Hidden 7 yrs ago 7 yrs ago Post by Avianmosquito
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Avianmosquito

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This thread is related to a D&D campaign setting that comes with a modified ruleset. I ported this thread over from GiantITP in hopes of getting some feedback on one aspect of these templates, which are all redone age templates. The feedback I was hoping for was a second opinion on the speed penalties for the very young and old ages, which I think may be too harsh. Beyond that, I'll just be porting over anything I post on GiantITP I think could use some feedback into this one thread.

Infant:
Stats: -6 Str, -6 Fth, +6 Cha
Special: Size decreased by 2.
Speed: 10ft
This is an actual infant, anywhere from birth to two years. The stats above are based off an infant of around one year old, a fast crawler but unlikely to be walking or talking much just yet. This age category is not meant to be playable. They're weak, they're slow, and while they're certainly cute it doesn't make up for the burden they place on the party. It's hard to even say their experience bonus is worth much, as the negative level adjustment doesn't lower level below 1 and at first their experience gain is entirely normal. Give mom some maternity leave, you don't want baby in the party.

Toddler:
Stats: -4 Str, -4 Fth, +2 Dex, +6 Cha
Special: Size decreased by 1.
Speed: 15ft
This is a toddler, anywhere from two years to four years. The stats are based off a toddler of about two years. A toddler may be an underpowered party member, but they make an adorable mascot. Unfortunately, that's about all they're good for early in the game. They aren't as much of a burden as an infant because they can walk at a decent-ish speed and have better stats, their experience bonus takes a bit to kick in and until then they aren't good for much. That charisma bonus does have some uses, though, especially with a few particular classes like sorcerer and favored soul.

Child:
Stats: -2 Str, -2 Fth, +2 Dex, +4 Cha
Special: Size decreased by 1.
Speed: 20ft
Children are about what you'd expect, ranging from four years to ten years. The stats are based off a child of about six years. These characters are competent enough, but you may consider giving them adult supervision. Their movement speed is reasonable, in the sense that a halfling's movement speed is reasonable, their stats are overall balanced and unlike other small, slow-moving party members they're unlikely to be offended if you have to carry them. The problem early on is their low starting level, though they do level up faster due to their negative level adjustment and eventually they'll be just as competent as the rest of the party.

Adolescent:
Stats: -2 Fth, +2 Cha
Speed: 30ft
Adolescents are in the awkward years between ten and sixteen. The stats are based off a 12-year old preteen. These characters may be considered children or adults depending on jurisdiction. The fact that age of consent and age of majority are frequently 12 or below says some really unpleasant things about Aelsif, but it's important to keep in mind when you go travelling. They are also definitely competent enough not to need you to hold their hand. Their stat adjustments are all fairly negligible, they have no speed penalty and both their decreased starting level and level adjustment aren't overly large.

Young adult:
Starting level: 5
Stats: Default.
Speed: 30ft
Young adult is also exactly what it sounds like, ranging from sixteen to twenty-six. The stats are based off somebody around age 20. This is the default age for a reason, it's the most common age for new soldiers, mercenaries, couriers, missionaries, explorers and just about everything else. Very few of the adventurer professions hire older than this, if you're just starting out you're probably a kid.

Adult:
Stats: -1 Str, -1 Dex, -1 Con, +2 Fth
Speed: 30ft
Adult is one of the largest age groups, ranging from twenty-six to thirty-six. Its effects are fairly simple, a -1 on all physical attributes, but +2 faith. While this is simple, a lot of variables will determine if that's worth it. Like whether you care about all three of those stats, and how long the campaign is. In the short-term it's definitely a strong starting point, but in the long run those stat penalties may be more significant than level difference, especially once you get up high enough that most of the time you're the same level as your younger compatriots.

Middle Age: (42)
Stats: -2 Str, -2 Dex, -2 Con, +4 Fth
Speed: 30ft
Middle age is the dreaded years from 36 to 50, where you're not as strong, as spry or as tough as you used to be, men lose almost all of their testosterone, women go into menopause, your hair starts falling out, you're sick half the year and you're ALWAYS tired. At the very least, it's better than what happens next. Sure, you're still good to go your job, but it won't take long before everybody surpasses you in the fighter and specialist classes, so maybe play a caster.

Elder: (56)
Stats: -3 Str, -3 Dex, -3 Con, -2 Int, -2 Cha, +6 Fth
Speed: 20ft
As an elder between fifty and sixty-five, you know being old really, REALLY sucks. Take all the issues of middle age and add on "performance" issues and incontinence, a rapidly degrading mental state and even worse physicality than you already had. This is the point where your body is out of warrantee, and predictably you're falling apart. Age is definitely a net negative by this point, but in a faith-based class you may still be useful, so if you think you still have it in you grab your cane and start walking.

