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The Races of Dungeons n Dragons

Blogs > MaestroSC
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MaestroSC
Profile Blog Joined August 2009
United States2073 Posts
April 19 2013 05:02 GMT
#1
I am a big fan of Rollplay, itmejp's new show about DnD, and have since become an addict of any and all DnD adventures, because they make GREAT listening material at work, because I know I am not missing anything visually, since its all in ur head anyways.

Anyways, back to the point of this blog...

I am currently writing my own entire system for DnD, with the idea of it being:

A. Much simpler for new players to be able to manage.
B. Simpler for new DM's to keep track of.
C. More interesting for gamers of a new generation, who want something more than "I...attack again". IE I am adding a lot of class skills/abilities and a lot more choices, class wise. (For instance, there are 4 base classes, and players will choose a "focus" which leads to a total of 12 Class option, all of which will play differently than other options)
D. A system where noone will ever tell me, what to do or how to do it, when I decide to DM it. Because rule's lawyers have no place in a game, where the rules are not what they are necessarily accustomed to yet.

Sort of like a mix between the 4th edition, and the earlier additions of DnD

For the most part, it will be completely "plug n play" compatible with other versions of DnD, as I am keeping it balanced along the same levels, also this way people can still play the game they have been playing forever, but now they have some more options class-wise...

ANYways (hhmm im not very good about being concise...) I was curious, If you were to play DnD, Pathfinder, etc...

What Race would you pick?

I ask because I am beginning to create my new Race traits/perks as I think it makes sense lore-wise, as well as makes character creation a bit more interesting/fun both for tacticians and goofy players alike.

I know I am going to keep all of the original DnD races, and make perks/traits/bonuses for all of them, but what other races, if you could, would you bring into the DnD universe, just so that you could play it.

So ya, What race would you play, if you made a DnD character tomorrow?

***
sob3k
Profile Blog Joined August 2009
United States7572 Posts
April 19 2013 05:06 GMT
#2
Walrus
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES50121 Posts
April 19 2013 05:45 GMT
#3
On April 19 2013 14:06 sob3k wrote:
Walrus

lemony?

try pulling the new races from project eternity.
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
TL+ Member
MaestroSC
Profile Blog Joined August 2009
United States2073 Posts
April 19 2013 06:27 GMT
#4
i understand its fun to be cheeky on the internet, but if you arent interested in actually giving a real answer, please dont feel the need to post.
Zealos
Profile Blog Joined November 2011
United Kingdom3575 Posts
April 19 2013 07:29 GMT
#5
So kind of half man-half ape thing would be pretty cool. Lots of raw strength ect ect. Could be fun.
On the internet if you disagree with or dislike something you're angry and taking it too seriously. == Join TLMafia !
Janaan
Profile Joined June 2011
United States381 Posts
April 19 2013 07:55 GMT
#6
I was going to play a game as a Genasi, but the group fell through. I know it's technically already a DnD race, but maybe not one of the ones you were planning on adding. The Genasi just seem to me to have a pretty cool backstory and can have a really interesting dynamic with other PCs if properly roleplayed.
BoonSolo
Profile Blog Joined August 2010
United Kingdom74 Posts
Last Edited: 2013-04-19 09:19:55
April 19 2013 09:17 GMT
#7
EDIT: Just realised I totally misread your request so ive taken out a lot of my post.

Hey there,

I think the races they have in DnD now are the ones that you should stick with, I mean you seem to be going for relative simplicity so I would go for:

Half Goblin maybe?
Lizardman

Sorry I cant really think of anything else, I mean DnD has a pretty wide selection of races.

As as aside, can you tell me some of the campaigns you have been following, ive been looking for something similar to Rollplay but im finding a hard time finding a long continuous campaignm rather than like a one off game.
Team Liquid - Your Starcraft fix at work!
RuskiPanda
Profile Joined December 2011
United States2906 Posts
April 19 2013 10:18 GMT
#8
I've always wanted to play an illithid except the ones in most version I've played have ridiculous level adjustment (like +8 in 3.5 I think) because of a ton of racial/spell-like abilities and stat bonuses. Would be cool to have a stripped down version with LA 0-+2 but with similar lore/flavor.
HwangjaeTerran
Profile Blog Joined October 2009
Finland5967 Posts
April 19 2013 10:43 GMT
#9
Sentient pearwood.
https://steamcommunity.com/id/*tlusernamehere*/
Zealos
Profile Blog Joined November 2011
United Kingdom3575 Posts
April 19 2013 11:45 GMT
#10
Come kind of Centaur would be fucking awesome. All current races are 2 legged IIRC.
On the internet if you disagree with or dislike something you're angry and taking it too seriously. == Join TLMafia !
Magic_Mike
Profile Joined May 2010
United States542 Posts
April 19 2013 13:55 GMT
#11
On April 19 2013 20:45 Zealos wrote:
Come kind of Centaur would be fucking awesome. All current races are 2 legged IIRC.

