First impressions of the Advanced Race Guide


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Liberty's Edge

I looked through a copy a friend ordered and these were my thoughts.

First, I want to point out the positive. Because it is mostly positive. I think it is one of the better books in the series, far better than either of the Ultimate Books, right there with the APG (and in some ways better). When I got home from my friends, I immediately got online and ordered a copy. It is something I want in my library and on my shelf for my players to access. It is something I want to access. It made me excited about starting a new campaign just to play with the new concepts.

Which is exactly what it should do.

I was very, very skeptical about the whole venture. I was wrong, they pulled it off. The devs seem to have hit the right tone of variety rather than power on what I have read so far, and I really like the added options for each race. It is a book that broadens the world of options, rather than creating “must have” shiny tricks. I read it imagining lots of new ways to approach things I wanted to do that were previously difficult to do. It didn’t seem to “break” things, but rather it seemed to “allow” things that were hard to accomplish before. The choices were actual choices, with sacrifices and trade offs.

On the less positive side...I wish they had clearly separated “advanced” races in the featured and uncommon section. Some races are just, factually better. They aren’t unclear about this in the core race example section. The core races are between 8 and 11, a small variance that doesn’t much bother me. I would call that within the margin of preference.

Aasimar are 15, almost double the lowest core race. Drow are 14, but with some of the weaknesses I am ok with that. However Fetchlings are 17 and Suli are 16.

Tengu and Vishkanyas are 13, and I can live with that considering the drawbacks of the flavor, but Svirfneblin are 24. Three times the lowest core rase.

Three times.

I want the options, I don’t want to reduce the number of options. But I want them labeled appropriately so we don’t have messageboard arguments about cruel GM’s who won’t allow my Svirfneblin with a heart of gold PC. I want the disclaimer to be very clear that certain races are better, and I would have liked some kind of accommodation system to address this. For example removing the first level feat for Suli and Aasimar, and perhaps even making the Svirfneblin a +1 CR.

I don’t worry about this too much at my table, but one of the goals of upping the power level of the core classes from 3.5 to Pathfinder was to make sure the core was still the primary. When you have races that are unquestionably better than the core races, and you don’t have any penalty for playing them over core races, that is a problem.

I don’t want the options removed, but I also don’t want a world where GM fiat is the line between everyone being a “rare” race.

But at the end of the day, I ordered it as soon as I got home. Which is about as good an endorsement as I can make.

The Exchange Contributor, RPG Superstar 2010 Top 16

Hopefully you are going to follow up with a review. When I'm reading reviews this is exactly the sort of thing I like to see which influences my buying decisions.


I agree with some of the feelings expressed, though there is something that should be addressed.

ciretose wrote:

On the less positive side...I wish they had clearly separated “advanced” races in the featured and uncommon section. Some races are just, factually better. They aren’t unclear about this in the core race example section. The core races are between 8 and 11, a small variance that doesn’t much bother me. I would call that within the margin of preference.

Aasimar are 15, almost double the lowest core race. Drow are 14, but with some of the weaknesses I am ok with that. However Fetchlings are 17 and Suli are 16.

Tengu and Vishkanyas are 13, and I can live with that considering the drawbacks of the flavor, but Svirfneblin are 24. Three times the lowest core rase.

Some races are, indeed, factually better. However, one must look at totality of the options available, including unique feats, archetypes, alternate racial powers, and favored class bonuses to make that determination. Looking at the RP is pretty much pointless.

Take the Svirfneblin. 24RP! Of course, 5 of this for "Underground Sneak," a bonus to a handful of skills. They actually pay for some of those skills twice (as two Skill Bonuses are listed despite being included in US), meaning they are really only a 20RP race. Then again, they get the quite powerful "Svirfneblin Magic" for 2RP, same cost as "Gnomish Magic," despite including higher level spells and a constant nondetection. The other powerful bits of the race (+2AC, Saves) are priced around 3 or 4, meaning that they could easily allow an overpowered race to fit in the 10-13RP "window." The Svirfneblin are indeed more powerful than other races, but not strictly because of their RP values.

