Tim Williamson's page

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In 30 years time, when I'm in the retirement home looking back at all the different DnD games I’ve played, I probably won’t remember the all the different rule changes and editions. What I will remember will be the classic adventures and settings.

Each edition throws up some classics. For Basic/Expert there was B2 -The Keep on the Borderlands and X1 - Isle of Dread.

For first edition we have: D2 – Descent into the Depths of the Earch, G3 – Hall of the Fire Giant King, S1 – Tome of Horrors to name a few

Second edition was more about settings – Planescape, Birthright

Third edition gave us the – Eberron, Red Hand of Doom and Adventure paths (Shackled City, Age of Worms).

What will 4th edition be remembered for? Certain adventure will be converted and re-played in every edition. Has 4th edition been around long enough to produce any original classics?

We enjoyed H2 – Thunderspire Labyrinth, and P2 – Demon Queen’s Enclave looks good (not played it yet), but I’m not sure they are classics.


Sorry if this has already been discussed, but I've only just read through pathfinder. On the whole I like it; however the race ability modifiers do jump out as not been quiet right.

At first glance you'd think this would be an easy area to cover, but actually it's quite a balancing act.

We want to add diversity but at the same keep game balance
We want to add flavour without discouraging certain race/class combinations
We want to have 'favoured classes' without over promoting certain race/class combinations

The table below contains my suggestions, but the working is as follows.

Step 1 Main Race Bonus - Easy
Elves are graceful, Dwarfs are tough, Halflings are quick, Gnomes are clever, 1/2 Orcs are strong and 1/2 Elves are half as graceful as Elves.

Step2 Main Race Penalty – Not so Easy
Let’s start with elves, traditionally they’ve had -2 Con, but I've never liked this. Elves live for 800+ years so you'd expect them to be healthy. And why should a halfing be tougher than an elf. Elves are smaller and slighter than a human, but taller than a gnome or halfling so let’s go for a -1 Ste.

Dwarfs are gruff, Halfling & Gnomes are small.
A Half Orc, is half way to been an orc. Orc's stats are +4 Ste, -2 Int, -2 Wis, -2 Char, so logically the penalties should be -1 Int, -1 Char, -1 Wis, but that's a bit harsh so let’s drop the -1 Wis.

1/2 Elves and humans no penalty.

Step 3 Second Modifier – The Hard One
The hard one; because there isn't a natural second bonus ability for all races.
Firstly, let’s make this optional. Depending how the ability scores are generated (rolled or points buy) this might not be wanted/needed.

Secondly in games I've played 1/2 Orcs and Dwarfs don't have high wisdoms and gnomes don't have high Charisma.

Elves are usually thought as intelligent and magical so let’s give them +1 Int (only +1 to balance the low penalty).
Dwarfs are strong. Gnomes are not as tough as Dwarfs and not as quick as Halflings but tougher and quicker than humans.

For the rest there isn't a natural second bonus, so let’s not force it. Lets just say only exceptional members of their race go adventuring and make the bonus floating.

Race Ability Modifications
Human - +2 Any
Elf - +2 Dex, -1 Ste, +1 Int
Dwarf - +2 Con, -2 Chr, +2 Ste
Halfling - +2 Dex, -2 Ste, +2 Any of Int, Wis, Chr
Gnome - +2 Int, -2 Ste, +1 Con, +1 Dex
½ Elf - +1 Dex, +1 Int (or +1 Any)
½ Orc - +2 Ste, -1 Int, -1 Chr, +2 Any of Dex, Wis, Con

Favoured Class
Human - Any
Elf – Wizard, Ranger
Dwarf - Fighter
Halfling - Rogue
Gnome - Wizard
1/2 Elf - Any
1/2 Orc - Barbarian

Note
Further Elven options - Depending on the type of elf (High or Wood) the we could have +2 Int and +1 Dex instead of +2 Dex and +1 Int.