Master Astrologer

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Half-elves don't seem to be very popular around here. I personally like them because of their dual nature, but I do agree that their abilites could stand some tweeking to make them more attractive as a pc race comparable to the true races. Specifically, I think it's a little odd that they have some elven/human abilities at full strength yet lack others entirely. So, in an effort to make them true halfbreeds, how about giving them all of their parents' abilites, human and elven, but all at half strength? Is this a stupid idea or worth considering? What do you think?

+1 Dex, -1 Con
50% resistance to magic Sleep effects
+1 vs Enchantment spells/effects
Low-light vision = 150% Human norm
Proficiency with longbow/shortbow OR longsword/rapier, not both
+1 to Listen, Search and Spot checks
50% chance for auto Search check to notice hidden portals (when DM rolls for elves, roll two dice for the half-elf...one for the Search check and one for the 50% chance. If 50% fails, the Search check is moot.)
50% Elven blood (For all effects related to race, a half-elf is considered an elf 50% of the time. Roll to check whenever race is an issue.)
Does not trance, but needs only 6 hours of sleep instead of the normal 8 hours for pureblood humans.

AND…

2 extra skill points @ 1st level
1 additional skill point @ 3rd level and every odd level after that (i.e. 5th, 7th, 9th, etc)

***I couldn't decide how to half the humans' other abilities – the free feat, any bonus language, any favored class – so I chose to drop the free feat and leave the other two abilities as is***

Comments, suggestions???


I'm curious to find out which of the core classes and races see the most(and least) gametime in your experience. Is there a way to conduct a poll on this website to generate a breakdown based on feedback to this post? I'm not asking about the most bad-a** combos...just the most/least played for whatever reason. Thanks for the replies.


Thanks for the replies. So, is it safe to say that these skills have a lot of overlap, and could at least sometimes be used for the same information given time(to gather the info) or luck(you're in your specific locale)? Assuming the info gained is generally the same, the advantage of Knowledge(local) is that it's instant info(you don't have to do any gathering), but it's specific to a location so it's not useful everywhere. Gather Info's advantage is that it's useful everywhere, but it takes a fair amount of time to use. Does that pretty much sum it up or am I still confused?


Stupid question: What's the difference between these two skills? I know one is knowledge you already possess and the other is knowledge you gain through contacts, but how does that knowledge differ? Let's say I've just entered a new city and want to check things out. I first spend an evening at the tavern (Gather info roll) then go to my room to think about my next move (Knowledge roll). Both of my skills have the same modifier and I roll 20s for both checks. What would I know with one skill that I wouldn't know with the other? Are they essentially the same?


Greetings! I live in the Richardson/Plano area. I'm 38 and looking to join a long-term game with other mature players, preferably on Saturday evenings, and preferably with a new group so we can all start together. No group is too small as long as everyone's serious and enthusiastic about playing. I like roleplaying, problem-solving and a good story more than combat, but I don't mind smashing heads when necessary. If you're starting a game or restarting your game, and you need another reliable player, let me know.


Greetings! I need some help. Aside from this website and the Wizards of the Coast website, where else can I look on the web for other players, games or DMs in my area? Thanks for the suggestions!