Replacing Half-Races with Feats

Size Chart

You bring up a good point about the size chart, its something I never really considered. I guess by that basis halflings and gnomes get a +2 str we dont see. However, checking out the chart youre speaking of there is even more going on behind the scenes. I read that a small going to a medium gains 4 str, loses 2 dex, gains 2 con. Reverse engineered means halflings and gnomes lost 4 str, gained 2 dex, lost 2 con. Which means halflings have +2 str, +2 con which cancels out the con and reduces the str to a -2. The dex comes with being small. Then there are gnomes who have a bonus to con, meaning they must have +4 to con, and a +2 str like halflings, though they dont get the dex, which implies a -2 dex.

Its interesting to wonder if these races would be balanced as medium size races, but its all just physical traits.

btw, earlier I didnt mean to imply that they wouldnt/couldnt work in a given campaign, merely that from a min/max point of view, you can eek out more success as a sorceror, wizard, possibly bard and rogue as that race than the phb ones. I get pretty creative with my characters, but I always try and see possible holes in the gameplay.

No complex system is perfect....

Technik
 

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Re: Size Chart

Technik4 said:
I get pretty creative with my characters, but I always try and see possible holes in the gameplay.
...And I appreciate the critique. More ideas and angles are (almost!) always best.

I din't include the other stat changes from the MM size change chart, mostly 'cause ....I don't have it with me on vacation! But now that you've provided it:

If we assume human is balanced (10's all around), and that a halfling is derived from a small sized human, then we have for ability modifiers:

  • Str (-4 for size +2 for race=) -2
    Dex (+2 for size=) +2
    Con (-2 for size +2 for race=) +0

IOW, halfling racial modifeirs are actually:
  • Str +2, Con +2
with the modifiers you see in the PH derived from race plus size. (Sorry if I'm repeating you here, Technik4.)

Weird, huh? Halflings are strong and doughy, tho'.

And for gnomes:
  • Str (-4 for size +2 for race=) -2
    Dex (+2 for size -2 for race=) +0
    Con (-2 for size +4 for race=) +2

so their real racial modifiers are: +2 Str, -2 Dex, +4 Con.

IOW, gnomes are very tough and rather clumsy for their size. Gee, sounds like dwarves to me.......

I think what this really shows is that the size modifiers are too harsh for "balanced" play. That is, a size Small character is only barely playable as a PC race, and then only with mucho extra racial abilities and a fudge on the Ability Adjustment for Size table. And don't even begin a discussion about a size Large PC (+0 ECL) race.........

.........anyway
I haven't had PCs with this new race for more than one adventure at a time, so there's no good play-testing. Perhaps I'll reduce it down to: -2 Str, +2 Int, +2 Chr. That seems to take some of the flavor out, though.......

FWIW, the race is a Fey race, with favored class: sorcerer.
 
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If you check Masters of the wild there is an energy resitance feat
don't know if that does any good but with all the talk about how enrgy resisitance was unavaliable to players of non-planar decsent i had to chime in
 

Re: Re: Size Chart

Nail: The problem with using the size progression tables from the Monster Manual is that they're intended to correspond to creature advancement, and are not universal size differences... A creature moving from small to large not only increasing in size, but developing physically (growing up, essentially). I don't think those tables were ever meant to be used to measure changes between species (or to be the basis for new species: I don't see anywhere where it specifies that a creature's strength is derived from a size bonus and a racial bonus...)

Re: Str -2 Int +2 Cha +2, quoth the DMG: "Notice that sometimes the bonus/penalty tradeoff doesn't always work both ways. For example, a bonus in Strength is roughly equal to a penalty in Constitution, but a bonus to Constitution is not equal to a penalty in Strength."

Unfortunately, it doesn't give any examples for what a mental stat bonus is worth in terms of physical stat penalties. I have a feeling that even a Cha +2 Str -2 might not be balanced, because the Cha-based classes make little to no use of Strength. (The fact that the core races have no bonuses to mental stats says a lot: It is difficult to avoid over-powering a spellcaster.)