If it is 3.x compatible creatures with multiple legs are way over powered. They get a huge bonus to grapple (which is overpowered anyway) are harder to trip, and have a big bonus to carrying capacity and in most cases speed. It's easily a usable race but not for characters of first level.
Magic_Mike
Profile Joined May 2010
United States542 Posts
April 19 2013 14:08 GMT
#12
In terms of races, I like to keep things simple. When there are too many options, players, especially newer players have a very hard time figuring out what they want and if they have a bunch of special min/max options to choose from they rarely make the "right" ones. My wife and I play in a group regularly that plays 3.5 and she is lower gaming experience than the rest of us. It takes her hours to make characters because the DM allows every freaking race from every freaking book and constantly feels underpowered compared to everyone else because she doesn't know how to combine things like the rest of us for maximum impact. I don't run DnD anymore because I finally got a super expensive copy of BESM 3rd edition but when I do I do the wheel of time thing. I make everyone humans and instead of giving them the bonus Feat I choose the feat for them based on what "type" of human they are. If they are from the tribe of warriors known for their skill fighting with axes, I'll give them Weapon Proficiency or if they already have it Weapon Focus. I will also give each one a bonus class skill selected from a group of three or four. An example would be that people from the above tribe could pick, Craft (Weapon Smithing), Knowledge (tactics), and Survival or something similar. I'll do this for like 6-7 tribes of people and detail them a little bit so they can feel exotic or different than a standard human then keep the demi-races as NPC's or monsters. This allows the MIn/Maxers a little bit of wiggle room without alienating the newer players by making them feel weak. It's also nowhere near as complicated as figuring out stat modifiers which can be huge. A first level character with a 16 or 18 strength is pretty tough for most 1st level monsters. The same fighter with Darkvision, free proficiency in an exotic weapon and a 20 strength makes the same character feel weak.
pebble444
Profile Blog Joined March 2011
Italy2497 Posts
April 19 2013 14:56 GMT
#13
I guess Elf Archer was always my favorite. I mean Dragoons would be my favorite but you can' t play them so either being the master or Elf
"Awaken my Child, and embrace the Glory that is your Birthright"
LaSt)ChAnCe
Profile Blog Joined June 2005
United States2179 Posts
April 19 2013 14:57 GMT
#14
jaghut
NEEDZMOAR
Profile Blog Joined December 2011
Sweden1277 Posts
April 19 2013 15:28 GMT
#15
Id definitely play an ogre or an orc, Id also enjoy playing an undead (if I were to come up with classes of my own)
WarSame
Profile Blog Joined February 2010
Canada1950 Posts
April 19 2013 16:22 GMT
#16
Drow would be pretty damn sweet to play. All of Needzmoar's races are very cool as well.

I'll make a list of any I think of:

Elemental being.

Air elemental loses out on carrying capacity, strength and constitution, gets bonus MR, dexterity and a racial spell such as a group movement speed buff(wow, this sounds a lot like Janna).

Fire elemental gets a flat damage bonus to attacks and spells(good at lower levels, tails off), fire resist, damage aura that does scale well with level and the ability to expend health creating a fire, loses out in constitution, can't enter water, takes extra damage.

Earth elemental gets an incoming damage reduction, gets bonus constitution, carrying capacity and strength, has low dexterity, weak MR and a racial spell to temporarily gain a few HP.

Water elemental gets bonus wisdom and constitution and a racial ability to heal 2 people at once for a small amount. Has lower movement rate and dexterity.

The genies listed in the original monster compendium(genie, djinn, afrit, marid) but redone to carry miniature versions of the changes the elementals get(i.e if an elemental gets +2 constitution -2 dexterity the genie of that element gets +1 constitution -1 dexterity).

Some sort of caster undead would be cool, too. Like a mini-Lich or something. But that's probably impossible to do.

Can it be I stayed away too long? Did you miss these rhymes while I was gone?
MaestroSC
Profile Blog Joined August 2009
United States2073 Posts
April 19 2013 16:52 GMT
#17
I liked the suggestion of Genasi, and Drow will def be a playable race, tho they will definitely...have a harder time interacting with townsfolk/human NPC's... tho maybe they would be able to give the party a chance to interact with some Drow npc's in a friendly way.

Also liked the Centaur suggestion... again will make their life harder when in town..because obviously you will never be welcomed into a Tavern as a Centaur... but idk it could be fun, staying in a stable outside a tavern while ur group stays inside lol.

