Arent the cost for various race abilities a bit too much unbalanced?


Pathfinder First Edition General Discussion


Checking out the race build rules for the first time, i realized that crap like +4 stealth cost the same as +2 to any ability score, which is at least as good as +1 stealth, + 1 dodge ac and lots of other stuff.

It seems, if i ever went to build an optimized race with 10 RP, i would never get anything near the standard races.

http://www.d20pfsrd.com/gamemastering/arg-creating-new-races

How does it come those costs are so skewed?


The system attempts to fit values to pre-existing abilities that were assigned before any point value. They also were meant to cluster around 9-11 for the core races, so the cost of abilities were made to fit this. When you combine those two facets, yea, the costs can get a bit wonky. But they're generally OK if you don't try to optimize them and use them as they're intended.


But even although its fitting cost to preexisting abilities, its still of. A chosen feat cost 2 and +4 on a skill cost 4, so instead of +4 one could have for the same price +5 on one skill (from skill focues+the respective feat benefitting 2 skills) and +2 on another, with both bonuses doubled at 10 skill ranks.
Or instead of the second feat, just skill focus and a climb speed. Climb speed as expensive as a chosen feat? Climb speed gives +8 to one skill and nearly removes the need to roll that skill and makes a lot of fun (moving fully armored with shield and weapon along the ceiling and attacking for example). But getting plain +4 to climb costs double the RP.


Many here seem to forget the spirit of the rules type thing. I have been known to break things at will for fun. What I bring to the table to any game I am lucky enough to play in is a tame multifaceted character that is semi optimized to shine on need, but give others plenty of time to shine themselves. No one like a spot light hog.

The truly final arbitrary thought is the GM you play with, don't matter what ya bring, if he/she is worth their salt then can glance at the abomination or not and tell.


The simple answer is, ONLY THE GM GETS TO USE THE RACE BUILDER RULES!

MWUAHAHAHAHAHAH!

But seriously, players shouldn't ever be allowed to use the race builder. If they want a custom race, they can ask you as a DM to take into consideration their idea and make something that seems fitting. If you let a player pick and choose, of course they're going to make sometihng optimized for their character selection and build.


We have just began a new campaign where we all used the race builder to create our characters. Our DM--who is a sucker for punishment--allowed us 16 points and Advanced build. So far we have only gamed once, but everyone involved is having a blast trying this new twist to the game. It's all about fun!


I don't mind players using it as a starting point for negotiation, but it's going to done with the foreknowledge that I'm nerfing that formulation to the level of the other available races.


Pathfinder Rulebook Subscriber

Short answer: it was based on the existing core races, and the designers didn't want to mess with figuring out synergies. You can use the ARG system as a starting point; you may have to tweak some stuff at the end.


Yes, they are completely unbalanced. Apparently it's ok to make a points system in which the points don't really mean anything, because the GM can fix it. I fixed it by absolutely forbidding it. If I want to assess the power of a new race myself, there's no need for a race builder system full of arbitrary limitations.

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