I have a few custom races that could be viable with the game, but the problem is how powerful they are. If you look at my Cerudanian and Rukima races, they fit a rather viable theme.
Cerudanians, while powerful, are the kings of the animal forces. So, they should be reasonable with high end stats plus linguistics. Rukima, crystal beings, while powerful, aren't very defensible, so they're glass cannons. Great stats and tricks, able to shift easily, but terrible saving blows.
The point is we don't exactly need BALANCE, but realism. It's better to allow either fair orreasonable. That's plenty enough, just one will do.
So, could you please consider judging over realism instead? It's at least one step better, especially with all the home-brewed species. I have a general post to judge that as well.
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(Stormknight):
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This statement is meant to be both provocative and condescending. Look at these pathetic huddled masses in their private and closed games, cringing behind the policy of no homebrews and no custom content. This is an insult and injury even to fire types. HEED THIS! Your better off playing rpgmaker. It's everything this place wants to be when it grows up. Seriously. Otherwise, good luck, they will overdo things. All because of safety and security... kor.
When there is math and stats involved, not to mention levels of power determined usually by a character level or an adversary CR, balance is essential to avoid making the game less fun by taking completely away the challenge, be it for the players or for the DM.
Also, if I may, asking for realism in a game with dragons, magic, goblins and whatnot, especially when dealing with even more "out-there" species seems a bit preposterous.
That being said, any +2 in a characteristic automatically makes a creature above the average of any other in regards to said characteristic, so there are ways to make anything balanced without sacrificing flavor, if one is willing.
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Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Not sure I understand the discussion, but you are talking about a race of beings that are kings of animal forces and also crystal beings, while also saying that realism is important.
Cerudanians instinctively know the languages of all animals.(If you are going with speak with animals take a look at the description and limitation placed on existing playable races)
Basic Stats
+2 Strength, Wisdom, Charisma, but -2 Constitution. (Jaw. Drops. The problem with this a player who picks this race is supposed to play alongside others, where there is a clear pattern of +2 and +1 unless you sacrifice something pretty big and get extra bonuses. Thereby potentially making it less fun for others. Now if you had a party full of these guys then it doesn't much matter.) Begins with 15 hits, but gains 2d6+5 per level. (So... at level 1 he has a "d15" for hit points? And then, despite having a -2 to constitution, which is supposed to affect hit points, and is I would argue the main function of it, he inexplicably gains a "d12+6" HP every single level afterwards? Making the sacrifice to constitution only impact the ever rare disease roll or concentration. At level 10 a character would have 132 hp... assuming they didn't go ahead and dump even more into constitution or any feat that helps with HP)
So, there is a difference between "This is for my campaign and we like playing this way" (Which is perfectly valid in every way) and breaking the game mechanics with regard to balance between player races, and more importantly balance between player races and monsters. Presumably you're sharing it for others to use. So if you want them to use it you'd probably have to balance it with other playable races rather than complain that people don't want "realism," a claim which on the face of it falls flat, not only because of the stats, but because whatever is realistic about this race isn't included in their description. What I gathered is that the entire race are like lions, and they are all natural born leaders. I think what you may be doing is taking a character concept for a single PC or NPC and turning that into a race, rather than saying here are the balanced race statistics, and here is this amazing PC or NPC.
Another way to achieve a similar result while being balanced to the party is to just give your players all an additional +2 and +1 to stats of their choice... but ... then you are messing with the PC/Monster balance and will have a harder time balancing encounters because of it.
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Playtesting Fugare Draconis, an epic tale of adventure, loss, and redemption
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I have a few custom races that could be viable with the game, but the problem is how powerful they are.
If you look at my Cerudanian and Rukima races, they fit a rather viable theme.
Cerudanians, while powerful, are the kings of the animal forces. So, they should be reasonable with high end stats plus linguistics.
Rukima, crystal beings, while powerful, aren't very defensible, so they're glass cannons. Great stats and tricks, able to shift easily, but terrible saving blows.
The point is we don't exactly need BALANCE, but realism. It's better to allow either fair or reasonable. That's plenty enough, just one will do.
So, could you please consider judging over realism instead? It's at least one step better, especially with all the home-brewed species.
I have a general post to judge that as well.
This statement is meant to be both provocative and condescending. Look at these pathetic huddled masses in their private and closed games, cringing behind the policy of no homebrews and no custom content. This is an insult and injury even to fire types. HEED THIS! Your better off playing rpgmaker. It's everything this place wants to be when it grows up. Seriously. Otherwise, good luck, they will overdo things. All because of safety and security... kor.
When there is math and stats involved, not to mention levels of power determined usually by a character level or an adversary CR, balance is essential to avoid making the game less fun by taking completely away the challenge, be it for the players or for the DM.
Also, if I may, asking for realism in a game with dragons, magic, goblins and whatnot, especially when dealing with even more "out-there" species seems a bit preposterous.
That being said, any +2 in a characteristic automatically makes a creature above the average of any other in regards to said characteristic, so there are ways to make anything balanced without sacrificing flavor, if one is willing.
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Not sure I understand the discussion, but you are talking about a race of beings that are kings of animal forces and also crystal beings, while also saying that realism is important.
He's talking about this: https://www.dndbeyond.com/characters/races/78717-cerudanian
See below, my comments in blue
So, there is a difference between "This is for my campaign and we like playing this way" (Which is perfectly valid in every way) and breaking the game mechanics with regard to balance between player races, and more importantly balance between player races and monsters. Presumably you're sharing it for others to use. So if you want them to use it you'd probably have to balance it with other playable races rather than complain that people don't want "realism," a claim which on the face of it falls flat, not only because of the stats, but because whatever is realistic about this race isn't included in their description. What I gathered is that the entire race are like lions, and they are all natural born leaders. I think what you may be doing is taking a character concept for a single PC or NPC and turning that into a race, rather than saying here are the balanced race statistics, and here is this amazing PC or NPC.
Another way to achieve a similar result while being balanced to the party is to just give your players all an additional +2 and +1 to stats of their choice... but ... then you are messing with the PC/Monster balance and will have a harder time balancing encounters because of it.
Playtesting Fugare Draconis, an epic tale of adventure, loss, and redemption