Revising and rebalancing the races? How would you do it

Greg K

Legend
One of the few things that I like about 4e is how they removed most of the nonbiological aspects of race and made them into feats. It's something that I wanted to see for 3e. Accordingly, I've made a list of features that I would like to see retained and a second for those I'd like to see handled via feats.

So, how would you balance the races accordingly (including adding features)? How would you build the racial feats (using existing 3e feats is perfectly fine).

Dwarf
Retains:
- +2 con, -2 Cha
- Darkvision
- Poison Resistance: +2 to Saves vs. Poison
- Spell Resistance: +2 to Saves vs. spells and spell like effects.
- Stability

Become Feats
- Stonecunning
- +1 race bonus vs. orcs and goblinoids
- +4 dodge bonus vs giants
- +2 bonus to appraise
- +2 craft check bonus to checks related to stonework and metalwork


Elf
Retains
- +2 Dex- Con
- Lowlight vision
- immunity to sleep
- +2 bonus vs enchantment spells and effects
- Keen Senses: +2 spot, listen, search

Feats:
- Elven Weapon Proficiency

Gnome
Retain
- +2 Con, -2 Str
- Small size
- 20ft base speed
- Low light vision
- Keen Ears: +2 racial bonus to listen checks

Feats
+2 bonus to craft (alchemy) checks
+1 racial bonus to attack rolls vs kobolds and goblinoids
+4 dodge bonus vs giants
Illusion familiarity: +2 save bonus vs. illusions
+ Illusion Training: Casting spells

Half Elf
Retain:
Low light vision
+2 vs enchantment spells and effects
immunity to sleep
Keen Senses: +1 bonus to listen, search and spot
Elven blood

Feat
+2 diplomacy and gather info

Half orc
+2 Str -2 Int -2 Cha
Darkvision
Orc blood

Halfling
Retain:
+2 Dex, - 2 Str
small size
base speed 20ft
+1 racial bonus on saving throws
+2 morale bonus vs feat
Keen Ears: +2 to listen checks

Feats:
- Good Aim: +1 w/ thrown weapons
- Atheltic and Surefooted: +2 climb, jump, move silent
 

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Human is already the most popular race, and you've just forced the other races to spend feats to get back the features that they used to get for free and still be less appealing than human. Unless I'm missing something, it looks like your rules leave humans with everything.
 

Human is already the most popular race, and you've just forced the other races to spend feats to get back the features that they used to get for free and still be less appealing than human. Unless I'm missing something, it looks like your rules leave humans with everything.

I am asking how to rebalance the races against humans while removing the non biological elements. If it means toning down humans as well, I am fine with that.

Ultimately, I am hoping that, by removing the non-biological elements and balancing the races accordingly, we can then create some kind of simple system that provides a cultural template that allows the DM
1) to quickly create a culture for each race of their world by plugging in a couple of skills and/or feats and be assured that the race is balanced. Perhaps we have sample cultural packages (e.g, a forest culture package, a mountain culture package a nomad culture package, an underground culture package, a jungle package, an urban culture package) that can serve as examples, but the DM can still confidently alter by exchanging a given element (e.g, a skill, weapon or feat) with one another appropriate one of the same category.
2) can account for a member of one race/culture raised by another.
 
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I am asking how to rebalance the races against humans while removing the non biological elements. If it means toning down humans as well, I am fine with that.

Green Ronin's Advanced Player's Manual and Fantasy Flight's Portals & Planes are right up your alley. I suggest you give these a look over before purchasing; though I doubt the APM will disappoint. You can actually get it quite cheap by ordering through paizo; $5.00.
 

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