Numerical values for creating balanced racial traits

Turanil

First Post
I have been thinking about a numerical way to make sure that races are balanced against each other when it comes to their racial traits. I propose here some values, with explanations on why I gave them such values. I would like to have your comments, to help me refine this, and have a consensus on it:

Basically I use the principle that 1 skill-point bonus = 1 point cost.

+2 bonus to skill = 2 points (always) or 1 point (conditional).

4 skill-points bonus at 1st level + 1 skill-point bonus per level thereafter = 10 points. (Freedom of allocating these points where you want cancel the hindrance of allocating on non-class skills is at 1/2. At 1st level the benefit is only of 4 points, while at 20th level it is of 23 points. I arbitrarily decided that most campaigns are from 2nd to 12th level, and so the average PC is 7th level. 7th level = 10 skill points as a bonus.)

Bonus feat = 5 points (freely chosen) or 3 points (imposed). (My idea is that many feats, like Alertness, in fact give a total of 4 skill points bonus - +2 in two skills-. Now choosing a feat is a greater benefit than receiving a determined feat, thus accounting for 5 or 3.)

+1 bonus to one save category = 2 points (always) or 1 point (conditional). (My idea is that Iron Will and other feats give a +2 bonus to one save category; so +2 bonus to a save is equivalent to a bonus feat, I would say 4 to ease calculations. Conditional is for example Fort save against poison, rather than all Fort saves.)

Darkvision = 6 points. I think that Darkvision is a real good advantage, and much better than Blind-fight feat, so cost higher than a feat.

Low-light Vision = 3 points. (I think that Low-light vision is rarely used per se in adventures, and in fact much less powerful than Darkvision. Thus the half cost.

2 free weapon proficiencies = 3 points. (Rather arbitrary here. For some classes it's an interesting bonus but not a huge advantage, while for others it's useless.)

+1 bonus attack vs some race = 2 points. (Similar to what Weapon Focus provides, but with all weapons and only against one type of enemy. As such, maybe less than Weapon Focus, so 2 points instead of 3.)

+1 bonus to all ranged weapons = 4 points. (Similar to what Weapon Focus provides, but with several different weapons, so 4 points instead of 3.)

Immunity to sleep = 2 points. (Rather arbitrary here. All in all it's not a great advantage, and maybe should only be 1 point.)

Any class as favored class = 1 point. (Rather arbitrary here. I don't think it's worth more.)

-----------------------[EDIT]-----------------------------

Stats Adjustments: I believe there should preferably be a positive adjustment to cancel a negative adjustment, rather than use their numerical values in the total calculation of the racial traits.

+2 Strength = 10 points. (+2 Str gives a +1 to Att and Dmg. I valued Weapon Focus at 3 pts, which gives +1 to attack to only one weapon, but probably used almost all of the time. Weapon Specialization gives +2 dmg to only one weapon, but probably used almost all of the time, for fighters only. As such, 6 points if for one weapon only, but since it applies to all weapons and any class, I give 10 pts.)

+2 Dexterity = 10 points. (+2 Dex gives a +1 to AC, initiative, and Ref saves, plus Att if Weapon Finesse. Maybe also 10 pts, but it's more arbitrary.)

+2 Constitution = 10 points. (+2 Con gives a +1 hp, which is extremely valuable even to wizards, and +1 For saves. But no other obvious advntages. I agree that 10 points are rather arbitrary nonetheless.)

+2 Intelligence = 10 points. (+2 Int gives the same bonus to skill points as human gets, and that I valued at 10 pts. But it also helps wizards, so it's even better. But lets keep it at 10 pts, because not everyone is a wizard.)

+2 Wisdom = 6 points. (+2 Wis gives a +1 Will saves, and nothing else unless you are a divine spellcaster, of which are 4 classes of them. I agree that 6 points are rather arbitrary nonetheless.)

+2 Charisma = 4 points. (+2 Cha is useful in interactions, and for bards and sorcerers. However this isn't without a good reason many gamers consider it a dump stat. I agree that 4 points are rather arbitrary nonetheless.)

-----------------------[/EDIT]-----------------------------

Note that in using this system, it appears that D&D races are not balanced each one to the others. But I always thought that half-orcs and half-elves were disadvantaged.
 
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Perhaps you should post the values you calculated for the races per your system. Also - the real test is to compare races you believe are already balanced and see if your system works. If not, perhaps you need to alter the values you assign. Finally, your system does not address alteration of stats.

I have my own system - I'd love to compare our evaluations of core races as we believe they add up. If we both show the same proportions, it would be quite educating.

