Zincorium
2007-06-20, 05:12 AM
I've been working on a home-brew campaign world for a while now, that's kind of developed from a setting for D&D to a game that just happens to be based off of D&D. Of course, I've hit roadblocks a few times, and since the boards are a wealth of experience and creativity, I'm looking for advice or suggestions on how to make the ideas I have actually work in game.
Anyway, the main obstacle (there are others, but not going to go into those here) is the way I'd like to do races. So far, I have three in addition to normal humans that have been added into the setting, and in terms of talents and capability they're all pretty much human. The orcs may be more muscular on average, and the elves more dexterous, but the limitations and extremes are the same. However, everyone having the exact same abilities seems boring and nonsensical, so inspired by the racial paragons in UA I've gotten the idea to have all non-human races start with a single level in a unique racial class, while humans can pick and choose any. All get the bonus feat, skill, and I'm just getting rid of favored classes (and much of the PHB class selection regardless).
The problem is then how to balance them, which is compounded by the fact that I'm looking at reducing the caster classes to just sorcerors, somewhat altered favoured souls, and a few partial casters and then adding in the martial adept classes from ToB. It's very hard to balance things with just one or two people having input (see pun-pun for a good example) so the more input, the better it'll probably play.
Since one class level is all that they can take, and other class features are slowed, I'm thinking of making them a bit more powerful than base classes to make up for the lack of versatility. Also, since the classes represent the traditional training of the culture rather than a natural proclivity, exceptions would be made to some degree for unusual characters.
With all that in mind, here's the basics of what I've got so far:
Moncorasi (AKA Mystics):
Ancient human empire, now in decline, all citizens are transformed through a ritual after puberty and having children of their own into technically immortal, nonliving beings. They are not undead in the D&D sense, but they're metabolism is completely stopped while they retain mobility and intellect. There is a strong push for them to be sorcerors, but it's not unknown to have a few rebels in each generation that use their talents elsewhere.
-10+con hp
-.5 BAB
-Strong will save, weak reflex and fortitude.
-(5+int)x4 skill points, list as monk.
-proficient in simple weapons.
-Do not heal naturally, but can use repair spells to regain hit points
-They do not eat, drink, sleep, etc. and in fact cannot. Spells are recovered once in a 24 hour period, time is based on DM's discretion, over a period of 4 hours, spell use within this period interrupts the recovery and only one spell slot per hour prior to that casting is regained. Refraining for an additional 4 hours past this time restores all spells. Cannot use potions or consumed items (i.e. hero's feast, goodberry).
-Can cast spells as sorceror, but only gain bonus 1st level spells from high charisma and start knowing 3 first level spells, which are added to the casting list of all casting classes afterwards. Represents a greater magical knowledge from schooling, but little actual skill.
Orcs:
Not the conventional sort. Human barbarian tribe altered by the Moncorasi a long time ago to be cosmetically more like their animal totems such as frog, boar, panther and several others in exchange for the orcs eternally serving the Mystics. Currently exist in a very tradition-bound manner among the Mystics as a sort of permanent underclass and for the most part don't see it as a bad arrangement. Children of orcs are always orcs.
-12 + con HP
- +1 BAB
-Strong fortitude and will saves, weak reflex
-(3+int)x4 skill points, list as warblade.
-proficient in all martial weapons.
-Endurance and power attack as bonus feats
-Very skilled in crafting weapons and armor, +3 on craft checks involving metal and easy access to forges in any Moncorasi settlement.
Elves:
Less a distinct race and more a perturbation of normal humans families which remain isolated for too long, elves are hyperactive and scatter-brained. Their features are angular and they tend to have traces of glittery, many colored pigments in their eyes, hair and skin. While they are generally unable to harness their energy towards invention or art, they are fascinated by gadgetry and oddly styled clothing. Elves travel constantly and have been appearing since recorded history. There are no half elves, children of mixed parents are the same as their mother, down to hair, eye, and skin color with no mixing.
-6 + con Hp
-.75 BAB
-Good reflex save.
-(9 + int) x 4 skill points, list as scout (with disable device erratae'd)
-Proficient in simple weapons. However, the idea of proficiency fits poorly with the elves' knack for learning the ins and outs of new weapons, and elves take only a -2 rather than the standard -4 when wielding weapons in which they are not proficient, including improvised weapons.
-Trapfinding
-Bardic knowledge (bard no longer being a class)
-Elves select a single 0th level spell from any list and can cast this spell at will. Once selected, this spell cannot be changed.
