Yogibear41
2013-07-03, 06:00 PM
So, had almost this entire question/thread written and accidentally X'd it out so lets try again lol.
I've been working on a homebrew e6 campaign off and on for awhile now, and I've got a good idea off all the races I want to be in it/playable, however some of them have +1 and +2 LAs, but instead of using the reduced point buy rule(im probably going to use some absurd point buy total anyway like 50+ points its going to be a rough place to live 52 point buy seems like a good number) or nerfing the higher LA races down I would instead like to buff the other races up to their level of power.
This is what I've got so far:
Humans
Dwarves
Duergar
Artic Dwarves 3.0 version
Snow Elves
Wood Elves
Half Giants
Ice Gnomes
For artic dwaves:
http://www.wizards.com/dnd/article.asp?x=dnd/iw/iw20030216a
This will be a cold setting, generally with 3 summer months were the highs only get into the mid 60s at the southern region of the current continent.
I'm not positive on the gnomes yet but have decided to have a contingency plan in case I run into a gnome lover :smallsmile: if they do exist they will be in small groups living alongside the artic dwarves (probably distant cousins, but thats a discussion for another time)
I have also considered adding the Killoren from races of the wild into the game as I like fey and there will be a good number of them in this setting.
So far I know I want to tweak the half giants a bit as they will all be descended from frost giants, I currently plan to drop their psionic bonus points, stomp, and their racial resistance to fire and instead replace them with a flat frost resistance 5. I currently don't plan to have psionics in the game unless a player specifically wants to play a psionic character, at which point I will adjust things accordingly and incorporate a slew of psionic animals into the world in which to hunt them muahahah! But back on topic:
For the wild elves I have considered dropping the -2 to con penalty, and for humans I have considered giving them a +2 bonus to any stat, or perhaps giving them another free feat, albeit from a shorter choice pool probably limited to something like a regional feat or some sort of exotic weapon or armor proficiency that will contribute to some sort of backstory/roleplaying.
For the normal dwarves, I have considered boosting their natural saving throw bonuses and/or boosting their bonus on armor class/attack roles against their racial enemies.
Not really sure what to do for the snow elves, But I know they will be the most inclined to be arcane casters(well not neccesarily they will just be the most culturally accepting off it), however wizards essentially don't exist in this world due to a ban on arcane magic(the snow elves will be the most likely to ignore said ban in their lands) and the go to class will be sorcerer, but the snow elves take a penalty to charisma.
For the Killoren I have considered just tossing them free fey heritage/fey skin feats to give them some free DR/cold iron because fey are pretty much required to have DR/cold iron more or less ha ha.
For gnomes, I have no idea what to give them.
Anyway if you have any ideas feel free to toss them out their, or if you want anymore info on the setting to give you a better feel for it so you can come up with an idea let me know and I will try to answer it if I have decided on that or not(still very much a WIP)
EDIT: List of Houserule/homebrew rules I plan to use with this setting (WIP)
http://www.giantitp.com/forums/showthread.php?t=291771
I've been working on a homebrew e6 campaign off and on for awhile now, and I've got a good idea off all the races I want to be in it/playable, however some of them have +1 and +2 LAs, but instead of using the reduced point buy rule(im probably going to use some absurd point buy total anyway like 50+ points its going to be a rough place to live 52 point buy seems like a good number) or nerfing the higher LA races down I would instead like to buff the other races up to their level of power.
This is what I've got so far:
Humans
Dwarves
Duergar
Artic Dwarves 3.0 version
Snow Elves
Wood Elves
Half Giants
Ice Gnomes
For artic dwaves:
http://www.wizards.com/dnd/article.asp?x=dnd/iw/iw20030216a
This will be a cold setting, generally with 3 summer months were the highs only get into the mid 60s at the southern region of the current continent.
I'm not positive on the gnomes yet but have decided to have a contingency plan in case I run into a gnome lover :smallsmile: if they do exist they will be in small groups living alongside the artic dwarves (probably distant cousins, but thats a discussion for another time)
I have also considered adding the Killoren from races of the wild into the game as I like fey and there will be a good number of them in this setting.
So far I know I want to tweak the half giants a bit as they will all be descended from frost giants, I currently plan to drop their psionic bonus points, stomp, and their racial resistance to fire and instead replace them with a flat frost resistance 5. I currently don't plan to have psionics in the game unless a player specifically wants to play a psionic character, at which point I will adjust things accordingly and incorporate a slew of psionic animals into the world in which to hunt them muahahah! But back on topic:
For the wild elves I have considered dropping the -2 to con penalty, and for humans I have considered giving them a +2 bonus to any stat, or perhaps giving them another free feat, albeit from a shorter choice pool probably limited to something like a regional feat or some sort of exotic weapon or armor proficiency that will contribute to some sort of backstory/roleplaying.
For the normal dwarves, I have considered boosting their natural saving throw bonuses and/or boosting their bonus on armor class/attack roles against their racial enemies.
Not really sure what to do for the snow elves, But I know they will be the most inclined to be arcane casters(well not neccesarily they will just be the most culturally accepting off it), however wizards essentially don't exist in this world due to a ban on arcane magic(the snow elves will be the most likely to ignore said ban in their lands) and the go to class will be sorcerer, but the snow elves take a penalty to charisma.
For the Killoren I have considered just tossing them free fey heritage/fey skin feats to give them some free DR/cold iron because fey are pretty much required to have DR/cold iron more or less ha ha.
For gnomes, I have no idea what to give them.
Anyway if you have any ideas feel free to toss them out their, or if you want anymore info on the setting to give you a better feel for it so you can come up with an idea let me know and I will try to answer it if I have decided on that or not(still very much a WIP)
EDIT: List of Houserule/homebrew rules I plan to use with this setting (WIP)
http://www.giantitp.com/forums/showthread.php?t=291771