Please critique these new/modified races

bwgwl

First Post
Greetings!

i'm working on a new campaign world and i'd like to enlist the inestimable talent of the EN boards in helping me make sure my changes from default D&D are sound and balanced. :p

firstly, i'd like you all to take a look at some of the changes i've made to the races. any comments, criticisms, or helpful suggestions would be most appreciated. i fear my closeness to my creations makes me a poor estimator of their "game balance," and i'd like some outside opinions.

the "civilized races" of this world are human, dwarf, and goblinoid (goblin, troll, hobgoblin). Goblins look like the goblins in the MM, but their personalities are more like halflings. Trolls are just Large-size goblins (so no regeneration and such). Anyone with a mixture of human and goblinoid blood is a "hobgoblin" - so they aren't their own race, as such.

without further ado:

humans are identical to the PHB human.

dwarves

  • +2 Constitution, -2 Dexterity: Dwarves are stout and tough but are less nimble and adroit than other races.
  • Medium-size.
  • Base speed 20 feet.
  • Darkvision 60 feet.
  • Stonecunning as PHB dwarf.
  • +2 racial bonus on saves against poison; +2 racial bonus on saves against spells and spell-like effects.
  • +1 racial bonus on attacks against giants. (Dwarves aren't the enemies of goblinkind in this world.)
  • +1 natural armor bonus. (this replaces the +4 dodge bonus to giants. lesser bonus but always useful - this is mainly to offset the greater disadvantage of having -2 Dex as opposed to -2 Cha. their Ref saves, initiative, and Dex skills will be lower, but at least their AC will be all right.)
  • +2 racial bonus on Appraise and Craft checks applying to stone or metal.
  • Favored class: by culture. Orslevi dwarf: Fighter. Vitharian dwarf: Monk. Puntish dwarf: Wizard.

As you can see, the only major changes are replacing the Cha penalty with a Dex penalty, and replacing the dodge bonus against giants with a smaller natural armor bonus.

i like the Dex penalty because i can more readily imagine a dwarf with an 18 Charisma than i can a dwarf with an 18 Dexterity. i don't see dwarves as being particularly "dodgy," so i removed that ability. but i wanted to make up for giving them a harsher stat penalty, which is why i added the natural armor bonus.

i think this may be a little overpowered, however. (IMO, PHB dwarves are the strongest race.) if i was to take away anything, i would probably remove the bonus to poison saves.

goblin

(you'll notice this is based heavily on the PHB halfling.)

  • +2 Dexterity, -2 Strength, -2 Wisdom: Goblins are quick, agile, and good with ranged weapons, but they are small and therefore not as strong as other humanoids. Goblins also evince the low willpower and short attention spans common to the goblinoid races.
  • Small size.
  • Base speed 30 feet. (like goblins in the MM.)
  • Low-light vision.
  • +2 racial bonus on Climb, Jump, and Move Silently checks.
  • +1 racial bonus on Fortitude saves. (unlike halflings who get a +1 on all saves. this is to balance the increased speed and a few other changes.)
  • +1 racial bonus on attacks with thrown weapons and slings. (i've ruled in past campaigns that slings count under the halfling "thrown weapon" ability, so i decided to explicitly state it here.)
  • +2 racial bonus on Listen and Spot checks. (these goblins don't have the bonus to fear saves that halflings get, so i wanted to give them something else, thus the Spot bonus.)
  • Favored class: by culture. Kizik: Barbarian. Mashri, Thygian: Fighter. Hemadi, Mizandian, Yinderi: Ranger. Haralic, Nanjarian, Qaray, Zai: Rogue. (not all goblins in this world are sneaky backstabbers. :p )

the main differences are that goblins get an additional -2 Wis and only a bonus to Fort saves, but in return they get low-light vision, better movement, and +2 Spot (compared to PHB halflings).

if i were to remove anything from this, i'd do away with either or both of the Listen and Spot bonuses.

hobgoblin

  • -2 Wisdom: Hobgoblins evince the low willpower and short attention spans common to the goblinoid races.
  • Goblinoid Heritage: A hobgoblin may choose one of the following: +2 Strength, +2 Dexterity, or +2 Constitution. Hobgoblins with primarily goblin blood will have a Dexterity bonus, whereas those of troll extraction may have either a Strength or Constitution bonus.
  • Medium-size.
  • Base speed 30 feet.
  • Low-light vision.
  • the human extra skill point thing: 4 at 1st level, 1 at each additional level. (this is their "human heritage" - they are just as versatile and capable as humans.)
  • Favored class: by culture. Kizik: Barbarian. Haralic, Mashri, Mizandian, Nanjarian, Qaray, Thygian: Fighter. Hemadi, Yinderi, Zai: Ranger.

this is the one i'm most concerned with. although i am one of those people who think the half-orc got the shaft :p i am concerned that this race is significantly better than it. half-orcs are not allowed in this game, so there is no direct competition, but if half-orcs are balanced, then these guys obviously are not.

