Author Topic: Subclasses and subraces.  (Read 689 times)

Legacy_Nick The Noodle

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Subclasses and subraces.
« Reply #15 on: September 16, 2014, 08:34:04 pm »


               

Sub class changes are for fun imho, and if I manage to get them working, I won't care in the relevant power of each.


It was A Dance With Rogues that first got me thinking about specific classes for specific modules.


For example, I'm looking at creating a Blueblood Noble class, and a Vixen class.  Maybe a Courtesan class as well.  Perhaps even a Princess class!


 


When it comes to races, I've an inbuilt intolerance to any creature being better than any other more than 50% of the time.


Environment, rather than a divine aspired greater ability, shapes people.


 


I don't like effective character level, as if some being is born superior to another.  This does not mean that some races and classes do not do better in some modules, but overall we need balance.  If a player wants a Giant type, to mash opposition with big clubs, let them.  However, to balance the obvious strength, and possibly constitution, bonus from size, factor in some obvious weaknesses.  For every +1 in strength/constitution/intimidation bonus, you might want to consider a -1 intelligence/wisdom/persuade/bluff/initiative/reflex save penalty as a possibility for this Giant variant.


 


Too many subraces are uber strong in low level campaigns, and really weak in mid level ones.  Whether they become strong again in higher level ones usually depends on how much magic is available.  I prefer balance, and a gamers choice to have a few superior abilities in some areas, if it means many minuses in many others.