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Post by reaperwolf on Nov 26, 2014 0:54:18 GMT -5
Just making sure I'm reading this correctly... when making a human, all attributes start a 8 and players are free to spend 10 points 1 for 1 to increase the attributes.
When making say a Halfling, Str is 6, Dex 9, Int 8, End 9 also with 10 points to distribute. In effect Halflings have -2 Str, +1 Dex, and +1 End, correct? All races are made with 32 points but the various demihumans get a few extra advantages such as the halfling +1 with thrown weapons and enemies suffer a 1D penalty when trying to spot/find a hiding halfling.
Elves and dwarves have similar advantages but humans have no advantages whatsoever. Maybe offset racial advantages by giving humans an extra skill point or two?
>>ReaperWolf
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Post by Deleted on Nov 26, 2014 15:13:22 GMT -5
i pretty much ignore the special, racial advantages. if a halfling wants to be good at throwing things, he should be sure to spend ample points in DX and the Throwing skill. if an elf wants to be stealthy, spend ample points in DX and/or Stealth. the dwarf advantage in combat with goblins? nope. if any player/character wants a combat advantage with a particular race or creature, i treat it as a skill. they can invest in it or not.
i like your way though. i've considered it before but don't remember why i decided against it.
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Post by reaperwolf on Dec 14, 2014 3:01:00 GMT -5
Here's something I'm knocking around for my own games inspired by AD&D 1e racial treatments. Mind you this hasn't been playtested or seriously reviewed and should be considered a work in progress and a raw one at that.
Elves Long lived (elves live centuries) +1 attacks with short, long (includes composite bows) as well as short swords and long swords. Inner Light +1 to Diplomacy and Tell Lies skills as elves possess a natural beauty others find disarming. Low Light Vision (2x vision in low light conditions) +1 Alertness skill checks Secret door detection roll 4D just passing within 10 ft. Woodwise, roll 4D/IQ to hear or track an elf moving through the forest. +1 on Lore rolls involving magic, spells, and magical beings. Haughty elves possess a long-view and are usually in no rush, they expect others to be likewise. Elves are quick on their feet enjoying +1 MV
Dwarves Long Lived (dwarves live for centuries) Darkvision 60 ft. Hatred dwarves gain +1 to attacks and spellcasting rolls against their racial enemies, usually orcs and goblins. Doughty dwarves ignore up to 2 points of DX penalties due to armor and up to 2 points of Encumbrance penalties. Plodding dwarves have -2 MV due to short strides. +1 to ST rolls to resist poisons, venoms, mundane diseases, and baleful magic. Vengeful (dwarves do not forget slights ) Stubborn (dwarves are hard-headed and difficult to sway once their minds are made up) Grasping (dwarves are greedy by nature, status in dwarf culture is partially dependant upon a dwarf’s personal hoard so silver, gold, and jewels are particularly prized) Spelunking +1 on skill checks to detect underground hazards, concealed doors, depth underground, hazards, etc. +1 on Craft or Professional rolls involving metal or gems including mining, smelting, etc.
Halflings Small (halflings use most medium-sized weapons such as broadswords and axes as two-handed regardless of ST scores) and cannot use most two-handed weapons. Small weapons such as slings, short-bows, clubs, daggers, and short swords can be used one-handed. Courageous +1 bonus to resist fear both magical and mundane. +1 on any Reaction to dodge or resist spells. +1 to Throw and Bow attacks. +1 to Alertness checks. Portly halflings are either well-nourished or miserable. Peckish halflings are constantly nibbling and appreciate fine food and drinks. Stealthy roll 4D/IQ to find a halfling using Hide or Stealth skills. Short stride halflings have -1 MV
Gnomes Long Lived (live centuries, somewhere between elves and dwarves) Small (gnomes use most medium-sized weapons such as broadswords and axes as two-handed regardless of ST scores) and cannot use most two-handed weapons. Small weapons such as slings, short-bows, clubs, daggers, and short swords can be used one-handed. Darkvision 60 ft. Plodding gnomes have -2 MV due to short strides. Gnomes know IQ of 10+ know 3 of the following spells and can cast them by rolling 3D/IQ (if using 0-level rules gnomes have 0 level in the spells) Spelunking +1 on skill checks to detect underground hazards, concealed doors, depth underground, hazards, etc. Gnomes may roll IQ to speak the language of burrowing animals (mice, badgers, weasels, etc.) gaining +1 to Animal Handling rolls to influence them. Illusions and figments are particularly difficult to resist when cast by gnomes, Resistance rolls are penalized by -1. Gnomes receive a +1 to resist illusions and figment spells. +1 to ST rolls to resist poisons, venoms, mundane diseases, and baleful magic (against illusions and figments, this bonus stacks granting a total of +2 to the Resistance roll).
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Post by buzzclaw on Dec 16, 2014 21:16:20 GMT -5
reaperwolf, I think your intention to convert races is cool but I think that you're keeping too many D&Disms in the conversions. In my opinion, HOW favors a more narrowly focused construction of racial packages. So a D&D Elf is a master swordfighter, magically adept, and a skilled woodland creature but for HOW I would just pick one of those traits as "essential" and consign the rest to a particular character build.
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Post by buzzclaw on Jan 13, 2015 21:11:16 GMT -5
reaperwolf, the new write-ups for Dwarves, Elves, and Halfings in ToTaT might be just what you're looking for.
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