonus feat to get 2 bonus feats, giving you +2-1-1+1.5+3=4.5. And I have to agree. 2 Bonus feats is way too good. I have to limit it to the purchase of 1, at the very least.
CRGreathouse said:...You might want to compare your numbers with Upper Krust's new CR/ECL/EL document. Here's how his numbers translate into your system (not that I agree with all of his numbers):
Dwarf 3.8
Elf 2.7
Gnome 2.7
Half-Elf 2.9
Halfling 3.6
Half-Orc 0
Human 2.3
They're actually not too different from your numbers. At least someone else agrees with your numbers (in terms of magnitude and rank, if not exact feat worth).
I don't think that the Trymemnia are that much better than your otehr human races, though I still think that humans are too strong to be given extra abilities without ECL. They get 1 point of extra damage a round for a fighter types, and a miniscule chance of extra damage for others who aren't likely to enter melee. Weapon proficiency isn't as good as a standard feat.
Astorians are stronger, certainly too strong for my tastes, but perhaps less powerful than some of the others. An extra class skill isn't earthshattering for most characters; ditto the bonus. (It's powerful for those with bad skill lists and weak for others.)
Whelkurst and Kelben strike me as the strongest. The whelkurst bonus varies by Hit Die type, of course -- +6 hit points for d4, but only +2 for a d12. Still, it makes a difference, especially for low-Con wizards. I have a wizard who's about to have Con 7 from his age penalty, and this would mean a lot to him, roughly a 60% increase. Granted, that's an extreme case...

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.