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What core 3.5 race is the weakest?
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<blockquote data-quote="Westgate Polks" data-source="post: 1624250" data-attributes="member: 13524"><p>This analysis really should be done "on paper", because once the game starts then aspects of that game can change the balance. For example, a combat-heavy campaign will produce different results than a combat-light game.</p><p></p><p>Having said this, the weakest race "on paper" is the half-orc. To see this for yourself, make a generic character with 11's in all 6 abilities. Then apply all applicable racial modifiers and DO NOT assign any classes. This represents the "average" PC of each race and provides a baseline for comparative purposes.</p><p></p><p>Half-Orcs are the only race to take -4 in abilities at creation. Further, their INT penalty robs them of 4 skills points at first level and 1 skill point every level after that. Even using the simplest skill point distribution, this means Half-orcs have 1 less skill maxed than other races. Half-orcs are the only base race that gets ability modifiers that don't bump one saving throw (Dwarves and Gnomes: Con, Elves and Halflings: Dex).</p><p></p><p>Worse yet is the comparison of special abilities. In essence, this can be summarized as 'Half-orcs are considered orcs w/ darkvision'. This is wrong for a number of reasons. First off, Half-orcs are the only base race to suffer from an attack bonus against them possessed by another base race: the Dwarves (+1 attack vs. orcs). Second, Half-orcs and humans are the only races that do not get a bonus to at least 1 saving throw. Third, a closer examination reveals that a Half-orc is at LEASE 8 skill points behind any other race; let me explain. Dwarves get a +2 bonus to 2 skills, Elves get a +2 bonus to 3 skills, Gnomes get a +2 bonus to 2 skills, half-eves a total of +7 bonus to skills, Halflings get a +2 bonus to 4 skills, and humans get their human bonus (+4 at first level). Half-orcs get no bonus and suffer from a -1 to Int. that robs them of 4 skill points at first level.</p><p></p><p>Consider also the other abilities the remaining races get: stonecunning, stability, +4 dodge v. giants, immune to sleep, all the gnome spell-like abilities, etc. Half-orcs get none of them.</p><p></p><p>This is not to see that Half-Orcs cannot make viable characters; they certainly can. It is just appearant that Half-Orcs are not as strong as their base race kin and must be built with care.</p><p></p><p>I have the following house rules in place to help balance the races a bit:</p><p>1. Intimidate - works as <em>either</em> a CHR-based skill <strong>OR</strong> a STR-based skill. It makes no sense to me that the average Half-Orc (w/ a -2 CHR penalty) would be WORSE at intimidate than your average Elf or Human.</p><p>2. Half-Orcs get a +2 bonus to Intimidate (STR-based).</p><p>3. Half-Orcs gain weapon familiarity: Orc double-axe (identical to the Dwarven and Gnomish abilities pertaining to their ancestral weapons).</p><p>4. Half-orcs gain a +2 bonus to jump.</p><p></p><p>I believe these adjustments significantly close the gap between Half-Orcs and the other base races.</p></blockquote><p></p>
[QUOTE="Westgate Polks, post: 1624250, member: 13524"] This analysis really should be done "on paper", because once the game starts then aspects of that game can change the balance. For example, a combat-heavy campaign will produce different results than a combat-light game. Having said this, the weakest race "on paper" is the half-orc. To see this for yourself, make a generic character with 11's in all 6 abilities. Then apply all applicable racial modifiers and DO NOT assign any classes. This represents the "average" PC of each race and provides a baseline for comparative purposes. Half-Orcs are the only race to take -4 in abilities at creation. Further, their INT penalty robs them of 4 skills points at first level and 1 skill point every level after that. Even using the simplest skill point distribution, this means Half-orcs have 1 less skill maxed than other races. Half-orcs are the only base race that gets ability modifiers that don't bump one saving throw (Dwarves and Gnomes: Con, Elves and Halflings: Dex). Worse yet is the comparison of special abilities. In essence, this can be summarized as 'Half-orcs are considered orcs w/ darkvision'. This is wrong for a number of reasons. First off, Half-orcs are the only base race to suffer from an attack bonus against them possessed by another base race: the Dwarves (+1 attack vs. orcs). Second, Half-orcs and humans are the only races that do not get a bonus to at least 1 saving throw. Third, a closer examination reveals that a Half-orc is at LEASE 8 skill points behind any other race; let me explain. Dwarves get a +2 bonus to 2 skills, Elves get a +2 bonus to 3 skills, Gnomes get a +2 bonus to 2 skills, half-eves a total of +7 bonus to skills, Halflings get a +2 bonus to 4 skills, and humans get their human bonus (+4 at first level). Half-orcs get no bonus and suffer from a -1 to Int. that robs them of 4 skill points at first level. Consider also the other abilities the remaining races get: stonecunning, stability, +4 dodge v. giants, immune to sleep, all the gnome spell-like abilities, etc. Half-orcs get none of them. This is not to see that Half-Orcs cannot make viable characters; they certainly can. It is just appearant that Half-Orcs are not as strong as their base race kin and must be built with care. I have the following house rules in place to help balance the races a bit: 1. Intimidate - works as [I]either[/I] a CHR-based skill [B]OR[/B] a STR-based skill. It makes no sense to me that the average Half-Orc (w/ a -2 CHR penalty) would be WORSE at intimidate than your average Elf or Human. 2. Half-Orcs get a +2 bonus to Intimidate (STR-based). 3. Half-Orcs gain weapon familiarity: Orc double-axe (identical to the Dwarven and Gnomish abilities pertaining to their ancestral weapons). 4. Half-orcs gain a +2 bonus to jump. I believe these adjustments significantly close the gap between Half-Orcs and the other base races. [/QUOTE]
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What core 3.5 race is the weakest?
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