As for races to allow, the sections on Featured and Uncommon Races already contain disclaimers that the races are only available with GM permission. I feel that that is pretty much the best solution that can be hoped for. Level adjustments and feat penalties are all too often just flavor taxes, and tying them to unbalanced values from the Race Builder would be even worse. I'm honestly glad that the book didn't try to reintroduce LA or that Tiefling Heritage feat or whatever. As it is, except for a few outliers, I think the power differences between most of the races will wash out between different builds, skill, and playstyle.

Liberty's Edge

@Mort

At one point, it was stated that a goal was to have Core be the standard, with nothing overpowering the standard.

I don't think anyone can reasonably argue Aasimar and Suli aren't better than the core races without any real drawbacks. And so I expect to see a lot of Suli and Aasimar appear when they are supposed to be relatively rare. The others don't bother me as much, since in a reasonable game there is generally some penalty or drawback for being monstrous that kind of balances things a bit.

I don't know why they decided to do this. The book is still worth buying, I was putting all the race building stuff off limits anyway, so I'm not worried about any of that.

But it does bother me that they made new races that are better than existing races without having a level penalty. It is the kind if power creep that made 3.5 so difficult to run at the end.

I don't disagree that context matters, but don't think the disclaimer is sufficient considering a large contingent on here feel entitled to anything they can make using the magic item chart guidelines despite the word "Estimated" and the fact that, they are you know, guidelines.

I would have liked for them to explicitly break them into groups of Standard, Advanced, and Monstrous as they did in the race guide, and have suggested adjustments to raise or lower races from each level.


I loved it !


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Reading both the Suli and the Aasimar, they seem more or less balanced with the other races to me (or at least, their base stats do). I might even peg the Aasimar as a little weak since many of it's abilities (minor energy resistance that never increases and once per day daylight) aren't very useful. Suli has some fairly nifty features, but nothing that makes me think they are better than, say, a baseline human.

The only thing they really have going for them that strikes me as fairly powerful is their creature type.


I agree with Ravingdork. I don't find the Suli and Aasimar to have particularly powerful abilities, and they get fairly few things to boot. They are certainly different, which can allow them to encroach on traditional niches of other races, there is really no way to avoid that when adding new options. I really think that adding any sort of mechanical restrictions on the races that were the same or only slightly better than core would have been worse than the current system, forcing players to take mechanical penalties because they wanted to play with the unique flavor or abilities of a race. Especially given some of the (very powerful) options available to Core and Dragon Empires player races, I don't think weird race choice is the area where power creep needs to be worried about.

As for guidelines, they are funny things. Some players might take the inclusion of a powerful race (like Svirfneblin) in the book as license to play it, as in your example with the magic item guidelines. However, like with those guidelines, I prefer avoiding mechanical fixes to these social issues. Just as I would dislike it if the custom item formulas were set up to return more expensive items than the premade ones as a form of balance, I would dislike the regular use of mechanical restrictions on all but the most powerful of these races (by which I mean, Svirfneblin, Drow Noble, and that is about it).


I wouldn't put too much faith in the "point value" that was assigned to the races.

Owner - House of Books and Games LLC

Kind of like expecting two monsters with identical CR to be identically difficult, I'd expect.

Liberty's Edge

Ravingdork wrote:

Reading both the Suli and the Aasimar, they seem more or less balanced with the other races to me (or at least, their base stats do). I might even peg the Aasimar as a little weak since many of it's abilities (minor energy resistance that never increases and once per day daylight) aren't very useful. Suli has some fairly nifty features, but nothing that makes me think they are better than, say, a baseline human.

The only thing they really have going for them that strikes me as fairly powerful is their creature type.

The problem with the Aasimar is that they have no negative modifier and two positive modifiers. The other benefits (Darkvision, Resistances, skilled) are basically equal, but they have no negative modifier for some reason.

Taking a second look, Suli are find (again first impression, they nerfed in from the splatbook version and I overlooked it), so my mistake.

Again, overall I like the book, but I wish they had been more clear about labeling.


I've GMed a few games with Aasimars playing with regular races. I haven't noticed them marginalizing anyone yet.

Liberty's Edge

Cheapy wrote:
I've GMed a few games with Aasimars playing with regular races. I haven't noticed them marginalizing anyone yet.

It's more the creep aspect that bothers me. Death by a thousand cuts is what made 3.5 problematic.