unfortunately, i don't know what i would change. i can't give them any more stat penalties, say in Int or Cha, for two reasons. One, goblins don't get penalties in those stats, so it wouldn't make sense for someone of mixed goblin and human blood to have penalties there. also, in the campaign world, hobgoblins are often the rulers of goblinoid society, so i don't want to make them less intelligent or less charismatic than the peoples they are supposedly leading.

i don't want to remove their goblinoid heritage (the physical stat bonuses and low-light vision) because i feel those abilities help define this race as being part of the goblinoid bloodline. similarly, i don't want to remove the extra skill points because i've gone to great lengths in the campaign world to illustrate that hobgoblins share the versatility, capability, and ambition of their human cousins (which is why they often end up leading goblinoid societies).

do you think the hobgoblins are balanced for ECL 0 as written above? if not, how would you change them?

thanks for helping!
 

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I don't see a problem with any of these creatures.
THe Hobgoblin is good but not unbalancing.
I like the dwarf thing, too. I think the natural armor for dex makes them WORSE if anything.
The goblin is a nice combination.


None of these creatures would unbalance the game IMO.

Thanks for representing NJ.
 

so hobgoblins in your game are half-goblin/half-human? This seems to be the case. If so, I don't really understand the variable +2. If they are descended from gobs, they should have the Dexterity bonus or no bonus at all. This would also mesh with MM hobs. The troll thing muddies it up a bit. I'm guessing your trolls aren't standard D&D trolls. I'd be interested in seeing what you've done with them.
 

Looks good to me. The only thing I would change is, for the Hobgoblins, take out the option for a Strength bonus. That is, half-goblin hobgoblins get +2 Dex, -2 Wis, while half-troll hobgoblins get +2 Con, -2 Wis. Aside from that, looks pretty good.
 

Dreamchaser said:
so hobgoblins in your game are half-goblin/half-human?

sometimes. a better way would be to say they are half-goblinoid/half-human. goblinoids are both goblins and trolls. so someone who is half-troll/half-human is also a hobgoblin.

DreamChaser said:
The troll thing muddies it up a bit. I'm guessing your trolls aren't standard D&D trolls. I'd be interested in seeing what you've done with them.

i really need to leave in the option for crossbreeding with trolls as well. goblins and trolls are essentially just different morphs of the same species; they always live together in the same areas and share the same culture. so if humans can crossbreed with goblins, it also stands to reason that they would be able to crossbreed with trolls.

you are correct, they aren't like standard D&D trolls. they are called "trolls" but look more like MM bugbears, and have game stats similar to MM ogres. (that isn't too confusing, is it? :p )

Pheonix said:
Looks good to me. The only thing I would change is, for the Hobgoblins, take out the option for a Strength bonus.

hey thanks, that's a great suggestion. for one, that means there aren't two options for "trollish" hobgoblins as compared to only one for "goblinish" hobgoblins. secondly, since Strength is viewed by the rules as being more powerful statistically than Constitution, this will alleviate some of my fears that the race is a bit overpowered. +2 Con, -2 Wis doesn't raise my eyebrows the way +2 Str, -2 Wis did.

trentonjoe said:
I like the dwarf thing, too. I think the natural armor for dex makes them WORSE if anything.

well, i did say i think the PHB dwarves are a little too good. overall, i'll agree that my dwarves are a notch down from the PHB, but i do think that natural armor bonus is quite powerful. the PHB dwarf's +4 dodge vs giants is only useful against one type of monster and is lost when the dwarf is flat-footed and such. the natural armor bonus is applicable all the time, against any attacker, even if the dwarf is surprised or immobile.

trentonjoe said:
Thanks for representing NJ.

no problem! btw, i just moved here to the mantua/woodbury area - are there any good gaming stores nearby? i stumbled across the WOTC store in the moorestown mall (i believe that's where it was...) the other day, but other than that, i don't know where to get gaming stuff around here.

thanks for the help, guys!
 

One minor issue here -
From a purely mathematical standpoint on your dwarves.

When it comes to their AC - the -2 dex penalty vs a +1 natural armor bonus "offset".

The net effect - is a -1 modifier to all dex based skills, as opposed to a +2 con. Of course - you can take a +2 con bonus if you have a toad familiar - so it isn't unbalancing at all.

Knocking the bonus off of the goblinkind is ok - but what are dwarves the racial enemy of? - just giants?

As far as the Hobgoblins -
Go right ahead and take that option for a +2 str bonus out of there. The other two options - while a bit strong, aren't unbalancing.

the goblins -
just fine, expecially given the "power" tendency of the PHB elves
 

Magus_Jerel said:
One minor issue here -
From a purely mathematical standpoint on your dwarves.

When it comes to their AC - the -2 dex penalty vs a +1 natural armor bonus "offset".