That said, I'd probably allow a one-to-one trade-off of mental stats versus physical stats... Definitely not a two-to-one or three-to-two, however. So Str -4 Int +2 Cha +2 would be reasonable. Str -4 Con -2 Int/Wis/Cha +2 might even be okay... When you start getting into bonuses of >+2 to a single stat, though, things really get tricky (the disparity between Str and Cha, for instance, is magnified -- doubled in fact, meaning such a race would be twice as imbalanced as a +2/-2 Cha/Str race.)

Also, don't forget that racial abilities, and even favored class can play into all this. Short-change such a race on stocking-stuffers (as was done to the half-orc) to keep it balanced.

Further, this really only matters when you're trying to be reasonably fine-tuned about game balance. There's a difference between "that's not balanced" and "that's bad"... If your campaign doesn't require a really exacting game balance, it probably wouldn't have a noticable effect, beyond being an interesting race and a possibly fun option.

(Edit: Back to the original topic, heh...)

An Air-Touched Elf should only have a +2 to Dexterity, unless somebody knows of a reference for racial bonuses stacking.

This seems odd, indeed, but look at it this way: Would a half-gnome/half-halfling have a -4 strength? Why should it be weaker than either of its parents?

Or, why would an Orc-blooded Dragon be stronger than its full-blooded Dragon parent?

Ideally, you'd want to take the average of the parents' racial bonuses... Unfortunately, this can't be done via feats of this sort (unless applied to humans, or other races with no racial modifiers.) Also, it needs to apply to all stats... If a creature with a high Wisdom mates with an Elf (average Wisdom), their child should have a mix of the two parents bonuses (+4, let's say, +0 for the elf... Averaging to +2).

Instead of feats, I would just propose a general system for modifying races: Average racial bonuses, find some way of dealing with the odd numbers, and then find some way to "average" the racial qualities (no easy task).

But the feats present a problem for any race other than humans, as written.
 
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Re: Re: Re: Size Chart

Guilt Puppy said:
Nail: The problem with using the size progression tables from the Monster Manual is that they're intended to correspond to creature advancement, and are not universal size differences...
True enough. However, I've seen (tho' I can't quote them) rule supplements which take this table and do other things with it. For example, if you were to make a "real" Enlarge spell (rather than the bizarre legacy version in the PH), you might be interested in how changing size affects your physical stats. This table seems the closest thing we'll get to that.

I'll bet that if we ask really nicely, someone out there could point us to the approriate splat-book.....

Re: Str -2 Int +2 Cha +2, quoth the DMG: "Notice that sometimes the bonus/penalty tradeoff doesn't always work both ways. For example, a bonus in Strength is roughly equal to a penalty in Constitution, but a bonus to Constitution is not equal to a penalty in Strength."

Unfortunately, it doesn't give any examples for what a mental stat bonus is worth in terms of physical stat penalties.
But the implication is there that there are no significant differences. (Conversely, they treat Int a bit differently when rolling up a monster character....a marginally related topic.)

I have a feeling that even a Cha +2 Str -2 might not be balanced, because the Cha-based classes make little to no use of Strength. (The fact that the core races have no bonuses to mental stats says a lot: It is difficult to avoid over-powering a spellcaster.)
I disagree with your premise. There is no difference between balancing stats for spell casters vs fighting-types. For example, a fighter has little use for Cha, and yet it is often used to balance against the fighter-type attributes of Str (1/2 orc) or Con (dwarf).

I'm among the chorus that says "half-orcs got the shaft". The fact they didn't get any "stocking stuffers" (excellent use of a seasonal reference, BTW!) is a bug, not a feature.

When you start getting into bonuses of >+2 to a single stat, though, things really get tricky (the disparity between Str and Cha, for instance, is magnified -- doubled in fact, meaning such a race would be twice as imbalanced as a +2/-2 Cha/Str race.)
(sigh) I suppose yer right. I'll stay away from a +/-4 racial bonus from now on......probably. :D

(Edit: Back to the original topic, heh...)

