Results 1 to 5 of 5
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2007-12-02, 05:49 PM (ISO 8601)
- Join Date
- Jun 2004
- Location
- Tempe, Arizona
- Gender
Retooling some races for a homebrew setting
I'm in the process of homebrewing up myself a campaign setting and I wanted somewhat unique takes on familiar races, as well as introducing Lizardfolk as a mainstream PC race. I've got key aspects of their cultures, society, and personality types hammered out, but need some tips on mechanical changes.
The biggest one I need help balancing is, of course, Lizardfolk. I would like them to be LA:+0 with no racial Hit dice, so that a player could choose one at the beginning of a level 1 game. What should I strip away to make this balanced? How far is too far, and is there any way I can keep their +2 strength without making them just Halforcs with Hold Breath instead of Darkvision?
Another reasonably big change I wanted to make was to make Dwarves small-sized creatures with the Powerful Build ability. I would strip away Stonecunning, their saves versus magic, Darkvision, their dodge bonus against giants, their bonus to hit against orcs and goblins... but is this balanced? Am I missing any unforseen complications?
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2007-12-02, 06:32 PM (ISO 8601)
- Join Date
- Aug 2007
- Location
- Fishtown, Germany
- Gender
Re: Retooling some races for a homebrew setting
I'm in the process of homebrewing up myself a campaign setting and I wanted somewhat unique takes on familiar races, as well as introducing Lizardfolk as a mainstream PC race. I've got key aspects of their cultures, society, and personality types hammered out, but need some tips on mechanical changes.
The biggest one I need help balancing is, of course, Lizardfolk. I would like them to be LA:+0 with no racial Hit dice, so that a player could choose one at the beginning of a level 1 game. What should I strip away to make this balanced? How far is too far, and is there any way I can keep their +2 strength without making them just Halforcs with Hold Breath instead of Darkvision?
LA+0 Lizardmen:
Spoiler
+2 Strength, +2 Constitution, -2 Intelligence, -2 to Charisma
Medium size.
A lizardfolk’s base land speed is 30 feet.
Lizardfolk have a +2 racial bonus on Balance, Jump, and Swim checks.
+2 natural armor bonus.
Natural Weapons: 2 claws (1d4) and bite (1d4).
Special Qualities: Hold breath.
Automatic Languages: Common, Draconic. Bonus Languages: Aquan, Goblin, Gnoll, Orc.
Favored Class: Druid (Perhaps change it into Fighter or Barbarian)
compared to a dwarf they do not seem that strong to me.
Another reasonably big change I wanted to make was to make Dwarves small-sized creatures with the Powerful Build ability. I would strip away Stonecunning, their saves versus magic, Darkvision, their dodge bonus against giants, their bonus to hit against orcs and goblins... but is this balanced? Am I missing any unforseen complications?
Seriously, Powerful Built + small size is an abomination to all things fair and beautiful.
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2007-12-02, 06:43 PM (ISO 8601)
- Join Date
- Feb 2007
- Location
- Easton, PA
- Gender
Re: Retooling some races for a homebrew setting
That is NOT LA+0, +2 nat armor by itself is pushing it and then 3 natural attacks is insane.
How about this:
+2 Strength, +2 Constitution, -2 Intelligence, -2 to Charisma
Medium size.
A lizardfolk’s base land speed is 30 feet.
Lizardfolk have a +2 racial bonus on Balance, Jump, and Swim checks.
+1 natural armor bonus.
Natural Weapons: bite (1d4).
Special Qualities: Hold breath.
Automatic Languages: Common, Draconic. Bonus Languages: Aquan, Goblin, Gnoll, Orc.
Favored Class: Druid
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2007-12-02, 07:11 PM (ISO 8601)
- Join Date
- Jun 2004
- Location
- Tempe, Arizona
- Gender
Re: Retooling some races for a homebrew setting
Okay, that's a good point. Is there any way to make them a small-sized race who maintains the ability to act as a primary frontline-capable race? Would just not giving them the customary small size strength penalty be enough? Perhaps if they take only the ability to wield medium weapons from the capabilities of Powerful build, without any of its other, extra abilities?
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2007-12-03, 01:28 AM (ISO 8601)
- Join Date
- Aug 2007
- Location
- In the Interwebz
- Gender
Re: Retooling some races for a homebrew setting
I'll have to Agree with Lord T on the Lizard folk...but +1 nat armor is still pushing the high end of LA 0
As for the powerful Build on the Small Dwarf...if you plan on looseing most of their ablities it's okay.
I would strip away Stonecunning, their saves versus magic, Darkvision, their dodge bonus against giants, their bonus to hit against orcs and goblins.
"I laugh at life, it's antics make for me a giddy game. Where only foolish fellows take themselves with solemn aim.”