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  1. - Top - End - #1
    Barbarian in the Playground
     
    DrowGuy

    Join Date
    Oct 2016
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    Default Making some races for a custom setting: Help on balance!

    Hello All!

    I'm creating a setting which is loosely based off of the Twokinds world...thus, I am creating a couple of races, and editing others. So far, the only available races are:

    Human: Basically all Azurin, but they also get one free soulmeld. What LA is this worth?

    Tigerfolk: I don't know exactly where this will be, but I think it might be something along the lines of a creature with a limited(?) pounce, scent, +2 Dex/Str -2 Wis...and maybe a plus to Jump...

    Wolf-folk: Basically the Lupin from DrC, but with real scent, no Ride bonuses, free Improved Trip and Track (and a scent-tracking bonus), and a 40ft speed.

    Foxkin: I honestly have little idea on what to do here...D&D doesn't even have fox stats that I know of, and they aren't felids, so no catfolk-copying...

    Elves: In this world, Elves are a mostly LN expansionist empire, who slowly (using their long lifespans) absorb the younger races' territories, without overt conflict. However, they certainly are very deadly, being a fully militant state and expert weaponcrafters. In the comparison to Twokinds, they are a sort of Basitin-type civilization...

    Please suggest how I can keep these balanced (LA-wise), especially against each other...Also, feel free to give possible additions/subtractions to the races' abilities...

    Thanks!
    Last edited by The_Iron_Lord; 2017-04-15 at 07:41 PM.
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  2. - Top - End - #2
    Barbarian in the Playground
     
    DrowGuy

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    Default Re: Making some races for a custom setting: Help on balance!

    Can someone please reply?

    BUMP
    Quote Originally Posted by Segev View Post
    English is actually a very precise language in a lot of ways, and American English in particular has a habit of following other languages down back alleys, clubbing them over the head, and rifling through their lexicons that I think is very healthy for its evolution.
    My extended signature!

    My PbP info

    78% of DMs started their first campaign in a tavern. If you're one of the 22% who didn't, copy/paste this into your sig.
    Mine started in the battle arena of the capital city

  3. - Top - End - #3
    Ogre in the Playground
     
    NecromancerGirl

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    Default Re: Making some races for a custom setting: Help on balance!

    Quote Originally Posted by The_Iron_Lord View Post
    Can someone please reply?

    BUMP
    Hmm, just saw this, if you wait till tomorrow I will throw some things together and see what you like using your fist post for basic guidelines.
    Homebrew: If it is mine feel free to PEACH and/or use it.

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    Well, it seems that life has deposited me here, yet again. Hopefully this time I get to stay a while, as I intend on revising some old homebrew.

  4. - Top - End - #4
    Ogre in the Playground
     
    NecromancerGirl

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    Default Re: Making some races for a custom setting: Help on balance!