Orc will be playable, probably only half-ogre tho as I don think villages would really care to have an Ogre walking around their village.. but maybe
MaestroSC
Profile Blog Joined August 2009
United States2073 Posts
April 19 2013 17:16 GMT
#18
On April 19 2013 23:08 Magic_Mike wrote:
In terms of races, I like to keep things simple. When there are too many options, players, especially newer players have a very hard time figuring out what they want and if they have a bunch of special min/max options to choose from they rarely make the "right" ones. My wife and I play in a group regularly that plays 3.5 and she is lower gaming experience than the rest of us. It takes her hours to make characters because the DM allows every freaking race from every freaking book and constantly feels underpowered compared to everyone else because she doesn't know how to combine things like the rest of us for maximum impact. I don't run DnD anymore because I finally got a super expensive copy of BESM 3rd edition but when I do I do the wheel of time thing. I make everyone humans and instead of giving them the bonus Feat I choose the feat for them based on what "type" of human they are. If they are from the tribe of warriors known for their skill fighting with axes, I'll give them Weapon Proficiency or if they already have it Weapon Focus. I will also give each one a bonus class skill selected from a group of three or four. An example would be that people from the above tribe could pick, Craft (Weapon Smithing), Knowledge (tactics), and Survival or something similar. I'll do this for like 6-7 tribes of people and detail them a little bit so they can feel exotic or different than a standard human then keep the demi-races as NPC's or monsters. This allows the MIn/Maxers a little bit of wiggle room without alienating the newer players by making them feel weak. It's also nowhere near as complicated as figuring out stat modifiers which can be huge. A first level character with a 16 or 18 strength is pretty tough for most 1st level monsters. The same fighter with Darkvision, free proficiency in an exotic weapon and a 20 strength makes the same character feel weak.


They will be very minor bonuses, that in all honesty will have very little affect as the characters progress.

Also I am making the stat system and the way its calculated much more user-friendly. I am simplifying the way the modifiers work.

And for the character creation.. I wanted more options so that people will have more of a connection.

When I re-write traits/perks/skills for the races... it will be generally limited to:

1 Combat Trait (Like one I have currently is an Orc trait where they gain +1 damage on their damage rolls whenever the orc is under half health called -Berserk)
1 Social Trait (Bonus or negative charisma possibly on a per-race basis)
1 Stat Trait (+1 to a stat for the most part- have also thought of a sort of tradeoff... and make it optional. Like an Orc can subtract 1 Wisdom and put that 1 into Strength, since orcs are generally more physically strong than mentally, but if he is a casting orc he can choose to not use this one)
Zealos
Profile Blog Joined November 2011
United Kingdom3575 Posts
April 19 2013 17:16 GMT
#19
On April 20 2013 01:52 MaestroSC wrote:
I liked the suggestion of Genasi, and Drow will def be a playable race, tho they will definitely...have a harder time interacting with townsfolk/human NPC's... tho maybe they would be able to give the party a chance to interact with some Drow npc's in a friendly way.

Also liked the Centaur suggestion... again will make their life harder when in town..because obviously you will never be welcomed into a Tavern as a Centaur... but idk it could be fun, staying in a stable outside a tavern while ur group stays inside lol.

Orc will be playable, probably only half-ogre tho as I don think villages would really care to have an Ogre walking around their village.. but maybe

Why can't Centaur's go into town? It's your world bro, maybe 4 legged creatures could be the norm?
On the internet if you disagree with or dislike something you're angry and taking it too seriously. == Join TLMafia !
Zealos
Profile Blog Joined November 2011
United Kingdom3575 Posts
April 19 2013 17:19 GMT
#20
On April 20 2013 02:16 MaestroSC wrote:
Show nested quote +
On April 19 2013 23:08 Magic_Mike wrote:
In terms of races, I like to keep things simple. When there are too many options, players, especially newer players have a very hard time figuring out what they want and if they have a bunch of special min/max options to choose from they rarely make the "right" ones. My wife and I play in a group regularly that plays 3.5 and she is lower gaming experience than the rest of us. It takes her hours to make characters because the DM allows every freaking race from every freaking book and constantly feels underpowered compared to everyone else because she doesn't know how to combine things like the rest of us for maximum impact. I don't run DnD anymore because I finally got a super expensive copy of BESM 3rd edition but when I do I do the wheel of time thing. I make everyone humans and instead of giving them the bonus Feat I choose the feat for them based on what "type" of human they are. If they are from the tribe of warriors known for their skill fighting with axes, I'll give them Weapon Proficiency or if they already have it Weapon Focus. I will also give each one a bonus class skill selected from a group of three or four. An example would be that people from the above tribe could pick, Craft (Weapon Smithing), Knowledge (tactics), and Survival or something similar. I'll do this for like 6-7 tribes of people and detail them a little bit so they can feel exotic or different than a standard human then keep the demi-races as NPC's or monsters. This allows the MIn/Maxers a little bit of wiggle room without alienating the newer players by making them feel weak. It's also nowhere near as complicated as figuring out stat modifiers which can be huge. A first level character with a 16 or 18 strength is pretty tough for most 1st level monsters. The same fighter with Darkvision, free proficiency in an exotic weapon and a 20 strength makes the same character feel weak.


They will be very minor bonuses, that in all honesty will have very little affect as the characters progress.

Also I am making the stat system and the way its calculated much more user-friendly. I am simplifying the way the modifiers work.

And for the character creation.. I wanted more options so that people will have more of a connection.

