Creating New Races
Creating New Races
Maybe this will be featured in the CKG, but in the meantime, I was hoping someone could give me some guidelines on creating new races for the game... I'm looking to use C&C for a new campaign, and I really ant to avoid the old standbys of dwarves and elves and such.
- Breakdaddy
- Greater Lore Drake
- Posts: 3875
- Joined: Tue Aug 15, 2006 7:00 am
Are you creating a race as a class? If so, I would first look at the existing classes, find one that approximates the desired result and use it as a guideline for the XP cost, adjusting on whether the abilities gained are more, or less, powerful than those of the "baseline."
If the race is to be brand new, and not a class by itself, I would suggest starting with a maximum of +3 bonus for attributes, and balance them to zero with penalties. Racially-assigned modifiers for ability checks should not exceed +6, and should tend to provide to 2-3 abilities, such as move silently and hide, for example (each at +2 or +3). Look at the existing races to judge what the general power level is -- if you want a race that gives +3 AC, that is remarkably more potent than the half-orc +1, so reduce total other modifiers (attribute and ability bonuses) to compensate.
If the race is based on a monster... I'll have to find my notes. But, this, as I recall, will be covered in the CKG (though not my way which is not bad.)
[edit] Found the old post on monsters-to-PC...
There is no "right way," or "official way." Yet. There is only what people do... mine is as follows:
To convert a monstrous race into a playable race is rather simple.
List the "Specials" given by the monster as racial abilities. These will be transferred exactly across.
Next, one determines the attribute adjustments, which is the far trickier part, but one can bend this part ot suit taste. Personally, I do this:
If HD > = 6 and Physical Prime, then +1 Stength and Con ; +1 / +3 HD > 6.
If movement (land speed) >= 30, then +1 Dex / +10 feet > 30
If HD >= 6 and Mental Prime, then +1 Wisdom and Int; +1 / +3 HD > 6.
If a monster is described as weak, cowardly, or some other seeming contradiction, apply a penalty instead to relevant attribute. However, if the monster is described as being particularly strong, or agile, and it is not reflected in the HD formula, give a +1 bonus anyway.
All monster races get -2 Charisma.
If Con modifier >= +3, +1 hit dice at level one; still use class-based type. Note that monsters which are listed as having class abilities or possibly having class abilties should favor those classes, getting a +2 bonus on 2-3 checks for that class.
Next, comes the hard part, and that is "balancing" the race. I disfavor XP penalties, as they become meaningless at high levels. Instead, I prefer something else, which is similar, but not quite. Add up the bonuses, and the Type abilities giving by monster type (that would be the Type I, Type II, and Type III abilities.) Divide it by four. That is the number of levels the character must advance before being considered a 2nd level PC.
Some abilities should be reduced in power, to make them comparable, and not overpowering. In these cases, for those which are able to be stagnated, detrmine a level progression. For abilities that cannot be so determined, decide what level the character will get the ability, instead.
Example of the minotaur:
Abilities of race: Powerful Charge (Type II) [will be stagnated at +1d6/3 levels; attack modifier remains +2 as charge], Darkvision 60 ft (Tye\pe --), Natural Cunning (Type II), Weapon Abilities (Type I; stagnate as per Fighter Weapon Specialization.)
Attribute modifiers -- Strength +2 (7HD = +1 and "powerfully built"); Con +2 (7 HD and implied lifestyle); -3 Intelligence (Low Intelligence, "dim-witted); -2 Charisma.
Positive attribute mod + monster abilities = 9 / 4 = 2.
The character must earn enough XP equal to a third level character before advancing to 2nd. Essentially, the chart is shifted two levels, making the monster advance much slower, but compensated by its abilities.
Others will have their own system of course.
Over time, I have decided against the "level equivalency."
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If the race is to be brand new, and not a class by itself, I would suggest starting with a maximum of +3 bonus for attributes, and balance them to zero with penalties. Racially-assigned modifiers for ability checks should not exceed +6, and should tend to provide to 2-3 abilities, such as move silently and hide, for example (each at +2 or +3). Look at the existing races to judge what the general power level is -- if you want a race that gives +3 AC, that is remarkably more potent than the half-orc +1, so reduce total other modifiers (attribute and ability bonuses) to compensate.
If the race is based on a monster... I'll have to find my notes. But, this, as I recall, will be covered in the CKG (though not my way which is not bad.)
[edit] Found the old post on monsters-to-PC...
There is no "right way," or "official way." Yet. There is only what people do... mine is as follows:
To convert a monstrous race into a playable race is rather simple.
List the "Specials" given by the monster as racial abilities. These will be transferred exactly across.
Next, one determines the attribute adjustments, which is the far trickier part, but one can bend this part ot suit taste. Personally, I do this:
If HD > = 6 and Physical Prime, then +1 Stength and Con ; +1 / +3 HD > 6.
If movement (land speed) >= 30, then +1 Dex / +10 feet > 30
If HD >= 6 and Mental Prime, then +1 Wisdom and Int; +1 / +3 HD > 6.
If a monster is described as weak, cowardly, or some other seeming contradiction, apply a penalty instead to relevant attribute. However, if the monster is described as being particularly strong, or agile, and it is not reflected in the HD formula, give a +1 bonus anyway.
All monster races get -2 Charisma.
If Con modifier >= +3, +1 hit dice at level one; still use class-based type. Note that monsters which are listed as having class abilities or possibly having class abilties should favor those classes, getting a +2 bonus on 2-3 checks for that class.
Next, comes the hard part, and that is "balancing" the race. I disfavor XP penalties, as they become meaningless at high levels. Instead, I prefer something else, which is similar, but not quite. Add up the bonuses, and the Type abilities giving by monster type (that would be the Type I, Type II, and Type III abilities.) Divide it by four. That is the number of levels the character must advance before being considered a 2nd level PC.
Some abilities should be reduced in power, to make them comparable, and not overpowering. In these cases, for those which are able to be stagnated, detrmine a level progression. For abilities that cannot be so determined, decide what level the character will get the ability, instead.
Example of the minotaur:
Abilities of race: Powerful Charge (Type II) [will be stagnated at +1d6/3 levels; attack modifier remains +2 as charge], Darkvision 60 ft (Tye\pe --), Natural Cunning (Type II), Weapon Abilities (Type I; stagnate as per Fighter Weapon Specialization.)
Attribute modifiers -- Strength +2 (7HD = +1 and "powerfully built"); Con +2 (7 HD and implied lifestyle); -3 Intelligence (Low Intelligence, "dim-witted); -2 Charisma.
Positive attribute mod + monster abilities = 9 / 4 = 2.
The character must earn enough XP equal to a third level character before advancing to 2nd. Essentially, the chart is shifted two levels, making the monster advance much slower, but compensated by its abilities.
Others will have their own system of course.
Over time, I have decided against the "level equivalency."
_________________
If it matters, leave a message at the beep.
Serl's Corner