It worked out great for us...Making better sense of the Mutation process
When picking a mutant race, write down only the Stock Mutations to begin with.
You will be randomly rolling all other Mutations and Defects.
If you roll a 91 - 100 on Table 1-3, roll again for Random Stock Mutations on Table 1-2.
In fact, that entry on Table 1-3 should read Random Stock Mutation.
If you roll a 91 - 100 on Table 1-4, write down the Stock Defect from Table 1-2.
This allows all Clickies to have an Exoskeleton, Hairies to have Fur, and Scalies to have Scales.
It doesn't doom all mutated humans to be Smaller, Clickies to have Crude Hands, or Scalies to have Poor Respiratory Systems. It just makes those defects to be the MOST LIKELY drawback to being what they are.
jaults said:Per Imhotepthewise in this thread, I ran it like this:
It worked out great for us...
Sorry, you're right, I forgot to answer that bit. We ran it as if the stock mutations are "free" and don't count toward the 10 point limit. It actually did not have a very big effect on the balance of the game. If anything, the +2 ECL that the mutants get underpower them.Ketjak said:If they don't count, then mutated animals - especially clickies - are juggernauts.![]()

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