Campaign where GM allows high race point (40 RP) characters; alternatives for those who don't want a high RP race?


Advice


So a friend is GMing a game where players can make their own races and gives all the players 40 RP to make their character. However, I expressed a desire to not play such a race and possibly have an alternative boon(s) if I were to play a race with RP more in line with the standard races (10 RP).

What would you suggest to this GM for such alternate ideas?


One thing my current DM did was combine the points for Attribute and Race. He gave us, I think 30 points, to spend on the two for our Giantslayer campaign.


Maybe ask for +2 to all your ability scores. It's a simple boost which would likely make you feel better about your character amidst these monsters. Or gestalt for your first level only - an extra level seems too much to me, but that gestalt could be fun and good.


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Why not just spend the points on attribute/skill/save bonuses and/or bonus feats? Just be a human who happens to start with a couple extra boosts for whatever reason you feel like?


One level of gestalt doesn't feel like it would cover a difference of 30 RP, considering how little one level of a class can get you (depending on the class) and how much 30 RP can. (Playing a pre-planned fearmonger build of Invulnerable Rager Barbarian 16/Thug Rogue 4)


You could run the idea of taking one or two alternate racial traits without trading the original trait out by them… just desconstruct the race and it’s ARTs in the race builder and see how close to 40 RP you can get it with a few bonus racial traits… (note: some ARTs are easily 20RP on their own)


That's actually what I suggested to another player, who is doing that with ratfolk. However, my race is entirely homebrew, that I had previously designed with 10 RP in mind. ^_^;

Sovereign Court

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On Challenging Advanced and Monstrous Races in Advanced Race Guide, it suggests +3 APL CR Adjustment for 40 RP for level 1-5, +2 6-10, +1 11-15, and +0 for 16+.

So, I'd say let the normal races pick a template or two that are +0 or +1 CR (maybe even a single +2). Advanced is super simple and +1 CR for example. Of course, I am a little biased toward Graveknight...


You could take a lot of additional gold (10k or more) and / or some magical items (some consumable, others permanent). Just make sure the GM doesn't hand out less loot to you afterwards, because "you got a lot already".


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Just because the abilities are from the race builder does not mean they all have to be actual racial traits. Since you are already using the race builder just build your race the way you want it, and add a few extra abilities but change the fluff from being racial traits to magic or something else. Now instead of the Advanced Strength being a racial trait it is a blessing from a god, or a magical gift. Do the same with the ability score adjustments. +2 to all Stats (Azlanti Heritage) is worth 16 points. Between that and a few Advanced Stats you can easily rack up the extra 30 points.


I agree that it's best to just refluff your racial point stuff as additional training or super powers. It's hard to answer though as we don't know why your DM wants high powered races and why you don't want them but still want to play in a game where the DM wants them.

40 is quite a bit, you're basically a super hero at that point.


The Race Builder can generate all sorts of results from super-powerful one-trick ponies to mixed bags of what-the-heck. Till you know what kinds of characters are being built (both race and class/archetype), you can't know how truly powerful the others will be. Thus it's hard to determine what will work best for you.


You... could just allow players to advance in classes normally. They could take 2 or even 3 extra levels (with corresponding wealth) instead of making a super-soldier ;)


Advanced {Ability Score} is 4 RP and goes up by 1 in RP cost each time you use it again on the same ability score. If you used this once on each ability score it would cost 24 RP.

Flexible Bonus Feat is 4 RP.

Focused Study (Skill Focus at each of levels 1, 8, and 16) is 4 RP.

Large Size (may be out of the scope of what you want) is 7 RP.

Static Bonus Feat is 2 RP.

Skill Bonus is 2 RP, but only use if you can't get what you need from Focused Study (see above), because it only gives you a completely non-scaling +2 to 1 skill or +1 to each of 2 skills. Also check out more specific but higher bonus skill or Save boosts (Beguiling Liar, Hardy, etc.).

It shouldn't take too long to use up the extra points.


My first impluse is to say load in a bunch of free feats, but I'm not sure if that fits the bill. Is your objection to the extra 30 RP for your specific race one of balance, book keeping, or concept. Concept will be the hardest thing to tackle, but if you post the race you've already built/chosen here, maybe we can suggest additions that won't break your concept.

If you're just not wanting to deal with complicated tracking of racial features, then static one time bonuses are probably best (to either skills or ability scores).

If it's a balance of power issue, then embrace the power of the build and add feats or spell like abilities for either numerical power, or the power of versatility.


Faolán Maiali the Azure Abjurer wrote:

So a friend is GMing a game where players can make their own races and gives all the players 40 RP to make their character. However, I expressed a desire to not play such a race and possibly have an alternative boon(s) if I were to play a race with RP more in line with the standard races (10 RP).

What would you suggest to this GM for such alternate ideas?

Perhaps if you told us more about your homebrew race and it's concepts folks could make better suggestions?


In a homebrew campaign I was in, I played a Noble Drow. The other players were already taking +1 templates, and the Noble Drow was to make up the difference. So, same thing, just backwards.

Granted, I don't make munchkin characters, and don't abuse the little things Noble Drow get. It does offer a huge amount of flavor, though, and that is what I chose to capitalize on. Some of the things that came with being a Noble Drow were outright annoying...

Detect Magic as a constant ability is just wierd. For the GM's sake, I just pretty much left it up to him. The GM would tell me that my "magic vision" sees a twinkle over there, or whatever. I gave him control of my Detect Magic to work as a plot device more than anything else. I could still use it at will, like a Paladin using their Detect Evil.

So, back to the point, a +1 template would probably be okay to make up for it... depending how stupid people make their custom races. I have allowed custom races in my campaigns, and it didn't make a difference when I ran Kingmaker. Hopefully your players are wise enough to build rock solid characters with lots of save bonuses, flight or other movement speeds, useful skill bonuses, and things like scaling DR or natural armor.

Some templates are stupid, too, for what they give you. So it can go both ways. But, ultimately, I don't think it is going to matter much... so don't make it more complicated than it has to be.

Just take the race you already want to be, and make up the difference in RP with cool stuff that will help your character from 1-20...

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