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General Tabletop Discussion
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"Standard" Races From My Homebrew
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<blockquote data-quote="HeavenShallBurn" data-source="post: 3012135" data-attributes="member: 39593"><p>Lots of people have homebrew campaign settings but over time mine has mutated in play and out until it wasn't really D&D anymore with all the variants tacked on by both me and my players. Since last year I've been working on codifying everything and getting it presentable because I want to release it as a free OGL setting. Unfortunately time has caught up with me and I'm about to go back to college again which will really cut down on my time. So I figured I'd begin putting some of the bits and pieces up here. If you remember the dwarven cold war thread that was part of this setting.</p><p></p><p>The races are not "balanced" against anything. There power level varies quite a bit from one to the other but generally they were designed to be comparable to the Base classes. Each racial hit dice should be about equal to the power of a PC class. ECL equals HD there is no LA. Templates have been modified to give hit dice equal to their LA under the standard system so that using it doesn't create an underpowered character that lacks the saves and hit points to keep up with untemplated creatures of equal level. The power curve is way over that of the PHB classes and the classes have been heavily revised as well.</p><p></p><p>Attached are two files. One is the first of the races, the Aeulum, these are actually the least powerful "standard" race in the setting. The second is the first of the completed classes, the arcane spellcasting class. It was heavily influenced by both the 2e Netheril Arcanist and the Ultimate Wizard class from the WOTC boards. The other classes which haven't been fully typed up from the notebooks are similarly more powerful than the PHB classes.</p><p></p><p>More will follow on an irregular schedule with delays depending on my class workload.</p></blockquote><p></p>
[QUOTE="HeavenShallBurn, post: 3012135, member: 39593"] Lots of people have homebrew campaign settings but over time mine has mutated in play and out until it wasn't really D&D anymore with all the variants tacked on by both me and my players. Since last year I've been working on codifying everything and getting it presentable because I want to release it as a free OGL setting. Unfortunately time has caught up with me and I'm about to go back to college again which will really cut down on my time. So I figured I'd begin putting some of the bits and pieces up here. If you remember the dwarven cold war thread that was part of this setting. The races are not "balanced" against anything. There power level varies quite a bit from one to the other but generally they were designed to be comparable to the Base classes. Each racial hit dice should be about equal to the power of a PC class. ECL equals HD there is no LA. Templates have been modified to give hit dice equal to their LA under the standard system so that using it doesn't create an underpowered character that lacks the saves and hit points to keep up with untemplated creatures of equal level. The power curve is way over that of the PHB classes and the classes have been heavily revised as well. Attached are two files. One is the first of the races, the Aeulum, these are actually the least powerful "standard" race in the setting. The second is the first of the completed classes, the arcane spellcasting class. It was heavily influenced by both the 2e Netheril Arcanist and the Ultimate Wizard class from the WOTC boards. The other classes which haven't been fully typed up from the notebooks are similarly more powerful than the PHB classes. More will follow on an irregular schedule with delays depending on my class workload. [/QUOTE]
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