    Spoiler: Stuff that may help
    Show

    Azurin Human: Although I have recently gotten magic of incarnum, I have not yet read any of it, so can not help you there, sorry. From what I have heard in builds and things, LA would probably be dependant on soulmeld) At a quick look, some are definitely better then others (by short description). Taking damage to heal is not a good idea, while one gives you the effects of water walk… Need to read though because this is just based off the short descriptions in the book… then there is the strongheart vest…
    Tiger Folk
    [insert fluff here]
    Monstrous Humanoid Subtype
    Tiger folk value mobility over brute force, and they possess a small amount of nture’s wisdom. They gain a +2 to dexterity and Wisdom but take a -2 to Strength.
    Speed 40 ft, Darkvision 60’
    Pounce: If a tiger folk charges a foe during th efirst round of combat they may make a full attack. (feel this is good unlimited, since the +1 LA could just be used to take a barbarian dip)
    Scent: The tigerfolk possess the scent extraordinary ability
    Tiger folk gain a +2 bonus on jump, balance, hide and move silently checks. (The last three a tiger gets +4 on so seems natural.)
    Level Adjustment: +1 (seems low but consider: +2 is an afflicted lycanthrope or drow which have numerous abilities that often can be more powerful so I would say +1 tops)
    Automatic Languages: Common and Feline. Bonus Languages: (Any others that would fit campaign wise).
    Favored Class: Scout (Rogue if not using scout)
    Wolf Folk:
    [insert fluff here]
    Monstrous Humanoid Subtype
    Wolf Folk possess the cunning of the wolf pack, and some of nature’s wisdom, however they do not value strength as much as some of nature’s creatures do. +2 Wisdom, +2 Intelligence, -2 Strength
    Speed 40’, Darkvision 60’
    +2 bonus on Listen checks: Wolf Folk have a keen sense of hearing.
    Scent: The wolf folk possess the scent extraordinary ability, and gain a +8 racial bonus on survival checks when tracking by scent.
    The wolf folk gains improved trip and track as bonus feats.
    Automatic Languages: Common and Canine. Bonus Languages: (Any others that would fit campaign wise).
    Favored Class: Ranger
    Ancestral Hatred: +1 bonus on attack rolls and damage rolls against werewolves.
    Level Adjustment: Once again a +1 because they do not stick with other +2’s, although if you wanted you could buff them up a bit.
    Foxkin
    Monstrous Humanoid Subtype
    Foxkin possess the cunning and survial of the fox, and are highly dextrous, however they do not value strength as much as some of nature’s creatures do. +2 Dexterity, +2 Intelligence, -2 Strength
    They gain a +2 bonus on survival, balance and listen checks.
    Speed 40 ft, Darkvision 60’ (I think foox’s can see in the dark, but if not replace with low light vision.)
    Scent: The Foxkin possess the scent extraordinary ability.
    Automatic Languages: Common and Canine (foxes are closer to canines then cats). Bonus Languages: (Any others that would fit campaign wise).
    Favored Class: Rogue
    LA: Tempting to say +0… After all, the others have all the abilities as above with slightly different ability adjustments and what not, and ths has no extra special while the tigerfolk have pounce and the wolf folk have ancestral hatred along with feats… Will try another version going for +1 LA below:
    Foxkin #2
    Foxkin possess the cunning and survial of the fox, and are highly dextrous. +2 Dexterity, +2 Intelligence,
    They gain a +2 bonus on survival, and balance checks.
    Speed 40 ft, Darkvision 60’ (I think foox’s can see in the dark, but if not replace with low light vision.)
    Scent: The Foxkin possess the scent extraordinary ability.
    Feats: The Foxkin gain improved scent1 and uncanny scent1 as bonus feats
    Automatic Languages: Common and Canine (foxes are closer to canines then cats). Bonus Languages: (Any others that would fit campaign wise).
    Favored Class: Rogue
    1Savage species
    Level Adjustment: +1 (Couple of feats dealing with scent, and removed strength penalty along with bonus to listen checks.)

    There, I hope that helps but it may not, but aiming for low level adjustments and what not this came to mind.
    Homebrew: If it is mine feel free to PEACH and/or use it.

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    Well, it seems that life has deposited me here, yet again. Hopefully this time I get to stay a while, as I intend on revising some old homebrew.

  5. - Top - End - #5
    Bugbear in the Playground
     
    OrcBarbarianGuy

    Join Date
    Jan 2017

    Default Re: Making some races for a custom setting: Help on balance!

    Azurin:
    Not fully sure what you meant mechanically, so I'm giving two options.

    The ability to shape a soulmeld when you couldn't already is simple to value- a specific soulmeld is precisely one feat. It would be perfectly fair to trade in their normal feat for Shape Soulmeld. This would be LA +0.

    The ability to shape any soulmeld from a given class is a bit more- I'm inclined to force selection of one class for options, give +1 meldshaper level for that class, and give LA +1 and +2 Con on top of normal azurin traits, if you go that route- roughly equivalent to literally having a level in that class. (perhaps the class you get access to is determined by alignment?) (also, if you have levels in the class, the race doesn't give you an extra soulmeld shaped at once, because that would be pretty damn good)
    Last edited by aimlessPolymath; 2017-04-24 at 01:47 PM.
    My one piece of homebrew: The Shaman. A Druid replacement with more powerlevel control.
    The bargain bin- malfunctioning, missing, and broken magic items.
    Spirit Barbarian: The Barbarian, with heavy elements from the Shaman. Complete up to level 17.
    The Priest: A cleric reword which ran out of steam. Still a fun prestige class suitable for E6.
    The Coward: Not every hero can fight.

  6. - Top - End - #6
    Ogre in the Playground
    Join Date
    Jan 2012

    Default Re: Making some races for a custom setting: Help on balance!

    Just gonna pop my head in and say

    If you are going to make the races stronger than normal.. But make it so that each are balanced.

    Why do you need to have a level adjustment in the first place?

    LA is only in effect to 'balance' other races out with the ones in the PHB, if those races are replaced with other more powerful races and those ones are balanced amongst each other then the need to make a numerical 'balancing leverage point' is not needed.


    Just give take the elves from the PHB slap on a a stat bump so now it is +4 Dex -2Con and +2 Int then give them some other goodes (take some stuff from the elven racial paragon class) and POW now your elves are a bit stronger.

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