Venerable: (72)
Stats: -4 Str, -4 Dex, -4 Con, -4 Int, -4 Cha, +8 Fth
Speed: 15ft
This is the senior citizen zone, from sixty-five to eighty. The stats above reflect pretty well the collapse of one's mind and body, as there's very little worthwhile left within you. But you do have one thing, you're stubborn and your faith is stronger now than it's ever been. Granted, that's because the smart part of your brain is failing and the dumb part is trying to compensate, but the people around you will mistake your animalistic ritualism for wisdom and it does genuinely make you a better caster in a few classes.

Ancient: (90)
Stats: -4 Str, -4 Dex, -6 Con, -6 Int, -6 Cha, +8 Fth
Speed: 10ft
This is the age class for people who really should be dead by now. Year-wise, it ranges from eighty on up. There's no true maximum age in this game, but suffice to say the record holders haven't made it far above 100 (or equivalent). You've degraded too far now, senility is in full swing and you can barely walk. It's about time to quit. This age category is not meant to be playable. Stop pushing the wheelchair and put grandad in a home.

Adjusting age for the 16 player races is easy, though they adjust much less than in other settings.

Lizardfolk, Sahuagin, Orcs & Kobolds: -25%
Humans, Hobgoblins, Goblins & Halflings: Listed ages
Dwarves, Gnomes, Korobokuru & Nezumi: +25%
Elves & Spirit Folk (bamboo, sea and river): +50%

This does not affect starting level.

If your race has a listed speed of 20ft, than:
Fast ages move at 20ft
Medium ages move at 15ft
Slow ages move at 10ft
Very slow ages move at 5ft

If you are a barbarian and at a load that makes you subject to fast movement:
If your speed was 30ft, it is now 40ft.
If your speed was 20ft, it is now 30ft.
If your speed was 15ft, it is now 20ft.
If your speed was 10ft, it is now 15ft.
If your speed was 5ft, it is now 10ft.

Armor:
Encumbrance:
If you take an armor penalty (medium or heavy armor) to base move speed, than:
If your speed was 40ft, it is now 30ft.
If your speed was 30ft, it is now 20ft.
If your speed was 20ft, it is now 15ft.
If your speed was 15ft, it is now 10ft.
If your speed was 10ft, it is now 5ft.
If your speed was 5ft, it is still 5ft.
The heavy armor penalty to run speed still applies, characters in heavy armor can only run 3x speed, 4x with the run feat.

Encumbrance:
If you take an encumbrance penalty (medium or heavy load) to base move speed, than:
If your speed was 40ft, it is now 30ft.
If your speed was 30ft, it is now 20ft.
If your speed was 20ft, it is now 15ft.
If your speed was 15ft, it is now 10ft.
If your speed was 10ft, it is now 5ft.
If your speed was 5ft, it is still 5ft.

And if anybody comes in and complains about how anything I make is automatically broken because there are broken templates like phrenic and shadow creature out there, that's THOSE templates fault and you can eat me. I'm not using them.
Hidden 7 yrs ago Post by Avianmosquito
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Avianmosquito

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Next post, also ported over from GiantITSJW. I need to balance goblins, hobgoblins, orcs, kobolds, lizardfolk AND sahuagin for player use in Aelsif. This may prove difficult, as none of these are balanced for player use right now. If anybody has already balanced these, please let me know as it would save me a LOT of time.
Hidden 7 yrs ago 7 yrs ago Post by Avianmosquito
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Avianmosquito

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Okay, so the basic premise is this:
NPC classes are horifically underpowered and completely unbalanced against eachother. I am here to fix the latter issue, not so much the former. I'm leaving warrior completely alone, in hopes of balancing the other NPC classes against them.









Now, when you run into an NPC party, they actually work. Even if they're just a source of information, at least now they make sense. If they're allies on a side quest they're less of a burden and if they're a hostile encounter they may actually be at least somewhat of a threat (if not much of one) to a similarly-levelled player party.
Hidden 7 yrs ago 3 yrs ago Post by Polymorpheus
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Hidden 7 yrs ago Post by Avianmosquito
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Avianmosquito

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<Snipped quote by Avianmosquito>
Goblins, Half-Orcs, and Orcs: Remove the Charisma penalties.


Consider it done. Except for half-orcs, I'm trying to do something more interesting with the hybrid races. I also am not totally sure that's enough, given that most races have a long list of skill bonuses and other special abilities. Look how many an elf has, for example. The skill bonuses, the save bonus, the sleep immunity, the proficiency... There's a lot there.

Hobgoblins: Give them a -2 Wisdom penalty.


Also consider it done.

Kobolds: Change -4 Strength to -2 Strength, and remove the Constitution penalty.


They're another race I think may still be a little underpowered even with that.

Lizardfolk: Remove the Racial Hit Dice, and the +2 Constitution bonus.


That should do fine for them, they've otherwise got about the right number of specials.
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