I can see that. People are raving about the human's option to give up the feat and the skills for an extra +2, but I suppose that's a very different beast.


ciretose wrote:
Cheapy wrote:
I've GMed a few games with Aasimars playing with regular races. I haven't noticed them marginalizing anyone yet.
It's more the creep aspect that bothers me. Death by a thousand cuts is what made 3.5 problematic.

+2 Wisdom, +2, Native Outsider, Darkvision, +2 racial bonus on Diplomacy and Perception checks, Daylight once per day, Acid resistance 5, cold resistance 5, and electricity resistance 5 is not anywhere as good as one free feat, a +2 in a stat of your choice, and free skill points. Humans are a lot more flexible and versatile than an aasimar and their their favoured class bonuses are a lot better. Aasimar also have more restrictive fluff with them.

EDIT: Ninja'd, kind of.

Silver Crusade

Cheapy wrote:
I've GMed a few games with Aasimars playing with regular races. I haven't noticed them marginalizing anyone yet.

That's because IMO points aside, they aren't better. Not enough to have warning labels.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

First impression of the ARG?

*In the voice of Tony the Tiger*

It's GGGGGGGRRRRRREEEEEAAATT!


My first impression is that 85% of the book is awesome, but the race builder does need a rebuild. Point costs are all over the place, one example I found to be odd is that you can take all the traits for half-undead (5RP) for only 3 RP.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Matthias wrote:
...one example I found to be odd is that you can take all the traits for half-undead (5RP) for only 3 RP.

Mind writing that one out for me? I want to see specifically what you mean, but am not borrowing my friends book at the moment.


Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Aasimar are clearly better than humans if you want to play a few select classes, like Clerics. Or... Clerics. And maybe... Clerics.


Ravingdork wrote:
Matthias wrote:
...one example I found to be odd is that you can take all the traits for half-undead (5RP) for only 3 RP.
Mind writing that one out for me? I want to see specifically what you mean, but am not borrowing my friends book at the moment.

Sure thing!

Half-undead Vs.:

Half-Undead (5 RP)
Half-undead races are strange or unholy fusions of the
living and the undead. Players interested in playing
a half-undead race might also consider the dhampir
(Bestiary 2 89), the progeny of a vampire and a human. A
half-undead race has the following features.

• Half-undead have the darkvision 60 feet racial trait.
• Half-undead gain a +2 racial bonus on saving throws
against disease and mind-affecting effects.
• Half-undead take no penalties from energy-draining
effects, though they can still be killed if they accrue
more negative levels than they have Hit Dice. After 24
hours, any negative levels they’ve gained are removed
without any additional saving throws.

• Half-undead creatures are harmed by positive energy
and healed by negative energy. A half-undead creature
with the fast healing special quality still benefits from
that quality.

These are the individual versions of what is above:
- Darkvision 60 Feet (2 RP): Prerequisites: None; Benefit:
Members of this race can see in the dark up to 60 feet.

-Negative Energy Affinity (–1 RP): Prerequisites: None;
Weakness: A member of this race is alive, but reacts to
positive and negative energy as if it were undead—
positive energy harms it, while negative energy heals it.

- Resist Level Drain (1 RP): Prerequisite: Negative energy
affinity racial trait; Benefit: Members of this race take no
penalty from energy-draining effects, though a member
of this race can still be killed if it accrues more negative
levels than it has Hit Dice. After 24 hours, any negative
levels a member of this race has accrued are removed
without the need for any additional saving throws.

-Undead Resistance (1 RP): Prerequisites: None; Benefit:
Members of this race gain a +2 racial bonus on saving throws
against disease and mind-affecting effects.

As you can see, its cheaper to go with the traits by themselves which made me go buhhhh?


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Thanks Mathias.

magnuskn wrote:
Aasimar are clearly better than humans if you want to play a few select classes, like Clerics. Or... Clerics. And maybe... Clerics.

Not necessarily. ARG now let's them get +2 to any two ability scores.

Sure, aasimar get that with 2 select scores, and then some, but they don't get nearly all of the other goodies that humans have access to (from feats to arcehtypes to, well, everything).


magnuskn wrote:
Aasimar are clearly better than humans if you want to play a few select classes, like Clerics. Or... Clerics. And maybe... Clerics.

Actually, the Aasimar paladin in our group isn't exactly bad.