When I re-write traits/perks/skills for the races... it will be generally limited to:

1 Combat Trait (Like one I have currently is an Orc trait where they gain +1 damage on their damage rolls whenever the orc is under half health called -Berserk)
1 Social Trait (Bonus or negative charisma possibly on a per-race basis)
1 Stat Trait (+1 to a stat for the most part- have also thought of a sort of tradeoff... and make it optional. Like an Orc can subtract 1 Wisdom and put that 1 into Strength, since orcs are generally more physically strong than mentally, but if he is a casting orc he can choose to not use this one)

Also, I suggest making some of the bonus' scalable, or they will become irrelevent later into the game. Such as the berserk ability doing +(1x1/2 Level)
On the internet if you disagree with or dislike something you're angry and taking it too seriously. == Join TLMafia !
Magic_Mike
Profile Joined May 2010
United States542 Posts
April 19 2013 17:24 GMT
#21
On April 20 2013 02:16 MaestroSC wrote:
Show nested quote +
On April 19 2013 23:08 Magic_Mike wrote:
In terms of races, I like to keep things simple. When there are too many options, players, especially newer players have a very hard time figuring out what they want and if they have a bunch of special min/max options to choose from they rarely make the "right" ones. My wife and I play in a group regularly that plays 3.5 and she is lower gaming experience than the rest of us. It takes her hours to make characters because the DM allows every freaking race from every freaking book and constantly feels underpowered compared to everyone else because she doesn't know how to combine things like the rest of us for maximum impact. I don't run DnD anymore because I finally got a super expensive copy of BESM 3rd edition but when I do I do the wheel of time thing. I make everyone humans and instead of giving them the bonus Feat I choose the feat for them based on what "type" of human they are. If they are from the tribe of warriors known for their skill fighting with axes, I'll give them Weapon Proficiency or if they already have it Weapon Focus. I will also give each one a bonus class skill selected from a group of three or four. An example would be that people from the above tribe could pick, Craft (Weapon Smithing), Knowledge (tactics), and Survival or something similar. I'll do this for like 6-7 tribes of people and detail them a little bit so they can feel exotic or different than a standard human then keep the demi-races as NPC's or monsters. This allows the MIn/Maxers a little bit of wiggle room without alienating the newer players by making them feel weak. It's also nowhere near as complicated as figuring out stat modifiers which can be huge. A first level character with a 16 or 18 strength is pretty tough for most 1st level monsters. The same fighter with Darkvision, free proficiency in an exotic weapon and a 20 strength makes the same character feel weak.


They will be very minor bonuses, that in all honesty will have very little affect as the characters progress.

Also I am making the stat system and the way its calculated much more user-friendly. I am simplifying the way the modifiers work.

And for the character creation.. I wanted more options so that people will have more of a connection.

When I re-write traits/perks/skills for the races... it will be generally limited to:

1 Combat Trait (Like one I have currently is an Orc trait where they gain +1 damage on their damage rolls whenever the orc is under half health called -Berserk)
1 Social Trait (Bonus or negative charisma possibly on a per-race basis)
1 Stat Trait (+1 to a stat for the most part- have also thought of a sort of tradeoff... and make it optional. Like an Orc can subtract 1 Wisdom and put that 1 into Strength, since orcs are generally more physically strong than mentally, but if he is a casting orc he can choose to not use this one)


I see. So in your new system do they get modifiers for odd numbers attributes? Otherwise a +1 stat is meaningless. I assume you do. I personally like how you've kept things simple and made the races your own instead of using the Wizards Version. My uncle created a game using the AD&D rules when we were kids that was a combination of Grim and Gritty and Skyrim where characters went up levels in individual weapons and skills rather than a single class. Instead of experience points you got proficiencies that you could spend on your skills. Lots of fun. BESM is simliar, so I guess that's why I like it so much. Let us know how your game comes along. Maybe post some rules or whatever.
MaestroSC
Profile Blog Joined August 2009
United States2073 Posts
April 19 2013 17:33 GMT
#22
On April 20 2013 02:16 Zealos wrote:
Show nested quote +
On April 20 2013 01:52 MaestroSC wrote:
I liked the suggestion of Genasi, and Drow will def be a playable race, tho they will definitely...have a harder time interacting with townsfolk/human NPC's... tho maybe they would be able to give the party a chance to interact with some Drow npc's in a friendly way.

Also liked the Centaur suggestion... again will make their life harder when in town..because obviously you will never be welcomed into a Tavern as a Centaur... but idk it could be fun, staying in a stable outside a tavern while ur group stays inside lol.

Orc will be playable, probably only half-ogre tho as I don think villages would really care to have an Ogre walking around their village.. but maybe

Why can't Centaur's go into town? It's your world bro, maybe 4 legged creatures could be the norm?



they'll be able to go into town. But generally humans will be more scared of him, also he cant go into a tavern because he would be way too big... and an innkeeper would not be prepared to house a centaur indoors.


