Post by Perkins on Oct 10, 2013 1:52:30 GMT
I was unaware of this, and probably still am, so I need to ask - Do people have to roll to see what variant of their race their race actrually is?
For example, I want to play an Aasimar. I want to be an Angelkin. Do I have to roll a d6 and get a 2 result in order to get to play an Angelkin? If no, I think that needs to be looked at. I am sure people are worried about the 'ability variants' on the d100 that comes next, but I will get to that later.
Now what are the differences in choosing a normal Aasimar and choosing an Angelkin? Let us see...
Normal Aasimar Race Bonuses:
Ability Score Racial Traits: Aasimars are insightful, confident, and personable. They gain +2 Wisdom and +2 Charisma.
Type: Aasimars are outsiders with the native subtype.
Size: Aasimars are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Aasimars have a base speed of 30 feet.
Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. See the Linguistics skill page for more information about these languages.
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Skilled: Aasimar have a +2 racial bonus on Diplomacy and Perception checks.
Spell-Like Ability (Sp): Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar's class level).
Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
Now let us see the Angelkin Race Bonuses:
Typical Alignment Any good
Ability Modifiers +2 Str, +2 Cha
Alternate Skill Modifiers Heal, Knowledge (planes)
Alternate Spell-Like Ability Angelkin gain alter self as a spell-like ability.
The rest is the same as above.
If this is to be rolled, then I don't understand why. It's just taking a race you like and tweaking it slightly to match the class you want to play. It helps with seeing some less-used combinations and allows the people to really play what they want without really breaking the system.
Now comes the part where I will discuss the 'variant ability' d100 thing. Yes, the one that replaces the spell-like ability you get. If this is what you make people roll, then please, keep it. This can actually get pretty overwhelming in many ways.
So my question is this:
Do we roll to determine the Race Variant or the Variant Abilities that replace the spell-like ability of the race?
For example, I want to play an Aasimar. I want to be an Angelkin. Do I have to roll a d6 and get a 2 result in order to get to play an Angelkin? If no, I think that needs to be looked at. I am sure people are worried about the 'ability variants' on the d100 that comes next, but I will get to that later.
Now what are the differences in choosing a normal Aasimar and choosing an Angelkin? Let us see...
Normal Aasimar Race Bonuses:
Ability Score Racial Traits: Aasimars are insightful, confident, and personable. They gain +2 Wisdom and +2 Charisma.
Type: Aasimars are outsiders with the native subtype.
Size: Aasimars are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Aasimars have a base speed of 30 feet.
Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. See the Linguistics skill page for more information about these languages.
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Skilled: Aasimar have a +2 racial bonus on Diplomacy and Perception checks.
Spell-Like Ability (Sp): Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar's class level).
Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
Now let us see the Angelkin Race Bonuses:
Typical Alignment Any good
Ability Modifiers +2 Str, +2 Cha
Alternate Skill Modifiers Heal, Knowledge (planes)
Alternate Spell-Like Ability Angelkin gain alter self as a spell-like ability.
The rest is the same as above.
If this is to be rolled, then I don't understand why. It's just taking a race you like and tweaking it slightly to match the class you want to play. It helps with seeing some less-used combinations and allows the people to really play what they want without really breaking the system.
Now comes the part where I will discuss the 'variant ability' d100 thing. Yes, the one that replaces the spell-like ability you get. If this is what you make people roll, then please, keep it. This can actually get pretty overwhelming in many ways.
So my question is this:
Do we roll to determine the Race Variant or the Variant Abilities that replace the spell-like ability of the race?