An Air-Touched Elf should only have a +2 to Dexterity, unless somebody knows of a reference for racial bonuses stacking.
Great catch, and one I hadn't thought of. Given that, I suppose it would be best to treat the races as...well, as races (half-this, half-that) rather than as feats. The logical confusion (and balance problems) with stacking racial modifiers (if 1/2 races are feats) makes the experiment fall flat on its face.
 

Guilt Puppy mentioned finding a way of dealing with odd racial ability modifiers...

One possible solution I thought of that might work for randomly rolled attributes (although not point-buys) is to have the player choose race and class, then assign attributes blindly. What I mean by this is to have the DM roll up 6 scores, then have the player assign scores from highest to lowest to abilities without knowing what the scores are. You don't need to know specific scores in order to work out a basic character concept, but you do need to know those scores in order to min-max with odd racial ability modifiers. You could use this with ability-modifying "racial" feats too, provided that these had to be chosen at the same time as the base race.
 

Re: Re: Re: Re: Size Chart

Nail said:

I disagree with your premise. There is no difference between balancing stats for spell casters vs fighting-types. For example, a fighter has little use for Cha, and yet it is often used to balance against the fighter-type attributes of Str (1/2 orc) or Con (dwarf).

True. I would equate a +2 Cha for a Sorceror to a bonus in Strength more than Constitution for Fighter-types, however... I think the DMG is somewhat inaccurate when it says some stats are more important: In truth, some stats are more exploitable, by specific classes.

+2 Constitution is good for Fighters, but not much more than it is for everyone... Basically, it means:
- Fort save increases by +1 (net saving throw increase: +1/3)
- +1 hp/level (meaning you can take one more weak hit)

Fighter-types don't really get much more mileage out of this than other classes, I'd argue... Esp the bonus to hit points (same logic as Wizards being the only people to take Toughness). It's still worthwhile, but in a pretty universal sense. (The only class which really exploits it, in particular, is the Barbarian -- and that's an extra round of Rage. Limited by number of Rages per day to a benefit that applies to six rounds at most, before Epic Levels.)

+2 Strength means, for everyone:
- +1 attack, +1 (possibly +2, if using a 2-handed weapon) damage to melee attacks

That applies to anyone who makes melee attacks. However, the Fighter types maximize this in a number of ways:
- They are more likely to hit. That +1 to damage occurs significantly more often for a Fighter; they benefit more from it.
- They are apt to have Power Attack. If so, you can always convert that +1 to damage, meaning that (as a race) they have +0 to attack, +2 to damage. Considering how often they'll hit regardless, still more significant to them than other classes.

So that +2 bonus to Strength is more exploitable than a +2 to Constitution.

Now +2 Charisma, for everyone, means:
- Bonus to some skills

Now, what do Sorcerors get out of this:
- 1 (in rare cases, more) Bonus Spell (at increasing spell levels!)
- +2 to maximum spell level they can cast
- +1 to save DCs (compare to Con's +1/3 to saving throws.)

Or, even, what do Paladins get out of this:
- +1 hp/level of healing (about equivalent to what +1 Con gives everyone)
- +1 to all saves (three times as much as Con gives everyone)

In this case, Charisma is clearly more beneficial than Con... In most cases, it is not. (I chose Charisma because it's the shortest example to illustrate... Int and Wis give other classes much more bang for their collective buck.) The point of the tables in the DMG seems (at least to me) to be that you need to optimize for the worst-case scenario: If a stat bonus can be particularly exploited by a class or classes, assume that members of race are going into that class, and balance accordingly. That doesn't mean a race can't be better at one class than others: Lord knows that Half-Orcs make the best Barbarians. You just need enough penalties to make the other races a viable option (again, assuming you're trying to balance versus metagamers: Worst-case scenario and all.)