Also for your 2nd post, I dont want the Racial traits to be too strong because I dont really want people to feel forced to play a certain race/class combination without gimping themselves.
MaestroSC
Profile Blog Joined August 2009
United States2073 Posts
Last Edited: 2013-04-19 18:29:30
April 19 2013 17:56 GMT
#23
On April 20 2013 02:24 Magic_Mike wrote:
Show nested quote +
On April 20 2013 02:16 MaestroSC wrote:
On April 19 2013 23:08 Magic_Mike wrote:
In terms of races, I like to keep things simple. When there are too many options, players, especially newer players have a very hard time figuring out what they want and if they have a bunch of special min/max options to choose from they rarely make the "right" ones. My wife and I play in a group regularly that plays 3.5 and she is lower gaming experience than the rest of us. It takes her hours to make characters because the DM allows every freaking race from every freaking book and constantly feels underpowered compared to everyone else because she doesn't know how to combine things like the rest of us for maximum impact. I don't run DnD anymore because I finally got a super expensive copy of BESM 3rd edition but when I do I do the wheel of time thing. I make everyone humans and instead of giving them the bonus Feat I choose the feat for them based on what "type" of human they are. If they are from the tribe of warriors known for their skill fighting with axes, I'll give them Weapon Proficiency or if they already have it Weapon Focus. I will also give each one a bonus class skill selected from a group of three or four. An example would be that people from the above tribe could pick, Craft (Weapon Smithing), Knowledge (tactics), and Survival or something similar. I'll do this for like 6-7 tribes of people and detail them a little bit so they can feel exotic or different than a standard human then keep the demi-races as NPC's or monsters. This allows the MIn/Maxers a little bit of wiggle room without alienating the newer players by making them feel weak. It's also nowhere near as complicated as figuring out stat modifiers which can be huge. A first level character with a 16 or 18 strength is pretty tough for most 1st level monsters. The same fighter with Darkvision, free proficiency in an exotic weapon and a 20 strength makes the same character feel weak.


They will be very minor bonuses, that in all honesty will have very little affect as the characters progress.

Also I am making the stat system and the way its calculated much more user-friendly. I am simplifying the way the modifiers work.

And for the character creation.. I wanted more options so that people will have more of a connection.

When I re-write traits/perks/skills for the races... it will be generally limited to:

1 Combat Trait (Like one I have currently is an Orc trait where they gain +1 damage on their damage rolls whenever the orc is under half health called -Berserk)
1 Social Trait (Bonus or negative charisma possibly on a per-race basis)
1 Stat Trait (+1 to a stat for the most part- have also thought of a sort of tradeoff... and make it optional. Like an Orc can subtract 1 Wisdom and put that 1 into Strength, since orcs are generally more physically strong than mentally, but if he is a casting orc he can choose to not use this one)


I see. So in your new system do they get modifiers for odd numbers attributes? Otherwise a +1 stat is meaningless. I assume you do. I personally like how you've kept things simple and made the races your own instead of using the Wizards Version. My uncle created a game using the AD&D rules when we were kids that was a combination of Grim and Gritty and Skyrim where characters went up levels in individual weapons and skills rather than a single class. Instead of experience points you got proficiencies that you could spend on your skills. Lots of fun. BESM is simliar, so I guess that's why I like it so much. Let us know how your game comes along. Maybe post some rules or whatever.


I like your uncles idea.

Because right now stats are like unnecessarily complex for DnD or PF, and they dont need to be. Like people get mad at people just for not knowing some obscure formula or ruleset, and NOBODY wants to be the guy holding up the group because he cant figure out his own attack rolls. But it shouldnt need to be like that.

in my Game Stats will be Current - Base stat/5 = your modifier. (And when I say +1 i mean it will be enough to give them a +1 on their roll, not necessarily only 1 stat) (So in this scenario, an Orc player would get +5 to his Strength, rather than just +1 for being an orc)

For instance:
An Orc with 20 Strength will get a +2 roll. (20 current - 10 base = 10. 10/5 = +2 to their strength rolls)

At each level, every player will roll 6 D6, and apply them to stats as they please.

You will technically have people who are at 24 Str for instance, so they are 1 away from being a +3, but since dice rolls wont always bring you to a round number, it will encourage keeping characters more well-rounded rather than focusing too much on min-maxing.

Like if your a Str based character, if you are at 24 Str, and your Wisdom is only at 11, if you roll a 1 and a 4, you are probably going to put the 4 on the wisdom, and the 1 on the 24, to get the +1 on each, rather than putting 1 on strength, and 1 on wisdom, which will only give u the strength bonus. I think it will help encourage players to be more well-rounded.