Grand Lodge

Ultimate Magic left me wanting something more. It wasn't bad, just not what I wanted.

Ultimate Combat was better, but still left me wanting something else.

Advanced Race Guide however, is on par with the Advance Players Guide, in my opinion. It is, frankly full of awesome.

First look through was a thorough reading of the dwarf and they hit it out of the park. The first Paizo product to do a GREAT job for dwarves (I expect James Jacobs had less input on this book). Elves- ehh... But they're elves so what do I care.

Then on to the other races and loved what I saw. Everything was full of new rules that promote flavor, actually promote ROLEplaying rather than rollplaying.

I had very very low expectations for this book. I looked at the play test and thought "What are these guys thinking?" But reading through it, first a quick skim and then a few in depth reads, they have really impressed me.

Every player needs the Core Rules, APG, and now ARG. Every GM needs to toss in the Gamemastery Guide as well (great stuff In there to make a GMs life easier).

BTW just reding through some options in there made me want to create a new game world just to take advantage of some of those ideas. THAT is what I call a good book when it makes you want to create an all new world to play in.

Silver Crusade

Pathfinder Adventure Path Subscriber

Liked it? Review it!

Grand Lodge

Ok ok I will then... Sheesh... I'll write a review now and post it soon.


Ravingdork wrote:
Not necessarily. ARG now let's them get +2 to any two ability scores.

Ugh, really? I'm not a fan of books that contain stealth errata for an older book.


hogarth wrote:
Ravingdork wrote:
Not necessarily. ARG now let's them get +2 to any two ability scores.
Ugh, really? I'm not a fan of books that contain stealth errata for an older book.

It's not really a stealth errata. it's a racial tradeout.

ARG wrote:

Dual Talent: Some humans are uniquely skilled at

maximizing their natural gifts. These humans pick two
ability scores and gain a +2 racial bonus in each of those
scores. This racial trait replaces the +2 bonus to any one
ability score, the bonus feat, and the skilled traits.

So, yes they can get +2 to any 2 ability scores, but not on top of everything else. It costs a feat and 1 skill point/HD.


hogarth wrote:
Ravingdork wrote:
Not necessarily. ARG now let's them get +2 to any two ability scores.
Ugh, really? I'm not a fan of books that contain stealth errata for an older book.

He was referring to humans.


Cheapy wrote:
hogarth wrote:
Ravingdork wrote:
Not necessarily. ARG now let's them get +2 to any two ability scores.
Ugh, really? I'm not a fan of books that contain stealth errata for an older book.
He was referring to humans.

Ah, that makes more sense. Although I know nothing about the great human-specific feats, cleric archetypes and "everything" that humans get.


Ravingdork wrote:

The only thing they really have going for them that strikes me as fairly powerful is their creature type.

Which does what exactly?

I can't see where Native Outsider does much...what am I missing?


Shifty wrote:
I can't see where Native Outsider does much...what am I missing?

It makes you unaffected by Charm Person, Hold Person, Dominate Person, Enlarge Person, etc.


hogarth wrote:
It makes you unaffected by Charm Person, Hold Person, Dominate Person, Enlarge Person, etc.

It also makes you less likely to be affected by Hideous Laughter, opens up a whole world of possibilities with Disguise Self (you won't be able to masquerade as Human, but appearing as an Elemental, Archon or Succubus are fair game), etc, etc.

(Did I mention I find some of these effects... silly, to say it politely?)

Edit: Ah, and some spells and effects (Unholy Blight and its brethren) might have a stronger effect on you, as does (Un)holy water, depending on your alignment.

Scarab Sages

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1. As a DM publication: the ARG is top notch. I really enjoyed the new races and the race building guidlines.

2. As a player resource: huge power creep. The min/max crowd will need to change its collective shorts after reading.


Ahhh ok so tahts a factor of the spell listings.

Couldn't see anything interesting in the actual Monster Listing.

Seems like some penalties in there as well though...

@MA - Very silly indeed, maybe they need to revise that.

Silver Crusade

Pathfinder Adventure Path Subscriber
Artanthos wrote:

1. As a DM publication: the ARG is top notch. I really enjoyed the new races and the race building guidlines.

2. As a player resource: huge power creep. The min/max crowd will need to change its collective shorts after reading.

Power Creep? You mean there's something stronger than best core spells there? And if yes, what?


