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Numerical values for creating balanced racial traits
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<blockquote data-quote="Beholder Bob" data-source="post: 1640374" data-attributes="member: 12866"><p><strong>Racial comparison</strong></p><p></p><p>My current system:</p><p>Races should come to 4.5 or less</p><p></p><p>+1 +1 physical or mental statistic</p><p>-½ -1 mental statistic</p><p>-1 -1 physical statistic</p><p>+/-1 +/- 10’ move, Base MV: M & L 30’, S 20’</p><p>+1/4 skills available as class skills do to race (each)</p><p>+1/4 each +1 to a skill roll</p><p>+1/2 low light vision</p><p>+1 dark vision 30’</p><p>+3/2 dark vision 60’</p><p>+1/4 reduce vision or hearing penalty for range in ½</p><p>+1/4 extra language known</p><p>-1/2 no race class</p><p>+1/4* 2 race classes</p><p>+1/2 Any race class (per humans)</p><p>+3/2 4+HD SR</p><p>+1/4 4 SR +1 up to 10 (so SR 10+HD = +3)</p><p>+1/2 10 SR +1 up to 15 (so SR 15+HD = 5½)</p><p>+1 10’ clumsy flight </p><p>+1/2 every +10’ or 1 step up in flight quality</p><p>+1 spell like ability, 1st LV, 1/day OR know 2 0th LV, 2+(INT mod)/day</p><p>+1/2 each additional use</p><p>+1/4 natural attack, d4 or less</p><p>+1* treat one size larger for grapple, trip, and bull-rush.</p><p>+1 scent</p><p>+1/4 able to take one or more MM feats</p><p>+1 plant form, 1/day, only 1 form possible</p><p>+1/4 each additional form available.</p><p>+1/2 creature type provides immunity (giant, fey)</p><p>+3/2 as above but excellent immunity (undead)</p><p>+3/4* +4 SP at 1st +1 SP each level > 1st</p><p>+2* extra feat at 1st, choice from list of 10+ feats</p><p>+1/2 +2 save Vs (poison & disease), (death effects), (compulsion), etc</p><p>+1/4 +2 save Vs (Language)</p><p>+0 Last extra day w/out food prior penalty</p><p>+0 Hold breath as if CON = CON+2</p><p>+1 use of any 1 martial weapon (exotic if w all martial)</p><p>+1* +1 HP at 1st LV, Minimum of 2 HP/LV</p><p>+3/4 Heal 50% more HP/day of rest</p><p>+3/4 +1 saves Vs (magic) or (non-magic)</p><p>-1/4 Run is x3 unless on all fours (free action to get on all fours, but move action to rise)</p><p>-1/2 Unable to run unless on all fours (as above)</p><p>*May only be taken once</p><p>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</p><p>+1 STR, +2 DEX, -2 CON</p><p>bonus 1+2 = 3, so 2+1x1.5 = 3.5</p><p>penalty –2 = -2</p><p>total is 3.5-2 = 1.5 cost</p><p>+3 INT, -1 WIS, -2 CHA</p><p>bonus 3 so 2+1x1.5 = 3.5</p><p>penalty –1 –2 = -3, so –2 -1x 0.5 = -2.5</p><p>Combine both modifiers onto same creature</p><p>total 3.5 – (2.5, cut in ½, phy vs mental) = 2.25 cost</p><p>Why: high bonuses are hard to offset and allow abuse in a specialty class or ability focus.</p><p></p><p>HUMANS (2.75)</p><p>+1.5 (feat) +0.75 (skill) +0.5 (fav class)</p><p></p><p>DWARVES (7.25)</p><p>+1 (Stats) –0.5 (move) +1.5 (vision) +0.5 (stone cunning)</p><p>+1 (ac vs giant) +0.5 (weapon familiar) +1 (stability)</p><p>+1.5 (saves) +0 (spec foes) +0.75 (skills)</p><p>(move penalty only ½ due to lack of penalty in armor)</p><p></p><p>ELVES (4.75)</p><p>+0 (Stats) +0.25 (imm sleep) +0.5 (vision) </p><p>+1.5 (skills) +1 (secret door) +1 (weap familiar)</p><p>+ 0.5 (+2 saves)</p><p></p><p>GNOMES (5.5)</p><p>+0 (Stats) +0 (small/move), +0.5 (vision)</p><p>+0.5 (weap familiar) +0.5 (saves)</p><p>+1 (illusion dc) +0 (vs spec foes) +1 (ac vs giant)</p><p>+1 (skills) + 1 (spell like ability)</p><p></p><p>HALF-ELVES (3.5)</p><p>+0.25 (imm sleep) + 0.5 (+2 vs enchant) + 0.5 (vision)</p><p>+1.75 (skills) + 0 (elf blood) +0.5 (fav class)</p><p></p><p>HALF-ORCS (1.5)</p><p>+0 (+2 str-2 int & cha) +1.5 (vision) +0 (orc blood)</p><p></p><p>HALFLINGS (3.5)</p><p>+0 (+2/-2 dex/str) +0 (size/speed) +2 (skills)</p><p>+1 (save) + 0.5 (thrown/sling)</p><p></p><p>System result comparison</p><p>16__2.75__HUMANS</p><p>26__7.25__DWARVES</p><p>19__4.75__ELVES</p><p>30__5.50__GNOMES</p><p>10__3.50__HALF-ELVES</p><p>02__1.50__HALF-ORCS</p><p>27__3.50__HALFLINGS</p><p></p><p>Hmmm. Interesting. Of note: I use 3.5, in which the 1/2 elf has been 'beefed up'.</p><p></p><p><span style="color: Red">B<img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" />B</span></p></blockquote><p></p>
[QUOTE="Beholder Bob, post: 1640374, member: 12866"] [b]Racial comparison[/b] 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'. [COLOR=Red]B:]B[/COLOR] [/QUOTE]
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