The only stat that wont work this way will probably be the stat
Vitality.
Vitality is one of the 6 stats, and determines your health.
I am not sure how i want to change the formula for this one, but I am thinking something along the lines of
Current Stat - Base Stat / 2 or 3
or
Vitality may just be a 1 Vit = 1 health.
Magic_Mike
Profile Joined May 2010
United States542 Posts
April 19 2013 18:19 GMT
#24
On April 20 2013 02:56 MaestroSC wrote:
Show nested quote +
On April 20 2013 02:24 Magic_Mike wrote:
On April 20 2013 02:16 MaestroSC wrote:
On April 19 2013 23:08 Magic_Mike wrote:
In terms of races, I like to keep things simple. When there are too many options, players, especially newer players have a very hard time figuring out what they want and if they have a bunch of special min/max options to choose from they rarely make the "right" ones. My wife and I play in a group regularly that plays 3.5 and she is lower gaming experience than the rest of us. It takes her hours to make characters because the DM allows every freaking race from every freaking book and constantly feels underpowered compared to everyone else because she doesn't know how to combine things like the rest of us for maximum impact. I don't run DnD anymore because I finally got a super expensive copy of BESM 3rd edition but when I do I do the wheel of time thing. I make everyone humans and instead of giving them the bonus Feat I choose the feat for them based on what "type" of human they are. If they are from the tribe of warriors known for their skill fighting with axes, I'll give them Weapon Proficiency or if they already have it Weapon Focus. I will also give each one a bonus class skill selected from a group of three or four. An example would be that people from the above tribe could pick, Craft (Weapon Smithing), Knowledge (tactics), and Survival or something similar. I'll do this for like 6-7 tribes of people and detail them a little bit so they can feel exotic or different than a standard human then keep the demi-races as NPC's or monsters. This allows the MIn/Maxers a little bit of wiggle room without alienating the newer players by making them feel weak. It's also nowhere near as complicated as figuring out stat modifiers which can be huge. A first level character with a 16 or 18 strength is pretty tough for most 1st level monsters. The same fighter with Darkvision, free proficiency in an exotic weapon and a 20 strength makes the same character feel weak.


They will be very minor bonuses, that in all honesty will have very little affect as the characters progress.

Also I am making the stat system and the way its calculated much more user-friendly. I am simplifying the way the modifiers work.

And for the character creation.. I wanted more options so that people will have more of a connection.

When I re-write traits/perks/skills for the races... it will be generally limited to:

1 Combat Trait (Like one I have currently is an Orc trait where they gain +1 damage on their damage rolls whenever the orc is under half health called -Berserk)
1 Social Trait (Bonus or negative charisma possibly on a per-race basis)
1 Stat Trait (+1 to a stat for the most part- have also thought of a sort of tradeoff... and make it optional. Like an Orc can subtract 1 Wisdom and put that 1 into Strength, since orcs are generally more physically strong than mentally, but if he is a casting orc he can choose to not use this one)


I see. So in your new system do they get modifiers for odd numbers attributes? Otherwise a +1 stat is meaningless. I assume you do. I personally like how you've kept things simple and made the races your own instead of using the Wizards Version. My uncle created a game using the AD&D rules when we were kids that was a combination of Grim and Gritty and Skyrim where characters went up levels in individual weapons and skills rather than a single class. Instead of experience points you got proficiencies that you could spend on your skills. Lots of fun. BESM is simliar, so I guess that's why I like it so much. Let us know how your game comes along. Maybe post some rules or whatever.


I like your uncles idea.

Because right now stats are like unnecessarily complex for DnD or PF, and they dont need to be. Like people get mad at people just for not knowing some obscure formula or ruleset, and NOBODY wants to be the guy holding up the group because he cant figure out his own attack rolls. But it shouldnt need to be like that.

in my Game Stats will be Current - Base stat/5 = your modifier. (And when I say +1 i mean it will be enough to give them a +1 on their roll, not necessarily only 1 stat) (So in this scenario, an Orc player would get +5 to his Strength, rather than just +1 for being an orc)

For instance:
An Orc with 20 Strength will get a +2 roll. (20 current - 10 base = 10. 10/5 = +2 to their strength rolls)

At each level, every player will roll 6 D6, and apply them to stats as they please.

You will technically have people who are at 24 Str for instance, so they are 1 away from being a +3, but since dice rolls wont always bring you to a round number, it will encourage keeping characters more well-rounded rather than focusing too much on min-maxing.

Like if your a Str based character, if you are at 24 Str, and your Wisdom is only at 11, if you roll a 1 and a 4, you are probably going to put the 4 on the wisdom, and the 1 on the 24, to get the +1 on each, rather than putting 1 on strength, and 1 on wisdom, which will only give u the strength bonus. I think it will help encourage players to be more well-rounded.


