
Marco Polaris |

Hey all. I'm starting up a 4E game set in the Astral Sea, that I aim to mix between a bit of Spelljammer and Pirates of the Caribbean in theme. As such, I am working on rules for ship combat, and I spitballed a few more Astral-y races to fill out the roster at low levels and make the scenery feel different from the Material Plane. I'm looking for some quick-and-dirty criticisms--just enough to make sure nothing is terribly broken.
Unfortunately I don't have the ship rules up yet, but I do have a half-dozen races to consider besides.
Aasimar (Peri? Flavored differently from devas)
Convinum (invisible, hollow folk)
Kolyarut (Warforged Subrace)
Mercane
Rocca (hound archon-ish race)

Jeremy Mac Donald |

Not broken but how does your group feel about the conditional +1 type powers. For example I note that your Aasimar get a +1 to AC if they are not bloodied. These kinds of powers really irritate my table as one is always having to remember how many minor modifiers one currently has going. It also often leads to a lot of double checking to make sure you have counted all the possible modifiers whenever rolls are close and that burns game time. If your group is fine with this sort of thing then no problem but I know that if I where doing house ruley type things with 4E I'd be doing everything in my power to remove as many of these minor conditional modifiers as possible.

Marco Polaris |

I cannot say I've ever had that problem with the conditional modifiers of the standard races in previous campaigns. Not that we always remembered to apply them, but it never became so bad that we became frustrated and angry. Still, I'll keep my eyes open for the first few sessions regardless, if anyone actually does use one of the new races as a character.