Gorbacz wrote:
Power Creep? You mean there's something stronger than best core spells there? And if yes, what?

Since you're so fixated on spells being the only thing worthwhile in the game...

The ability for a wizard to pick up spells he'd get at Lvl 15 or Lvl 17 as early as Level 11? (Samsaran wizard raiding the Summoner's list)

The 'give me a round and I will be able to cast any single spell available for my level' - effect that half-elven Sorcerers and Oracles get to enjoy? (So much for intentially limited selection of spells)

Silver Crusade

Pathfinder Adventure Path Subscriber
Midnight_Angel wrote:
Gorbacz wrote:
Power Creep? You mean there's something stronger than best core spells there? And if yes, what?

Since you're so fixated on spells being the only thing worthwhile in the game...

The ability for a wizard to pick up spells he's get at Lvl 15 or Lvl 17 as early as Level 11? (Samsaran wizard raiding the Summoner's list)

The 'give me a round and I will be able to cast any single spell available for my level' - effect that half-elven Sorcerers and Oracles get to enjoy? (So much for intentially limited selection of spells)

Still Not As Trendy As Quickened Hold Monster.


Gorbacz wrote:
Still Not As Trendy As Quickened Hold Monster.

Ah, but now I can get these things on top of that.

Silver Crusade

Pathfinder Adventure Path Subscriber

Versatility isn't a problem. Sorcerers are poor man's Wizards anyway, so anything that helps you not feel like you get to ride the short bus is actually good IMO. Same for Samsarans - it's not like you couldn't cast spells of higher level than yours already before (hello, scrolls?) so it's not much of a deal.


Matthias wrote:
Ravingdork wrote:
Matthias wrote:
...one example I found to be odd is that you can take all the traits for half-undead (5RP) for only 3 RP.
Mind writing that one out for me? I want to see specifically what you mean, but am not borrowing my friends book at the moment.

Sure thing!

** spoiler omitted **...

You noticed Negative energy affinity is actually -1 RP, so it is considered a hindrance.. not sure I agree on that but it appears to be so, according to your list at least.


I loved the ARG... up 'til the Race Builder.

The racial archetypes, feats and spells seemed (mostly) well done, although I don't like the idea of X spells being only accessible to one or other race.

There were a few thing I think are too good.
The "Paragon Surge" spell is the most obvious, but I think spellbinder wizard archetype is also too good for what it gives up.

Other things were more on the weak side (Like that Half Elf feat that basically gives you 4 skill points... Why couldn't it give an skill point per level?)

Sure a few races are more powerful than others (cough... Aasimars...). But I don't really care much, as the difference is not that big, and most GMs should be aware of these races by now.

The Race Builder... well... It's a wonderful idea, but suffers of bad execution, it's better than the playtest version, but it still not very good, IMO.

The point value of many racial abilities is pretty off and the arbitrary prerequisites are annoying. e.g.: "Elven Magic". There is nothing elvish about it other than the name. So why can't I give the trait, or a similar to a race with the "dwarf" or "gnome" subtype? Or any other subtype. Is it not the point of the Race Builder to allow us to freely create races?
Sure I can just ignore rules, but that only shows that there is a problem with them. And I could do that before the ARG.


Yeah I think the racebuilder only serves as a good guide for a GM who might be contemplating building a race and wanting a ready reckoner to calculate how balanced (or not) it is and to help consider all the various attributes. It is not something I'd ever have a player use.


Remco Sommeling wrote:
Matthias wrote:
Ravingdork wrote:
Matthias wrote:
...one example I found to be odd is that you can take all the traits for half-undead (5RP) for only 3 RP.
Mind writing that one out for me? I want to see specifically what you mean, but am not borrowing my friends book at the moment.

Sure thing!

** spoiler omitted **...

You noticed Negative energy affinity is actually -1 RP, so it is considered a hindrance.. not sure I agree on that but it appears to be so, according to your list at least.

Yea this seemed odd to me considering its normally a feat with a 15 con requirement to get this switch (Necromantic affinity, Inner Sea world guide) At some point in time I might revamp the whole thing, but that is a lot of effort on something I was hoping Paizo had done already.

That said I do like the rest of the book, but again, the race builder is barely functional.


