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Using FCTF to create ECL races
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<blockquote data-quote="RangerWickett" data-source="post: 318455" data-attributes="member: 63"><p>Well, the finished, polished rules just got their first use in my home D&D game, when a kobold sorcerer multiclassed and began developing acid breath and wings. He's listed as a Sorcerer 5/Dragon 1, since 'Hero' doesn't really fit his character. It's just fun to say that he's multiclassing as a Dragon.</p><p></p><p>Never did much like the Dragon Disciple class.</p><p></p><p>Also, it's helped me balance out all the 'free stuff' I give to my PCs. Get this:</p><p></p><ul> <li data-xf-list-type="ul">The party's druid can spontaneously convert any 2nd-level or higher spell slot into a Briar Web (because his player misunderstood the rules, and thought Druids didn't have to prepare spells; when he learned the truth, he still bargained me into giving him this power). I figured this counted as about a 2 Hero Point bonus, so I gave it to him.</li> <li data-xf-list-type="ul">To balance this out, I recently let our bolo-flinging bard learn an ancient martial arts style called Bolo-Jutsu, which lets him use bolos in melee combat like nunchaku. He loves it, and I guestimated it's worth 1 Hero Point. So I also let him also take a +1 bonus to his attack rolls with Bolas, worth another 1 Hero Point (a little overpriced, but the player is a canny one, so he'll make due).</li> <li data-xf-list-type="ul">I gave the kobold sorcerer two 'gadgets', in the form of a bottle of magical water he fed to his riding lizard to make it warm-blooded (don't ask), and a wind spirit that occasionally delivers messages for him long distance, when he's too busy to travel himself.</li> <li data-xf-list-type="ul">Mixing the rules for the Heroic Powers feat with the above 'indulgences' for my other players, I gave the fourth PC, a half-minotaur, an ability to potentially dispel magical fields with a touch. It has to do with the backstory involving how mixing races messes up magical auras, but this finally allows the party's barbarian to have more tactics than "I hit it with my club." Now she can run through walls of force. And then hit things with her club. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></li> <li data-xf-list-type="ul">An NPC in the party also gets a few nifties. Since she's an air mage, she floats a little above the ground and never leaves tracks, and can hold her breath indefinitely.</li> </ul><p></p><p>So yeah, I've helped all of the players add more little powers to their characters than are normally available, and the powers list gave me a few ideas to help balance things out. Now I'm going to have to add some of these to The Big Book of Super Powers.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 318455, member: 63"] Well, the finished, polished rules just got their first use in my home D&D game, when a kobold sorcerer multiclassed and began developing acid breath and wings. He's listed as a Sorcerer 5/Dragon 1, since 'Hero' doesn't really fit his character. It's just fun to say that he's multiclassing as a Dragon. Never did much like the Dragon Disciple class. Also, it's helped me balance out all the 'free stuff' I give to my PCs. Get this: [list] [*]The party's druid can spontaneously convert any 2nd-level or higher spell slot into a Briar Web (because his player misunderstood the rules, and thought Druids didn't have to prepare spells; when he learned the truth, he still bargained me into giving him this power). I figured this counted as about a 2 Hero Point bonus, so I gave it to him. [*]To balance this out, I recently let our bolo-flinging bard learn an ancient martial arts style called Bolo-Jutsu, which lets him use bolos in melee combat like nunchaku. He loves it, and I guestimated it's worth 1 Hero Point. So I also let him also take a +1 bonus to his attack rolls with Bolas, worth another 1 Hero Point (a little overpriced, but the player is a canny one, so he'll make due). [*]I gave the kobold sorcerer two 'gadgets', in the form of a bottle of magical water he fed to his riding lizard to make it warm-blooded (don't ask), and a wind spirit that occasionally delivers messages for him long distance, when he's too busy to travel himself. [*]Mixing the rules for the Heroic Powers feat with the above 'indulgences' for my other players, I gave the fourth PC, a half-minotaur, an ability to potentially dispel magical fields with a touch. It has to do with the backstory involving how mixing races messes up magical auras, but this finally allows the party's barbarian to have more tactics than "I hit it with my club." Now she can run through walls of force. And then hit things with her club. :) [*]An NPC in the party also gets a few nifties. Since she's an air mage, she floats a little above the ground and never leaves tracks, and can hold her breath indefinitely. [/list] So yeah, I've helped all of the players add more little powers to their characters than are normally available, and the powers list gave me a few ideas to help balance things out. Now I'm going to have to add some of these to The Big Book of Super Powers. [/QUOTE]
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