The only stat that wont work this way will probably be the stat
Vitality.
Vitality is one of the 6 stats, and determines your health.
I am not sure how i want to change the formula for this one, but I am thinking something along the lines of
Current Stat - Base Stat / 2 or 3


It really depends on how you view the concept of hitpoints and vitality. If it is a combination of dodging and physical health other stats besides just vitality should add to it. Dex for example, should add to hit points as well as possibly Intelligence. If you think of it more along the lines of simply physical ability to withstand damage and have some way for characters to actually dodge attacks just Vit is fine but in order to keep the concept you will have to have an alternate means to determine armor other than just AC, damage reduction for example. That combined with what type of game you want to run (gritty or heroic) will determine the scaling of hitpoints can make it very tricky.
Zealos
Profile Blog Joined November 2011
United Kingdom3575 Posts
April 19 2013 18:22 GMT
#25
On April 20 2013 02:33 MaestroSC wrote:
Show nested quote +
On April 20 2013 02:16 Zealos wrote:
On April 20 2013 01:52 MaestroSC wrote:
I liked the suggestion of Genasi, and Drow will def be a playable race, tho they will definitely...have a harder time interacting with townsfolk/human NPC's... tho maybe they would be able to give the party a chance to interact with some Drow npc's in a friendly way.

Also liked the Centaur suggestion... again will make their life harder when in town..because obviously you will never be welcomed into a Tavern as a Centaur... but idk it could be fun, staying in a stable outside a tavern while ur group stays inside lol.

Orc will be playable, probably only half-ogre tho as I don think villages would really care to have an Ogre walking around their village.. but maybe

Why can't Centaur's go into town? It's your world bro, maybe 4 legged creatures could be the norm?



they'll be able to go into town. But generally humans will be more scared of him, also he cant go into a tavern because he would be way too big... and an innkeeper would not be prepared to house a centaur indoors.

But why?
It seems like you're making assumptions based on human life and the world we live it. Obviously it's your choice if you want to run it like that, but there is no reason necessarily that humans would be scared of centaurs.
On the internet if you disagree with or dislike something you're angry and taking it too seriously. == Join TLMafia !
MaestroSC
Profile Blog Joined August 2009
United States2073 Posts
April 19 2013 18:31 GMT
#26
On April 20 2013 03:22 Zealos wrote:
Show nested quote +
On April 20 2013 02:33 MaestroSC wrote:
On April 20 2013 02:16 Zealos wrote:
On April 20 2013 01:52 MaestroSC wrote:
I liked the suggestion of Genasi, and Drow will def be a playable race, tho they will definitely...have a harder time interacting with townsfolk/human NPC's... tho maybe they would be able to give the party a chance to interact with some Drow npc's in a friendly way.

Also liked the Centaur suggestion... again will make their life harder when in town..because obviously you will never be welcomed into a Tavern as a Centaur... but idk it could be fun, staying in a stable outside a tavern while ur group stays inside lol.

Orc will be playable, probably only half-ogre tho as I don think villages would really care to have an Ogre walking around their village.. but maybe

Why can't Centaur's go into town? It's your world bro, maybe 4 legged creatures could be the norm?



they'll be able to go into town. But generally humans will be more scared of him, also he cant go into a tavern because he would be way too big... and an innkeeper would not be prepared to house a centaur indoors.

But why?
It seems like you're making assumptions based on human life and the world we live it. Obviously it's your choice if you want to run it like that, but there is no reason necessarily that humans would be scared of centaurs.



well generally, people are pretty much afraid of anything different. (this is true for people in general... its why racism/sexism/religionism -?? maybe- Exists. People fear that which is different

also if they are visiting a human village, there is no reason they would build a human village to the needs of centaur...

however if they visited a centaur village, I am sure the centaur would be very well accomodated, and the rest would be uncomfortable without their usual beds/rooms/etc.
Zealos
Profile Blog Joined November 2011
United Kingdom3575 Posts
April 19 2013 18:36 GMT
#27
Nothing stopping you abiding to the shitty rules of human nature. Change it! : D

Gl with the game, whatever way you go though, just DMing a game is quite enough for me, making a whole new rules set is a cool idea, and I wish you the best of luck : D
On the internet if you disagree with or dislike something you're angry and taking it too seriously. == Join TLMafia !
MaestroSC
Profile Blog Joined August 2009
United States2073 Posts
April 19 2013 18:38 GMT
#28
On April 20 2013 03:19 Magic_Mike wrote:
Show nested quote +
On April 20 2013 02:56 MaestroSC wrote:
On April 20 2013 02:24 Magic_Mike wrote:
On April 20 2013 02:16 MaestroSC wrote:
On April 19 2013 23:08 Magic_Mike wrote:
In terms of races, I like to keep things simple. When there are too many options, players, especially newer players have a very hard time figuring out what they want and if they have a bunch of special min/max options to choose from they rarely make the "right" ones. My wife and I play in a group regularly that plays 3.5 and she is lower gaming experience than the rest of us. It takes her hours to make characters because the DM allows every freaking race from every freaking book and constantly feels underpowered compared to everyone else because she doesn't know how to combine things like the rest of us for maximum impact. I don't run DnD anymore because I finally got a super expensive copy of BESM 3rd edition but when I do I do the wheel of time thing. I make everyone humans and instead of giving them the bonus Feat I choose the feat for them based on what "type" of human they are. If they are from the tribe of warriors known for their skill fighting with axes, I'll give them Weapon Proficiency or if they already have it Weapon Focus. I will also give each one a bonus class skill selected from a group of three or four. An example would be that people from the above tribe could pick, Craft (Weapon Smithing), Knowledge (tactics), and Survival or something similar. I'll do this for like 6-7 tribes of people and detail them a little bit so they can feel exotic or different than a standard human then keep the demi-races as NPC's or monsters. This allows the MIn/Maxers a little bit of wiggle room without alienating the newer players by making them feel weak. It's also nowhere near as complicated as figuring out stat modifiers which can be huge. A first level character with a 16 or 18 strength is pretty tough for most 1st level monsters. The same fighter with Darkvision, free proficiency in an exotic weapon and a 20 strength makes the same character feel weak.