I will go on record as saying that the book as a whole seems ok, there are things I like and things I don't.

What I like is it gives a broader look at the core races, giving them a few more options flavor wise.

What I don't like has been mentioned in other post, and that is the feel of a power creep like we all saw with the 3.5 splat books not so long ago. The best example of that I think is the Drow, lets take a look...

Drow
Type
Humanoid (elf ) 0 RP
Size
Medium 0 RP
Base Speed
Normal 0 RP
Ability Score Modifiers
Standard (+2 Dex, –2 Con, +2 Cha) 0 RP
Languages
Standard 0 RP
Racial Traits
Defense Racial Traits
Elven immunities 2 RP
Spell resistance, lesser 2 RP
Feat and Skill Racial Traits
Skill bonus (Perception) 2 RP
Magical Racial Traits
Spell-like ability, lesser 4 RP
Offense Racial Traits
Poison use 1 RP
Weapon familiarity 2 RP
Senses Racial Traits
Darkvision 120 ft. 3 RP
Weakness Racial Traits
Light blindness –2 RP
Total 14 RP

that is all given with out a level adjustment, now I realize that in the beginning paizo stated that they where getting rid of level adjustments to most things that had a +1 in 3.5 because they felt that they had strengthened the core stuff enough that it didn't matter any more. I think how ever it still does. To make my point look at the Noble Drow.

Drow Nobles
Type
Humanoid (elf ) 0 RP
Size
Medium 0 RP
Base Speed
Normal 0 RP
Ability Score Modifiers
Advanced (+4 Dex, –2 Con, +2 Int, +2 Wis, +2 Cha) 4 RP
Languages
Standard 0 RP
Racial Traits
Defense Racial Traits
Elven immunities 2 RP
Spell resistance, greater 3 RP
Feat and Skill Racial Traits
Skill bonus (Perception) 2 RP
Magical Racial Traits
Spell-like ability, lesser 1 RP
Spell-like ability, greater 6 RP
Spell-like ability, constant 3 RP
Spell-like ability, at will 16 RP
Offense Racial Traits
Poison use 1 RP
Weapon familiarity 2 RP
Senses Racial Traits
Darkvision 120 ft. 3 RP
Weakness Racial Traits
Light blindness –2 RP
Total 41 RP

Again no level adjustment, and what makes this worse is that if you look at the Drow feats it takes 4 feats to make the character a Noble ...but without level adjustment why not just play the the Noble Drow from the start, and spend you limited amount of feats on combat stuff. If we could get a developer to give us some clue as to what they are thinking that would be great.


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Playing a Drow.
14 points.

Being killed on sight by 99% of the population of Golarion?
Priceless

Lets not lose sight of the big picture eh?

I think int he Beta the idea was that 40 points equallyed about L4 to join a party, so it wasn't an LA as such, but just a consideration.

At no point was there a suggestion that 40 points was balanced for 1st level play.


Uthak wrote:
Again no level adjustment, and what makes this worse is that if you look at the Drow feats it takes 4 feats to make the character a Noble ...but without level adjustment why not just play the the Noble Drow from the start, and spend you limited amount of feats on combat stuff. If we could get a developer to give us some clue as to what they are thinking that would be great.

Why not just play a Dragon, or a Solar?

Paizo has said they are not doing Level Adjustment for ANYTHING in PRPG because they don't think it really works.
It doesn't exist for Drow Nobles, nor for Solars.
They have said that if the DM is allowing high powered races for PCs, that 'normal' races like Humans can be beefed up with more abilities to equal out (with the highest powered race being used, e.g Drow).


Quandary wrote:
Why not just play a Dragon, or a Solar?

On a side note, let me know when that campaign kicks off because I am SO IN!


Hmmm... I still don't believe in LA. Over time, the (mostly static) bonuses become less and less relevant compared to class abilities; the Level Adjustment is yours forever.

Frankly, if anything, I'd use an XP headstart (let a Lvl 1 Aasimar join a Lvl2 group, and advance normally from there), or set an upper limit (say, 14-15 RP) and grant the 'lesser' races an extra boon (usually +2 to an unmodified stat of choice), then starting normally at Lvl 1.


Yeah LA is terrible.

Agree with your XP suggestion.

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