| Dustin James Nelson |
I was hoping I could get a few critiques regarding mechanics and balance for this race. I am not concerned with the 'shadow meld' ability, I think that no bonus to a second stat and the availability of magic items at higher level that do things that are much better, make up for it. I also playtested it, and although useful it is not game breaking. What I am concerned about is the 'see in darkness' ability, as this remains a little to viable at later levels. More information about shades can be found at my blog.
If I were to get rid of 'see in darkness', I would likely replace it with darkvision and tone light blindness down to light sensitivity.
Shade Racial Traits
+2 Intelligence, –2 Wisdom: Shades are cunning but impatient.
Medium: Shades are Medium creatures, and have no bonuses or penalties due to their size.
Normal Speed: Shades have a base speed of 30 feet.
See in Darkness: A shade can see perfectly in darkness of any kind, including that created by deeper darkness.
Shade Magic: Shades add +1 to the DC of any saving throws against necromancy and shadow spells that they cast.
Shadow Meld: In any condition of illumination other than full daylight, a shade can disappear into the shadows as a full-round action, gaining total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, does. A shade becomes visible when attacking, casting spells with a somatic component, and moving.
Keen Senses: Shades receive a +2 racial bonus on Perception checks.
Light Blindness: Abrupt exposure to bright light blinds shades for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.
Languages: Shades begin play speaking Common and Dark Folk. Shades can choose bonus languages from the following: Abyssal, Aklo, Draconic, Elven, Giant, Infernal, and Undercommon.
W E Ray
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I like additional PC Races to be modeled after the +2/+2/-2 Ability Score model. It's easier to see how well they balance with Elves and Dwarves and such.
That being said, the potential weaknesses I see are that two of the Racial Abilities, Shadow Meld and Light Blindness, are situationally unbalanced. When the situation exists the Racial Ability is either too powerful or too detrimental.
See in Darkness is easy to compare with other Racial Abilities.
Shadow Meld feels more like a Feat with some strong pre-reqs, indicating it's likely too cool at low levels and balanced at high levels (like you said).
Light Blindness just feels bad for all the right reasons, namely because it can hinder the party of PCs. I'd adjust this.
Eliminate Draconic and Giant from possible Languages. Absolutely. Can't imagine why they're there; the others seem good.
| Dustin James Nelson |
I like additional PC Races to be modeled after the +2/+2/-2 Ability Score model. It's easier to see how well they balance with Elves and Dwarves and such.
That being said, the potential weaknesses I see are that two of the Racial Abilities, Shadow Meld and Light Blindness, are situationally unbalanced. When the situation exists the Racial Ability is either too powerful or too detrimental.
See in Darkness is easy to compare with other Racial Abilities.
Shadow Meld feels more like a Feat with some strong pre-reqs, indicating it's likely too cool at low levels and balanced at high levels (like you said).
Light Blindness just feels bad for all the right reasons, namely because it can hinder the party of PCs. I'd adjust this.
Eliminate Draconic and Giant from possible Languages. Absolutely. Can't imagine why they're there; the others seem good.
Although the +2/+2/-2 arrangement is the standard, it frees up race design to be more flexible in balancing between ability score bonuses and abilities. If I were to go with the standard, I would probably add +2 to Charisma; to have +2 Int, +2 Cha, -2 Wis.
I understand where you are coming from balancing between Light Blindness and Shadow Meld, but I played a character levels 3 - 12 and it wasn't an issue, they balanced each other out and by later levels I was just using Stealth checks to run and gun as my character was a rogue. Which is what I really meant with Shadow Meld, at higher levels my skills were better than the racial ability and/or I was UMDing scrolls of invisibility to get by areas where cover wasn't easily available. Light Blindness however never lost it's kick, but it fit with the flavor of the race and hardly went up against anyone with a Daylight spell prepared.
Here though is an alternate Shade I have been mulling over this past week, one that I think is more closely tied to its Dark Folk roots:
+2 Intelligence, +2 Charisma, –2 Wisdom: Shades are forceful and cunning but impatient.
Medium: Shades are Medium creatures, and have no bonuses or penalties due to their size.
Normal Speed: Shades have a base speed of 30 feet.
See in Darkness: A shade can see perfectly in darkness of any kind, including that created by deeper darkness.
Shade Magic: Shades add +1 to the DC of any saving throws against necromancy spells that they cast. Shades with a Charisma score of 11 or higher gain the following spell-like ability: 1/day—darkness.
Keen Senses: Shades receive a +2 racial bonus on Perception checks.
Light Sensitivity: Shades are dazzled in areas of bright sunlight or within the radius of a daylight spell.
Languages: Shades begin play speaking Common and Dark Folk. Shades can choose bonus languages from the following: Abyssal, Aklo, Elven, Infernal, and Undercommon.
Giving an ability to cast darkness while also being able to see through darkness may be powerful but it is only something they can do once per day. Having played through once before, I am more inclined to change See In Darkness to Darkvision and bring back Shadow Meld as opposed to granting a spell-like ability. The ability adjustments I am not too thrilled with either, as it seems all shadow creatures from the Fetchling to the Wayang have a negative Wisdom modifier. I thought about a penalty to Strength but it seems like it will most likely be a dump stat for most Shades anyway.