I'll post my racial eval list after you post the racial values.

B:]B
 

I must say that I did not try to make a value system that would assume that the basic D&D races are balanced to each others. I tried to think of a way to create new races that would be balanced with regard to humans. As such, I did not try to compare elves, dwarves, etc., but compare a feat with a bonus skill points, etc.

Anyway, using my values of above I do find (3.0 D&D, I don't have 3.5):

Human: 16 pts.
Dwarf: 26 pts. (approximately)
Elf: 19 pts.
Gnome: 30 pts. (approximately)
Halfling: 27 pts.
Half-elf: 10 pts.
Half-orc: 2 pts.

I always thought that half-orcs were bad choices despite being interesting to play, and this calculation gives credence to the belief. Note by the way that humans (with this system) are "really" at 16 pts when they are 7th level; at 20th level they would be at 29 points. I just assumed that the average campaign (at least mine) go from 2nd to 12th level, so average of 7th level PC overall.

Half-orcs NEED to be improved!!
 

Racial comparison

My current system:
Races should come to 4.5 or less

+1 +1 physical or mental statistic
-½ -1 mental statistic
-1 -1 physical statistic
+/-1 +/- 10’ move, Base MV: M & L 30’, S 20’
+1/4 skills available as class skills do to race (each)
+1/4 each +1 to a skill roll
+1/2 low light vision
+1 dark vision 30’
+3/2 dark vision 60’
+1/4 reduce vision or hearing penalty for range in ½
+1/4 extra language known
-1/2 no race class
+1/4* 2 race classes
+1/2 Any race class (per humans)
+3/2 4+HD SR
+1/4 4 SR +1 up to 10 (so SR 10+HD = +3)
+1/2 10 SR +1 up to 15 (so SR 15+HD = 5½)
+1 10’ clumsy flight
+1/2 every +10’ or 1 step up in flight quality
+1 spell like ability, 1st LV, 1/day OR know 2 0th LV, 2+(INT mod)/day
+1/2 each additional use
+1/4 natural attack, d4 or less
+1* treat one size larger for grapple, trip, and bull-rush.
+1 scent
+1/4 able to take one or more MM feats
+1 plant form, 1/day, only 1 form possible
+1/4 each additional form available.
+1/2 creature type provides immunity (giant, fey)
+3/2 as above but excellent immunity (undead)
+3/4* +4 SP at 1st +1 SP each level > 1st
+2* extra feat at 1st, choice from list of 10+ feats
+1/2 +2 save Vs (poison & disease), (death effects), (compulsion), etc
+1/4 +2 save Vs (Language)
+0 Last extra day w/out food prior penalty
+0 Hold breath as if CON = CON+2
+1 use of any 1 martial weapon (exotic if w all martial)
+1* +1 HP at 1st LV, Minimum of 2 HP/LV
+3/4 Heal 50% more HP/day of rest
+3/4 +1 saves Vs (magic) or (non-magic)
-1/4 Run is x3 unless on all fours (free action to get on all fours, but move action to rise)
-1/2 Unable to run unless on all fours (as above)
*May only be taken once
Modifier for stat adjustment: modifiers for physical or mental (STR,DEX,CON or INT, WIS, CHA), including all bonus or minus, but not both at once, that equal or exceed 3 points, are further adjusted by 50% in the worst direction. Example below
+1 STR, +2 DEX, -2 CON
bonus 1+2 = 3, so 2+1x1.5 = 3.5
penalty –2 = -2
total is 3.5-2 = 1.5 cost
+3 INT, -1 WIS, -2 CHA
bonus 3 so 2+1x1.5 = 3.5
penalty –1 –2 = -3, so –2 -1x 0.5 = -2.5
Combine both modifiers onto same creature
total 3.5 – (2.5, cut in ½, phy vs mental) = 2.25 cost
Why: high bonuses are hard to offset and allow abuse in a specialty class or ability focus.

