Half race : a simple rule ?


Ability Scores and Races


Elf gain +2 Dex, -2 Con, +2 Int
Humain gain +2
Half elf gain +2

Orc gain +4 Str, -2 Int, -2 Wis, -2 Cha
Humain gain +2
Half orc gain +2 Str, +2 Wis, -2 Cha ..

I think it's too different. Why not simply give +2 For to the half orc ?
In a way, It's better than the orc, and it's nearest the halelf one ?

I suggest :

Half elf gain +2 Dex or +2 Int
Half orc gain +2 Str
the rules : Half-humain gain +2 in ONE stat favored in the other race

And it's become easier to create half-race :

Halfelin +2 Dex, +2 Cha, -2 Str
Elf +2 Dex, +2 Int, -2 Con
> Elfelin (Midnight) +2 Dex, -2 Str (Small), +2 Int or Cha

Dwarf : +2 Con, +2 Wis, -2 Cha
Gnome : +2 Con, +2 Cha, -2 Str (small)
1/2Dwarf 1/2 gnome : +2 Con, -2 Str (small), +2 Wis

Ogre : +10 Str, -2 Dex, +4 Con, -4 Int, -4 Cha
Human : +2
Half ogre : +6 For, -2 Dex (Large), +2 Con, -2 Int, -2 Cha

Ogre : +10 Str, -2 Dex, +4 Con, -4 Int, -4 Cha
Orc : +4 Str, -2 Int, -2 Sag, -2 Cha
1/2Ogre-1/2orc : +8 Str, -2 Dex (Large), +2 Con, -2 Int, -2 Sag, -2 Cha


I do not like the half orc -2 int and i also dislike half elves have +2 to anything.
just not fair compared to each other.

My sugestion is the following:

Half elves (choose one of the +2 below)
+2 int
+2 dex
+2 to cha

the plus to int or dex is in their genes, the plus to cha could be learned by walking te line)

as for half orc I propose (choose one +2 below)

+2 str
+2 con
+2 wis

The plus to either str or con comes from their genes.
The plus to wis is for survival skills (perception and survival)
Also to reflect the shamanistic culture and to encourage orc druidism


Just to give another great example.

With the half-orc stat changes it will be more likely to also play a half orc wizard and skill-heavy rogue while not being gimped.
(a +2 in one stat is more versitile than 2 times a +2 and a -2)

One other way to look at it compared to favoured class. It is still unusual to see a half-orc wizard but favoured class rules take care they are not all to common (as in not that much seen)
So you have some more "creative freedom" in character creation.

The half races in this way don't have a +2 in any one skill just as a human has.
Choose only one out of 3, compared to a human one out of 6.
Half-orc half-elf half of the options, one cool rule!

Scarab Sages

I have issues with half races on a general level. The half-elf, though is iconic. I don't have issues with half races being in the game, but more of how they're treated. They are either terribly underpowered or terribly overpowerd in a template form, like Half-Celestials, for example.

I don't see why races aren't "compatible" with others. The only times I've seen other half races that didn't have some form of level adjustment was in 2E's Dark Sun in the form of the Half-Dwarf Mul (pronounced mule) and the Half-Giant. The Half-Giant was resurrected in the Expanded Psionics Handbook (and is also a part of the SRD, IIRC), but even in those cases it was still a human base.

But what's to say that gnomes aren't the product of dwarves and halflings? Or halflings being the result of a dwarf and a gnome? Why can't we have more varied types between combinations that don't include humans? Dwarves and gnomes have always been "kissing cousins," as it were.

In the end, half races represent a good potential, but they tend to get treated two different ways by designers. They're really weak or they're really powerful. There is no consistency in it. Unfortunately, Pathfinder is doing the same thing with Half-Elves (weak) and Half-Orcs (strong). The races, as a whole, are a bit inconsistent, IMHO, but that's a different thread (more like several different threads) altogether.

In the case of Half-Elf and Half-Orc, I like the suggestions of changing things up and putting them on a more equal footing. Both are the product of a human and another race, so they should either get a bonus to attributes similar to the parent that isn't human, or they should both have a +2 to one ability score. Perhaps an option of one or the other would be even better. Both races would have the x blood trait. But beyond that, a trait from each parent works best. One from the elf/orc and one from their human sides.

Just my two cents.
Arovyn


I have been bussy thinkering about the half races.
As for now i do keep the above +2 choices for an abilty score as a house rule.

Now as far as favored classes are concerned.
I do keep the barbarian and the druid for the half orc.
For the half elf I can't choose between ranger,rogue or perhaps monk.

I do like the ranger and rogue as they are some sort of independant loners.
But the monk seems apopriate too the more i think about it.


Personally, I've never liked half-races getting their own stats, or being restricted to half-elves and half-orcs. I do it like this:

Pretty much any humanoid race can breed with any other (certain magical races can also breed with them, of course, such as dragons, fiends and celestials).

