Any Fans of Race Building Rules?


Pathfinder First Edition General Discussion


So are there any fans of the race building rules from Advanced Race Guide?

Have you or someone is your party used the rules?


they're okay - a guide really.

It does show a bit of a bias as nobody is going to quite agree on some of the point costs.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

It's a functional system. Not as comprehensive as it could be, but that's probably because of space considerations.

Also, concepts that deviate more drastically from PF1e core assumptions are harder to fit into the Race Builder mechanics.


I only use it to tweak the existing races when the players want to play something interesting. I do not let them use it to custom make their own races.


DeathlessOne wrote:
I only use it to tweak the existing races when the players want to play something interesting. I do not let them use it to custom make their own races.

That's pretty much all I ever used it for, too. And even then, it was mostly just a tool for judging what made a fair trade when swapping out racial traits for new traits, to create new subraces for my homebrew settings.

Or how much I needed to add to beef up an underpowered race to be more on par with the core races. Like when I wanted a kingdom ruled by a dragon, whose primary minions were kobolds. But those little yappers are so freaking PUNY in 1E, they needed to hit the gym or something, sheesh. :D


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Tim Emrick wrote:
Or how much I needed to add to beef up an underpowered race to be more on par with the core races. Like when I wanted a kingdom ruled by a dragon, whose primary minions were kobolds. But those little yappers are so freaking PUNY in 1E, they needed to hit the gym or something, sheesh. :D

Depending on the PCs' level, just giving them some organization and tactics could help. Even before adding NPC or PC class levels. They didn't have to be Tucker's Kobolds, but making them sneaky special ops types (traps, hit and run, multiple prepared positions) could at least make them (to an extent) respectable threats.

I remember hearing about several original Kingmaker campaigns that incorporated the Sootscales into their kingdom.


Like any other explosive, use with extreme care.

I had a GM challenge me to make a broken race as proof of concept. I won't put everything here, but Just mention I named them 'Nemesis' and gave them (among other abilities) the:

1. Static Bonus Feat (2 RP): Dedicated Adversary(Cats)
-yes, i know it has a Prerequisites and the rules say a fixed feat without one, but the gm allowed Prerequisites that require not to have something, by simply not having the race have the violating aspect.

2. Spell-Like Ability, At-Will (Instant enemy - cost 6).

you can kinda see where this is going.

Silver Crusade

I could see a lot of roleplay fun with this at the conclusion of a campaign. Party is super-high-level, has an artifact to create life forms and has to decide what to do with it.

As a GM in that space, I would drop plenty of hints that they would eventually face enemies of that race, so if they go overboard, it’s their fault the adventure just got harder.


It was nice to have something. But eventually I replaced it with third-party systems.


SilvercatMoonpaw wrote:
It was nice to have something. But eventually I replaced it with third-party systems.

What 3rd party systems for designing new races did you use and would recommend?


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Andostre wrote:
SilvercatMoonpaw wrote:
It was nice to have something. But eventually I replaced it with third-party systems.
What 3rd party systems for designing new races did you use and would recommend?

Keep in mind I haven't playtested anything, so while I like the following, I don't know if they're "better" than the official race builder:

* Spheres of Origin (Drop Dead Studios): Don't need to calculate points, just pick from a few lists. I like this one because it includes options for building quadruped/hand-less races. Sapient beasts are an important part of my fantasy.
* Hybrid Blood (Silver Games LLC): Pick two physical and one cultural options. More of an attempt at creating hybrids of existing races, but you can reflavor the result for something new. Also has sapient beast options.
* Play Manga d20 (d20PathfinderSRD.com Publishing), Genius Guide To The Talented Bestiary (Rogue Genius Games): These two are honorable mentions, as they both have ways to build races, but I haven't payed as much attention to them so can't easily summarize.


I do think the system has issues and is missing some things. But I still think it is an interesting option.

Liberty's Edge

As with all these kinds of modular systems, it has a serious problem if the player wants to make an unbalanced creature. As long as the GM is in control and there is a gentleman's agreement about what people want to make, it is workable.