They will be very minor bonuses, that in all honesty will have very little affect as the characters progress.

Also I am making the stat system and the way its calculated much more user-friendly. I am simplifying the way the modifiers work.

And for the character creation.. I wanted more options so that people will have more of a connection.

When I re-write traits/perks/skills for the races... it will be generally limited to:

1 Combat Trait (Like one I have currently is an Orc trait where they gain +1 damage on their damage rolls whenever the orc is under half health called -Berserk)
1 Social Trait (Bonus or negative charisma possibly on a per-race basis)
1 Stat Trait (+1 to a stat for the most part- have also thought of a sort of tradeoff... and make it optional. Like an Orc can subtract 1 Wisdom and put that 1 into Strength, since orcs are generally more physically strong than mentally, but if he is a casting orc he can choose to not use this one)


I see. So in your new system do they get modifiers for odd numbers attributes? Otherwise a +1 stat is meaningless. I assume you do. I personally like how you've kept things simple and made the races your own instead of using the Wizards Version. My uncle created a game using the AD&D rules when we were kids that was a combination of Grim and Gritty and Skyrim where characters went up levels in individual weapons and skills rather than a single class. Instead of experience points you got proficiencies that you could spend on your skills. Lots of fun. BESM is simliar, so I guess that's why I like it so much. Let us know how your game comes along. Maybe post some rules or whatever.


I like your uncles idea.

Because right now stats are like unnecessarily complex for DnD or PF, and they dont need to be. Like people get mad at people just for not knowing some obscure formula or ruleset, and NOBODY wants to be the guy holding up the group because he cant figure out his own attack rolls. But it shouldnt need to be like that.

in my Game Stats will be Current - Base stat/5 = your modifier. (And when I say +1 i mean it will be enough to give them a +1 on their roll, not necessarily only 1 stat) (So in this scenario, an Orc player would get +5 to his Strength, rather than just +1 for being an orc)

For instance:
An Orc with 20 Strength will get a +2 roll. (20 current - 10 base = 10. 10/5 = +2 to their strength rolls)

At each level, every player will roll 6 D6, and apply them to stats as they please.

You will technically have people who are at 24 Str for instance, so they are 1 away from being a +3, but since dice rolls wont always bring you to a round number, it will encourage keeping characters more well-rounded rather than focusing too much on min-maxing.

Like if your a Str based character, if you are at 24 Str, and your Wisdom is only at 11, if you roll a 1 and a 4, you are probably going to put the 4 on the wisdom, and the 1 on the 24, to get the +1 on each, rather than putting 1 on strength, and 1 on wisdom, which will only give u the strength bonus. I think it will help encourage players to be more well-rounded.


The only stat that wont work this way will probably be the stat
Vitality.
Vitality is one of the 6 stats, and determines your health.
I am not sure how i want to change the formula for this one, but I am thinking something along the lines of
Current Stat - Base Stat / 2 or 3


It really depends on how you view the concept of hitpoints and vitality. If it is a combination of dodging and physical health other stats besides just vitality should add to it. Dex for example, should add to hit points as well as possibly Intelligence. If you think of it more along the lines of simply physical ability to withstand damage and have some way for characters to actually dodge attacks just Vit is fine but in order to keep the concept you will have to have an alternate means to determine armor other than just AC, damage reduction for example. That combined with what type of game you want to run (gritty or heroic) will determine the scaling of hitpoints can make it very tricky.



Dex will increase your AC, because it gives you a chance to dodge.

For instance if you have 20 Dex, and an AC of 10, you will now have AC12.

Also There are going to be certain class bonuses/spells to help balance their Armor.

IE Mage/wizard classes will get "Mage armor. Mage armor = +5 AC)
Thief/Rogue Classes will get "Quick Reflexes" = +5 AC - or some modifier based on their Dex in addition to regular dex bonus AC)
Warrior-ish type classes will just wear better armor, and still get the +AC from dex modifier, and will naturally have higher AC's.
pebble444
Profile Blog Joined March 2011
Italy2497 Posts
April 20 2013 06:32 GMT
#29
I want dragon with FiyA!
"Awaken my Child, and embrace the Glory that is your Birthright"
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