Racial levels

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rabindranath72
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Racial levels

Post by rabindranath72 »

Dear all,

I got this idea of introducing racial levels implicitly in C&C. That is, the demihumans get their bonuses as they progress in their classes. This gives something more to "look forward", and embodies the idea that not all demihumans have the same abilities. Since this progression makes demihumans weaker than humans at the start, I would give them 3 Primes, too. Also, I would give humans a +1 to all SIEGE checks, to re-balance the long term benefits of demihumans.

OR, instead of the additional Prime to demihumans, I would grant them a +2 to an ability of their choice (much like the half-elf). With this option, humans would not be modified.

Oh, and with these rules variants, all demihumans abilities which replicate class abilities (e.g. the elven "move silently") DO add class level (actually, how it is supposed to work by the RAW is not clear, and subject to some debate).

For example, consider the dwarf:

[quote]Code:


Ideas, comments, rotten tomatoes?

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DangerDwarf
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Post by DangerDwarf »

I like the idea, I'm curious as to how much demihuman level advances would cost though. Neither me or my group have ever been too much into mutli-classing so for us personally it might be a hard-sell for us to use. Though, using them as CZ: Skills might work for us.

rabindranath72
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Post by rabindranath72 »

DangerDwarf wrote:
I like the idea, I'm curious as to how much demihuman level advances would cost though. Neither me or my group have ever been too much into mutli-classing so for us personally it might be a hard-sell for us to use. Though, using them as CZ: Skills might work for us.

Thanks!

Actually, I have not been clear. Advancement is free. Whatever class you choose, you advance ALSO as a race. It is not multiclassing. It also means that non-classed demihumans are simply considered at the first level of ability. So, characters who advance in a class ALSO become "better" demihumans (or paragons).

Cheers,

Antonio

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DangerDwarf
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Post by DangerDwarf »

Hmmmm. That might work for us then. When we jump back to C&C I might implement this to see how it works for us in an actual campaign.

rabindranath72
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Post by rabindranath72 »

So, these are the complete writeups for all races:

Racial Levels

Dwarf

Level Racial ability

1 Deepvision, Determine depth and direction, Defensive Expertise +1, Enmity, Animosity, Resistant to arcane magic +1, Resistant to fear +1, Resistant to poison +1, Stonecraft +1 (+2)

2 Defensive Expertise +2, Resistant to arcane magic +2, Resistant to fear +2, Resistant to poison +2, Stonecraft +2 (+4)

3 Defensive Expertise +3, Resistant to arcane magic +3

4 Defensive Expertise +4

Rogue and Assassin modifier (2 levels): find traps in structures only.

Elves

Level Racial abilities

1 Twilight vision, Enhanced senses +1, Move silently (+1 per level), Spell resistance +2, Spot hidden doors +1, Weapon training

2 Enhanced senses +2, Spell resistance +4, Spot hidden doors +2

3 Spell resistance +6

4 Spell resistance +8

5 Spell resistance +10

Ranger modifier (2 levels): move silent, find traps

Rogue and Assassin modifier (2 levels): listen, move silent, find traps

Gnome

Level Racial abilities

1 Animal empathy, Combat expertise, Darkvision, Enhanced hearing +1, 1 0th level spell

2 Enhanced hearing +2, 2 0th level spells

3 Enhanced hearing +3, 3 0th level spells

At each level a new spell is added from the following list: dancing lights, ghost sound, prestidigitation.

Rogue and Assassin modifier (3 levels): listen

Half-elf

Level Racial abilities

1 Empathy +1, Move silently (+1 per level), Spot hidden doors

Human lineage: Attribute check modification +1, Spell resistance +1

Elven lineage: Enhanced senses +1, Spell resistance +1

2 Empathy +2

Human lineage: Attribute check modification +2, Spell resistance +2

Elven lineage: Enhanced senses +2, Spell resistance +2

3 Elven lineage: Spell resistance +3

4 Elven lineage: Spell resistance +4

Ranger modifier (2 levels): move silent, find traps

Rogue and Assassin modifier (2 levels): listen (elf lineage), move silent, find traps

Halfling

Level Racial abilities

1 Duskvision, Hide (+1 per level), Move silently (+1 per level), Fearless +1, Resistant +1

2 Fearless +2

Ranger modifier (2 levels): conceal, move silent

Rogue and Assassin modifier (2 levels): hide, move silent

Half-orc

Level Racial abilities

1 Darkvision, Enhanced sense of smell, Martial prowess, Resistant +1

2 Resistant +2

Ranger modifier (2 levels): track

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Post by Treebore »

You know breaking it down this way just shows me that demi humans are substantially "better" than humans and that the 3rd Prime does offset it pretty decently, except maybe in the case of dwarves and elves.
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