Anyway, this is probably a lot to read and I won't get many responses, but I appreciate thoughts on the idea as well as the specifics. There is also a lot more in the way of history and culture for each as well as the world itself, but I'm taking up too much space already.
Edit: spoiler tags added for ease of use.
Anyway, the main obstacle (there are others, but not going to go into those here) is the way I'd like to do races. So far, I have three in addition to normal humans that have been added into the setting, and in terms of talents and capability they're all pretty much human. The orcs may be more muscular on average, and the elves more dexterous, but the limitations and extremes are the same. However, everyone having the exact same abilities seems boring and nonsensical, so inspired by the racial paragons in UA I've gotten the idea to have all non-human races start with a single level in a unique racial class, while humans can pick and choose any. All get the bonus feat, skill, and I'm just getting rid of favored classes (and much of the PHB class selection regardless).
The problem is then how to balance them, which is compounded by the fact that I'm looking at reducing the caster classes to just sorcerors, somewhat altered favoured souls, and a few partial casters and then adding in the martial adept classes from ToB. It's very hard to balance things with just one or two people having input (see pun-pun for a good example) so the more input, the better it'll probably play.
Since one class level is all that they can take, and other class features are slowed, I'm thinking of making them a bit more powerful than base classes to make up for the lack of versatility. Also, since the classes represent the traditional training of the culture rather than a natural proclivity, exceptions would be made to some degree for unusual characters.
With all that in mind, here's the basics of what I've got so far:
Moncorasi (AKA Mystics):
Ancient human empire, now in decline, all citizens are transformed through a ritual after puberty and having children of their own into technically immortal, nonliving beings. They are not undead in the D&D sense, but they're metabolism is completely stopped while they retain mobility and intellect. There is a strong push for them to be sorcerors, but it's not unknown to have a few rebels in each generation that use their talents elsewhere.
-10+con hp
-.5 BAB
-Strong will save, weak reflex and fortitude.
-(5+int)x4 skill points, list as monk.
-proficient in simple weapons.
-Do not heal naturally, but can use repair spells to regain hit points
-They do not eat, drink, sleep, etc. and in fact cannot. Spells are recovered once in a 24 hour period, time is based on DM's discretion, over a period of 4 hours, spell use within this period interrupts the recovery and only one spell slot per hour prior to that casting is regained. Refraining for an additional 4 hours past this time restores all spells. Cannot use potions or consumed items (i.e. hero's feast, goodberry).
-Can cast spells as sorceror, but only gain bonus 1st level spells from high charisma and start knowing 3 first level spells, which are added to the casting list of all casting classes afterwards. Represents a greater magical knowledge from schooling, but little actual skill.
Orcs:
Not the conventional sort. Human barbarian tribe altered by the Moncorasi a long time ago to be cosmetically more like their animal totems such as frog, boar, panther and several others in exchange for the orcs eternally serving the Mystics. Currently exist in a very tradition-bound manner among the Mystics as a sort of permanent underclass and for the most part don't see it as a bad arrangement. Children of orcs are always orcs.
-12 + con HP
- +1 BAB
-Strong fortitude and will saves, weak reflex
-(3+int)x4 skill points, list as warblade.
-proficient in all martial weapons.
-Endurance and power attack as bonus feats
-Very skilled in crafting weapons and armor, +3 on craft checks involving metal and easy access to forges in any Moncorasi settlement.
Elves:
Less a distinct race and more a perturbation of normal humans families which remain isolated for too long, elves are hyperactive and scatter-brained. Their features are angular and they tend to have traces of glittery, many colored pigments in their eyes, hair and skin. While they are generally unable to harness their energy towards invention or art, they are fascinated by gadgetry and oddly styled clothing. Elves travel constantly and have been appearing since recorded history. There are no half elves, children of mixed parents are the same as their mother, down to hair, eye, and skin color with no mixing.
-6 + con Hp
-.75 BAB
-Good reflex save.
-(9 + int) x 4 skill points, list as scout (with disable device erratae'd)
-Proficient in simple weapons. However, the idea of proficiency fits poorly with the elves' knack for learning the ins and outs of new weapons, and elves take only a -2 rather than the standard -4 when wielding weapons in which they are not proficient, including improvised weapons.
-Trapfinding
-Bardic knowledge (bard no longer being a class)
-Elves select a single 0th level spell from any list and can cast this spell at will. Once selected, this spell cannot be changed.
Anyway, this is probably a lot to read and I won't get many responses, but I appreciate thoughts on the idea as well as the specifics. There is also a lot more in the way of history and culture for each as well as the world itself, but I'm taking up too much space already.
Edit: spoiler tags added for ease of use.