Anyway, bonuses to mental stats are probably harder to balance than bonuses to Strength: Fighter-types need more than just Strength, but casters rely almost solely on one stat. In other words, the difference between an 18 Cha sorceror and a 16 Cha sorceror is greater than the difference between an 18 Str Fighter and a 16 Str Fighter. Another way of looking at it: Halfling fighters are better off than Dwarven sorcerors.

Your race is a special case, though, because of bonuses to all three mental stats: Short of multi-classing between casters (rarely efficient from a metagame standpoint), they're not going to be able to fully exploit all their stats. In that case, I'd say the primary one would be worth a -2 Str, and the other two non-primaries might be worth another -2 Str (although dumping them into the same stat is, again, a little odd). They'll have really mega penalties associated with carrying capacity (small AND 6 Str average), and melee (-1 attack after size modifier, -2 damage), in exchange for an extra maxed-out skill, +1 bonuses to some good skills, and +1/3 saves to boot -- before they exploit class benefits. Or, non-combatants get a big bonus, combatants get a big penalty (the bonuses/penalties only even out for those in between the two categories, such as Rogues and even Monks). While it's "balanced" in that sense, it's much more polarized -- something you generally want to avoid in creating player races, because when something is force-fit to a certain class, suddenly the penalties which don't apply to that class disappear.

Or, to look at it simply: You can assume people taking this race will be spell-casters, to at least the same extent you can assume Half-Orcs will be fighter-types (which is to say, in the vast majority of cases.) Like the fighter-races, the penalties disappear because they're shelved into "throw-away" stats. So Half-Orcs get a +2 Str. These guys get +2 Int, +2 Wis, and +2 Cha (one of which alone is going to be as important to the caster as the Str bonus is to the fighter.) See the discrepancy? -2 Str and -2 Dex might work alright (casters can use the AC, and the Ranged Touch), as might -2 Str -2 Con (hit points are also always important), although the net +2 bonus still seems suspect...

But then, this is a sidetrek, so I don't want to carry it on too long (although it's been worthwhile, since both sides of the argument have gotten me to look a lot closer at the way stats balance with each other -- as well the way balance works in general, which is interesting.) :)

Originally posted by Hashmalum


One possible solution I thought of that might work for randomly rolled attributes (although not point-buys) is to have the player choose race and class, then assign attributes blindly. What I mean by this is to have the DM roll up 6 scores, then have the player assign scores from highest to lowest to abilities without knowing what the scores are. You don't need to know specific scores in order to work out a basic character concept, but you do need to know those scores in order to min-max with odd racial ability modifiers. You could use this with ability-modifying "racial" feats too, provided that these had to be chosen at the same time as the base race.

That definitely would work (and I may just employ that rolling method in the future :) ) but it would be nice to have a mechanic that fits regardless of the method used to get the ability scores.

One option is simply to round off... In which case you have four options:

- Round up (+3 becomes +4, -3 becomes -2, etc)
- Round down (+3 becomes +2, -3 becomes -4, etc)
- Round toward zero (+3 becomes +2, -3 becomes -2, etc)
- Round away from zero (+3 becomes +4, -3 becomes -4, etc)

Rounding toward/away from zero tends to be more balanced (you're not always better or worse off), but it's hard to say which is preferable... Rounding away keeps things more polarized (bigger penalties and bigger benefits, kind of fits in with the above), which results in a "shakier" balance.... On the other hand, rounding toward zero has the weird inevitability that inter-species breeding tends toward producing humans :)

You could even have different rounding rules for each stat, on some weird genetic basis (ie, the presence of strength is slightly more likely to be inhereted than its absence, so you always round up)... But there's something strange about that too :)

Fun thread though. :p
 

Nail

The main reason that -2,-2,+4 doesn't really balance is that The difference in going from a +1 to a +2 bonus isn't a simple linear progression when you consider that stats are generated on 3d6.

Consider 1 in 218 humans has 18 str. With a +4 bonus 35 in 218 "variants" would have 18+ strength.

IMO, that's the balance issue
 

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