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I just use the Chase rules from the GMG when I want to build a race.


Hopefully we will get to use the system in the next AP.


I used it to make 2 races. One I called Dragonfolk. I wanted to make a dragonborn with wings, but distinct from the Wyvarans. One of my groups actually has an application process for homebrew stuff and I've actually been playing a dragonfolk. He's a magus/paladin and has been doing decently well.

The other race is a merging of orc and elf. I basically took the stuff from the two races and the half-human versions to make them. This one I haven't played yet.

Shadow Lodge

I enjoy them but I think they suffer from being a early build that doesn't include more of the expansions that happened after the release, doesn't really look at how certain penalties/bonuses can stack in ways that undermine the balance, and doesn't push more on the "take interesting penalties/to have more interesting abilities" paradigm that shows up from later creators playing with it.

Like, it doesn't really have a system for noting how a -2 Str. small size, & 20ft move is a much stronger penalty combined on a species than the total cost the system gives, or how traits like Delicious give interesting mechanical & narrative play while also being a penalty. Currently, trends like this are something that you only really notice after spending enough time with the system and then puttering around, which isn't something that the makers of the system can't really rely on to make good users of the builder consistently.


Heather 540 wrote:

I used it to make 2 races. One I called Dragonfolk. I wanted to make a dragonborn with wings, but distinct from the Wyvarans. One of my groups actually has an application process for homebrew stuff and I've actually been playing a dragonfolk. He's a magus/paladin and has been doing decently well.

The other race is a merging of orc and elf. I basically took the stuff from the two races and the half-human versions to make them. This one I haven't played yet.

Too bad the race building rules did such a bad job with the breath weapon rules.


I enjoy them yes, but feel they could use an expansion.


Lord of Conflict wrote:
I enjoy them yes, but feel they could use an expansion.

I agree 100%.


Lord of Conflict wrote:
I enjoy them yes, but feel they could use an expansion.

I feel they could use a re-balance.


Dragon78 wrote:

So are there any fans of the race building rules from Advanced Race Guide?

Have you or someone is your party used the rules?

My hot take?

The rules are bad and should only be used by a GM trying to add new societies of creatures for their game world, not used by players to craft their ideal race.

GMs, if you do this keep balance in mind for these creatures, as you can absolutely make busted creatures even if the guidance of the rules would tell you that the points you've spent on them aren't within guidelines.


Dragon78 wrote:
Heather 540 wrote:

I used it to make 2 races. One I called Dragonfolk. I wanted to make a dragonborn with wings, but distinct from the Wyvarans. One of my groups actually has an application process for homebrew stuff and I've actually been playing a dragonfolk. He's a magus/paladin and has been doing decently well.

The other race is a merging of orc and elf. I basically took the stuff from the two races and the half-human versions to make them. This one I haven't played yet.

Too bad the race building rules did such a bad job with the breath weapon rules.

Too the point I didn't even give them a breath weapon. I wanted to but I was already at 12 points and even if I dropped something else to get the breath weapon, I wanted them to be able to do it at least twice a day and would have ended up at 13 points.


I'll just say, separately from the current chat, take a hint from aasimar. Do that. Reflavor it and change the SLAs about. It is a RAW Race and pretty good for its points. Clearly the RP value is a bit low.
Realize that weapon/armor/shield proficiency in the Game are way overpriced and far too specific. Nab those racial weapon proficiencies.

I had fun with the Yatagarasu(shapchanging japanese three-legged crow people). And no - I didn't really use the RP system to build but did for balance purposes in later editing.
Spiritsense(Su) was a sense I developed.


SilvercatMoonpaw wrote:
Lord of Conflict wrote:
I enjoy them yes, but feel they could use an expansion.
I feel they could use a re-balance.

I agree 100% for that as well.


I've made a few races using it as a guideline. It's easy to add to it by taking racial traits that do have RP cost and finding traits that replace that racial trait on canon races, and thus equivalent exchange takes place and you have extra options to choose from.

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