The AC stays the same but the poor dwarf has an -1 to his reflex save. Poor wittle warf!

I like the 2 different hobgobin "races" idea as well.


As per gaming stores in NJ the one I go to is in Cranburry. That's about 30 minutes north of Moorestown. I don't know where mantua is (down 295?). THis is awful but what exit are you from?
Interested in having a mini NJ game day? I want to run G1 one saturday afternoon in May for a large party.
 

Magus_Jerel said:
From a purely mathematical standpoint on your dwarves.

When it comes to their AC - the -2 dex penalty vs a +1 natural armor bonus "offset".

The net effect - is a -1 modifier to all dex based skills, as opposed to a +2 con. Of course - you can take a +2 con bonus if you have a toad familiar - so it isn't unbalancing at all.

i'm sorry, but i'm not sure i understand your point here? my reasoning behind giving them the natural armor bonus was something like this:

1. PHB dwarves get a -2 Cha. the only real effect of this is a -1 to Cha-based skills, and a penalty to Leadership (if that's used).

2. i want to give them -2 Dex instead.

3. -2 Dex is a worse penalty to -2 Cha; it impacts Dex-based skills, AC, ranged weapon use, and Reflex saves.

4. to make the penalty not quite so bad (to bring it a bit more in line with the former Cha penalty), i'll give them something back. a bonus to Dex skills, ranged weapons, or Reflex saves doesn't really fit in with the dwarvish concept, but a +1 natural armor bonus sure does.

Magus_Jerel said:
Knocking the bonus off of the goblinkind is ok - but what are dwarves the racial enemy of? - just giants?

to tell you the truth, they aren't really the racial enemies of anyone, any more so than any of the other civilized races have enemies. culture and religion are bigger motivators for violence in this world than racial divisions. (for example, in many parts of the world, humans and goblinoids live side by side in the same communities, speak the same language, and generally consider each other to be part of the same culture. which would explain why hobgoblins are so common in those parts.)

but since the PHB dwarf had the +1 attack vs goblinoids, i felt i should give these guys something similar. giants are considered "monster races" and thus prey on the civilized races whenever the opportunity arises. most giants live up in the mountains, which is also where most of the dwarves live. so i figured dwarves would be attacked by giants more often, and thus might develop the training against giants that gives them a bonus.

i've thought of expanding it to +1 attack vs giants and monstrous humanoids (medusae, centaurs, minotaurs, etc.) because 95% of the "monster races" i'm using for this world fall into those two types.

As far as the Hobgoblins -
Go right ahead and take that option for a +2 str bonus out of there. The other two options - while a bit strong, aren't unbalancing.

yes, i've definitely been won over to the idea.

the goblins -
just fine, expecially given the "power" tendency of the PHB elves

i figure that most players aren't going to want goblin PCs, so i'm not as worried about their "balance" as i am with the others. i'm figuring that (once i find some players and start the campaign) most of the PCs will be either human or hobgoblin - which is the main reason why i wanted to make absolutely sure the hobgoblins wouldn't be too unbalanced.
 

new jersey!

trentonjoe said:
The AC stays the same but the poor dwarf has an -1 to his reflex save. Poor wittle warf!

well, no one said being a dwarf was easy. ;)

at least they have good Fort saves, and the +2 vs magic helps against fireballs in the like. but it does make it easy to confound some dwarves with a simple pit trap. :p

I like the 2 different hobgobin "races" idea as well.

actually, most hobgoblins aren't really going to pay too much attention to their background. in a lot of goblinoid cultures, there's a fairly strong hobgoblin subculture of its own, so they tend to take pride in being hobgoblins, not in that they might have goblin or troll blood.

also, they're not always just half-and-half. some hobgoblins might be only 1/4-human and 3/4-goblin, or 1/2-goblin, 1/4-human, 1/4-troll, or any other combination of the three races. some may look so human it's hard to even tell their hobgoblins.

As per gaming stores in NJ the one I go to is in Cranburry. That's about 30 minutes north of Moorestown. I don't know where mantua is (down 295?). THis is awful but what exit are you from?

LOL. yeah, 295 exit 20. i'm only about 15-20 minutes from trenton.

Interested in having a mini NJ game day? I want to run G1 one saturday afternoon in May for a large party.

that'd be great! i moved here several months ago and i'm jonesing to get some gaming in. also, i was the DM of my previous group back in california, so though i've been involved in a 3E campaign almost since it came out, i've never actually had the chance to play it!
 

Re: new jersey!

bwgwl said:
trentonjoe said:


that'd be great! i moved here several months ago and i'm jonesing to get some gaming in. also, i was the DM of my previous group back in california, so though i've been involved in a 3E campaign almost since it came out, i've never actually had the chance to play it!


It sounds like you're closer to 40 minutes away. I have to go play teacher now but I'll drop you an email this afternoon about gaming groups and stuff.

If your email is different than what I can get off this website let me know.
 

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