HUMANS (2.75)
+1.5 (feat) +0.75 (skill) +0.5 (fav class)

DWARVES (7.25)
+1 (Stats) –0.5 (move) +1.5 (vision) +0.5 (stone cunning)
+1 (ac vs giant) +0.5 (weapon familiar) +1 (stability)
+1.5 (saves) +0 (spec foes) +0.75 (skills)
(move penalty only ½ due to lack of penalty in armor)

ELVES (4.75)
+0 (Stats) +0.25 (imm sleep) +0.5 (vision)
+1.5 (skills) +1 (secret door) +1 (weap familiar)
+ 0.5 (+2 saves)

GNOMES (5.5)
+0 (Stats) +0 (small/move), +0.5 (vision)
+0.5 (weap familiar) +0.5 (saves)
+1 (illusion dc) +0 (vs spec foes) +1 (ac vs giant)
+1 (skills) + 1 (spell like ability)

HALF-ELVES (3.5)
+0.25 (imm sleep) + 0.5 (+2 vs enchant) + 0.5 (vision)
+1.75 (skills) + 0 (elf blood) +0.5 (fav class)

HALF-ORCS (1.5)
+0 (+2 str-2 int & cha) +1.5 (vision) +0 (orc blood)

HALFLINGS (3.5)
+0 (+2/-2 dex/str) +0 (size/speed) +2 (skills)
+1 (save) + 0.5 (thrown/sling)

System result comparison
16__2.75__HUMANS
26__7.25__DWARVES
19__4.75__ELVES
30__5.50__GNOMES
10__3.50__HALF-ELVES
02__1.50__HALF-ORCS
27__3.50__HALFLINGS

Hmmm. Interesting. Of note: I use 3.5, in which the 1/2 elf has been 'beefed up'.

B:]B
 

I built my weighting system based on the assumption that the PHB races are generally balanced, and then tuned the values as much as possible to produce those results. A LA+0 race aims for 4 total points, an LA+1 aims for 7.5 points, or more specifically 0.5 + ECL * 3.5 points.

I ignore rules about maxium number of ability adjustments or skill bonuses, these are just guidelines and this system attempts to replace them.

These are the values I use:
Size: S=+0.5, M=0, L=-1.5
Speed: 20=-1.0, 30=0, 40=+1.0
Str: -2=-1.0, 0=0, +2=+1.5, +4=+5.0, +6=+7.5, +8=+10.5, +10=+13.5
Dex: -2=-1.5, 0=0, +2=+1.5
Con: -2=-2.0, 0=0, +2=+1.5, +4=+4.0
Int: -4=-2.0, -2=-1.0, 0=0, +2=+1.5
Wis: -4=-2.0, -2=-1.0, 0=0, +2=+1.5
Cha: -4=-1.5, -2=-0.5, 0=0, +2=1.5
Skills, useful: 0.25 per point
Skills, other: 0.125 per point

Natural AC: 0=0, +1=+0.25, +2=+0.5, +3=+0.75, +4=+1.0, +5=+1.5, +6=+2.0, +7=+3.0, +8=+4.0, +9=+5.0
Hit Dice: 0=0, 1d8=+2.5, 2d8=+3.5, 3d8=+4.75, 4d8=+6.0, 5d8=+7.5

Low Light Vision: +1.0, Enhanced: +1.5
Darkvision: 60=+1.5, 90=+2.0, 120=+3.0
Light Sensitivity: -1.0

Immune to sleep: +0.75
Secret door sense: +0.5
Stonecunning: +0.5
Specific combat bonus: +0.5
Racial Weapons: *depends on how good the weapons are.
Extra Feat: +1.5
Extra Skills (human): +2.0
Favored Class Any: +1.0
Save Bonus: +0.5
Specific Save Bonus: +0.25

This produces the following results:
Human: 4.0
Half-elf: 4.0
Elf (high): 4.0
Dwarf (hill): 4.0 *ignoring movement, stability, and a real good racial weapon
Halfling (lightfoot): 4.0
Gnome: 4.0 *Gave +0.5 for cantrips and +0.25 for speak with animals.
Half-orc: 2.5

Orc: 3.0
Goblin: 4.0
Hobgoblin: 5.5
Aasimar: 7.5
Tiefling: 6.75

Conclusions:
The dwarf is way over powered
The half-elf is not underpowered, it just doesnt have good combinations
The half-orc is underpowered but has the ability to specialize as a barabarian, meaning he can play a useful role. It would be nice if the half-orc was given some interesting bonuses that don't help him be a barbarian, but do help him create more interesting characters. IMC I give the orc and half-orc an alertness feat, and give the half-orc fav class any, bringing them both up to 4.0 points.
The goblin is balanced, but +4 skill points in ride is not very inspiring. IMC I swap out the ride, add in a +2 jump, climb and listen, and throw in a -2 fear save.
The hobgoblin is really lame for a LA+1. IMC I take away the con bonus to bring him down to 4.0 points.

The tiefling is underpowered compared to the aasimar. The -0.5 cha and bluff as a skill are the difference. IMC I change bluff to +4 and give 90 darkvision.
 
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