Any ability score bonuses or penalties are halved. So under PF Beta racial rules, a half-elf half-human would get +1 Dex, +1 Int, -1 Con and +1 to any one chosen ability score.

Any intrinsic bonuses are halved if possible. So a half-human half-dwarf gets +1 to saves vs. poison and magic.

Any intrinsic bonuses which can't be halved; the half-race character has a 50% chance to possess it.

Any cultural bonuses (eg. Dwarf/ Gnome Hatred) depend on which culture the character was raised in. If they were raised in a mixed community, the bonus is halved if possible or else has a 50% chance to be acquired as above.

I don't expect these ideas to be adopted as general rules because of the extra calculation involved. But I'd like to see a note suggesting this as a variant rule for those who don't mind a bit of working out.


perhaps it could be a good idea to develope this idea. Each race will gain 2 sort of capacities : racial capacities and cultural capacities.

Racial capacitie concern ability bonus (+2 Con of the dwarf, +2 dex of the elf), physical (ie independant of the culture : all elf have a good sight) skill bonus (+1 Climb of Halfelin, +2 perception of elves), base speed, saves bonus (+2 vs enchantement of elves, +2 vs poison of dwarfs) ...

Cultural capacity concern : weapons profeciencies, cultural skill bonus (knowledges, appraise, spellcraft... ), ...

A half race gain half the racial bonus of his parents, and choose one culture for her cultural capacity.

Human gain +2 somewhere
Elf gain +2 Dex, -2 Con, +2 Int

and half bonus of the elfs.

So, Half-elf gain +2 Dex or Int and can choose human cultural capacity (a feat ?) or elf ones ...

Dwarf gain +2 Con, +2 Wis, -2 Cha
Gnome gain -2 Str, +2 Con, +2 Cha, SMALL

so Dworme (half dwarf, half gnome) are smal and gain :

-2 Str, +2 Con, +2 Wis

...

Sovereign Court

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Biggus wrote:

Personally, I've never liked half-races getting their own stats, or being restricted to half-elves and half-orcs. I do it like this:

Pretty much any humanoid race can breed with any other ...

Any ability score bonuses or penalties are halved. So under PF Beta racial rules, a half-elf half-human would get +1 Dex, +1 Int, -1 Con and +1 to any one chosen ability score.

Any intrinsic bonuses are halved if possible. So a half-human half-dwarf gets +1 to saves vs. poison and magic.

Any intrinsic bonuses which can't be halved; the half-race character has a 50% chance to possess it.

Or, if there are two such abilities, they get to pick one.

Biggus wrote:
Any cultural bonuses (eg. Dwarf/Gnome Hatred) depend on which culture the character was raised in. If they were raised in a mixed community, the bonus is halved if possible or else has a 50% chance to be acquired as above.

I totally agree. If full races get +2 stat bonuses, 1/2ers should get +1. I know that +1 to stats doesn't automatically bump you up to the next roll bonus, but everyone always having even ability score smacks of min/maxing. Besides, if all your scores are even, your first ability bump at 4th level does nothing for you. 1/2ers might not get as much at 1st but they can potentially bloom at 4th, once they've reconciled their dual natures. And if they're 1/2 human, they could just roll that extra +1 of their choice into one of their other +1s and make it a +2.

This creates a flexible yet systematic way of dealing with half races.

The Exchange

Half races have always been problematic in a sense. They always seem to favor one race over the other and it made sense in 2nd Edition but not in 3.5. Humans in the older edition had no bonuses so being a Half something meant you gained some of the abilites of your other half and the human versatility which then was to play any class. When 3.5 came along, the half races kept there same abilities and the humans gained some abilites as well. So humans didn't add any abilites except that same versatility to the half race in the switch. That is the problem. Now I don't know if I would like to a see a change so much as a little addition like Paizo has already done. I think a little more skills could go a long way instead of stat changes. The +2 Wisdom on the Half Orc really doesn't make sense but it can as well. It can be viewed as a side effect of the halforc being an outcast and learning life's lessons quicker or something. That's what seperates them from their parents.


Mosaic wrote:
I totally agree. If full races get +2 stat bonuses, 1/2ers should get +1. I know that +1 to stats doesn't automatically bump you up to the next roll bonus, but everyone always having even ability score smacks of min/maxing. Besides, if all your scores are even, your first ability bump at 4th level does nothing for you. 1/2ers might not get as much at 1st but they can potentially bloom at 4th, once they've reconciled their dual natures. And if they're 1/2 human, they could just roll that extra +1 of their choice into one of their other +1s and make it a +2.

I'm a little sick of the +2s everywhere also. They should make all the stat boosters in my game based in odd numbers to reward us oddfellows. I think I'm gonna do that in my campaign ;)

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