Actually using It: Different RP cost characters


Advanced Race Guide Playtest


So...

Player one wants to play a human.

Player 2 wants to play a gargoyle.

Player 3 wants to play a elf.

Player 4 wants to play a golem.

Player 5 wants to play a vampire.

How do you balance it without mutilating play or re-writing every class?

I will be unning a campaign soon which will have a layout very similar to this.


If you're going to use the race-building rules, then I would suggest deciding on a number of RP to use and let the players build their own races (which can then be called "human", "gargoyle", "golem", etc. as desired). Of course, you would have the final decision on what's acceptable.

Liberty's Edge

This system isn't made to let the pcs play as vampires, its made to let them play balanced races that may have certain types (ie. undead) but won't have the power of a monster (unless that's the number of points you assign them).


This is for my discworld campaign, so I will be writing all the races.


Not meaning to be the tiny-est big smartass here but.

No.

That is how you handle it. You tell them the answer is no.

You tell them to pick reasonable things, just like always. a "race building guide" doesn't change that.

If they are just dead set on it then, have them all build 10 point races (to match he human and elf) and then go over them to make sure they did it right, and that you are satisfied they didnt' munchkin it out.

Alternatively- let them choose core races and refluff them to whatever.
(wingless gargoyle, a vampire who isn't.. well, yeah that doesn't work.. but neither does being a vampire in a core party..)

-S


Sleep-Walker wrote:
This is for my discworld campaign, so I will be writing all the races.

You can start the game above first level so the monsters(PC's) dont have too much of a big advantage over the normal characters. Eventually it will even out anyway, but if you start at level one the ordinary players might not feel needed.

Another idea is to allow the monsters to start with 10 RP and get stronger as they level up instead of gaining class levels.


Sleep-Walker wrote:

So...

Player one wants to play a human.

Player 2 wants to play a gargoyle.

Player 3 wants to play a elf.

Player 4 wants to play a golem.

Player 5 wants to play a vampire.

How do you balance it without mutilating play or re-writing every class?

I will be unning a campaign soon which will have a layout very similar to this.

Goodness! I suggest you call them the blender group! XD

The golem would be easy to cover if it weren't for a pesky law...

the vampire isnt even a race to begin with! its a template! I guess the vampire player can play a damphir? basically a half-vampire, less of a hassle too.

Gargoyle player can play an oread, its basically a human with earth elemental descendants...

Scarab Sages Reaper Miniatures

Discworld versions of elves are very different from Golarion standard elves - so you definitely have to be creative here.

Likewise Discworld Golems, gargoyles, and Vamps.

For Elves, they need abilities that reflect Glamour.

Golems definitely need xenophobic languages (to reflect that they cannot move their mouths)

I'd make the human "a Morporkian" and give them all sorts of skill bonuses, and you;re probably looking at 20 point races for all 4.

I might be waaaay off though.


I'd say Discworld elves are more like high HD fey than player character material, and also invariably evil.

RPG Superstar 2015 Top 8

I agree with either of the basically two suggestions offered here:

1. Determine a set RP value for your races. (Say, 15 or 20, "advanced"). Then custom build all of the races--add abilities to the human, etc. so they more or less come out as even for all of them.

2. Run differently powered races, but follow the "running powerful races" guidelines in the Bestiary and slow or limit character advancement for the more powerful races--such as giving them an "ECL bonus" as seen in 3.5.

If you do #2 you should definitely report back (actually you should report back anyway) because guidelines about how to run this would be useful for those GMs who do like to run bizarre/custom race mixes in their games.


I think part of the bestiary info for using monster races as PCs comes into play here (and I hope they'll be expanded and clarified in ARG. I still don't know how to handle characters playing as Half-Celestials/Fiends (as their CR changes based on hit dice)).

From memory though, the bestiary says that the easiest way to do monster pcs, is to choose a CR, and have all characters make PCs with monsters from that CR.

Now the rest of the advise doesn't apply, but basically you're going to want to choose an RP value, and make everyone stick to that (maybe + or - 2 RP). As others have said above me, that means you need to buff the human, the elf needs to be completely rewritten to fit with discworld elves (fey subtype, come from the first world, etc), and the other three will definitely be at least advanced races. Not sure how you're going to do the vampires coming back with blood...

Good luck to you though. I do love discworld :)


Sleep-Walker wrote:
Player 2 wants to play a gargoyle.

How do you intend to deal with a character that will be nearly stationary?

I mean, not even slow movement cuts it for a Discworld Gargoyle. They've got a move of probably 5 feet per round.

RPG Superstar 2015 Top 8

Baroncognito wrote:
Sleep-Walker wrote:
Player 2 wants to play a gargoyle.

How do you intend to deal with a character that will be nearly stationary?

I mean, not even slow movement cuts it for a Discworld Gargoyle. They've got a move of probably 5 feet per round.

Despite that canon's description, perhaps someone was thinking more along the lines of a Disney Gargoyle.


My Gargoyles are based on GURPS Fantasy Races'. Originally, they were just comic relief scavengers, but now players want the option!


My advice is that you make a troll race then base gargoyles off them, since apparently Discworld gargoyles are an urban troll race who formed a symbiosis with guttering...

I am also not sure that Xenophobic Array is the right option for their languages, they are not actually bad at languages they are just hard to understand, so probably make up some 0RP ability to reflect this.


Player 2 is awesome. I would totally want to play a gargoyle. Flying, Str, Con, Bonuses to CMD, Darkvision. Perhaps -2 to cha, -2 int, -2 dex.

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