Showing posts with label species. Show all posts
Showing posts with label species. Show all posts

Sunday, January 26, 2025

Age Categories in 5.5e

So, 5e and 5.5e doesn't have Age Categories. I'm on the record as enjoying aging effects, but admittedly, it does get a bit fiddly, doesn't it. Figuring out what age category an elf is as compared to a human of the same age, or whatever? Fiddly.


The Modifiers

I do rather like 3.5e's numbers:
  • At middle age, a character gains -1 to Str, Dex, and Con; +1 to Int, Wis, and Cha
  • At old age, a character gains an additional -2 to Str, Dex, and Con; +1 to Int, Wis, and Cha
  • At venerable age, a character gains an additional -3 to Str, Dex, and Con; +1 to Int, Wis, and Cha
So being Middle-Aged is strictly a sidegrade; Old is a downgrade (with a silver lining); Venerable is an even worse downgrade (with a silver lining). Extreme min/maxers might choose to be Old or Venerable; Middle Age is an eminently reasonable choice for a moderate min/maxer.


What Age Category Am I?

We can probably mostly basically just use 3.5e's numbers for what age category a character of a given species is is at any given age.

(I believe 5.x canon is that elves age like humans until adulthood, and then just stay there; the relevant 3.5e charts indicate that they used to definitively hit Adulthood at 110 years; we could split the difference and let them Young Adult at a more human-like age)


Aging Effects

I used to use specific year amounts for aging magic and effects, but I'm leaning towards, instead: you don't advance specific year numbers; if you fail a save, you straight-up advance an age category; elves just have advantage on the save.

Maybe mix it up with a touch of what 3.5e used to have you do for Negative Levels: at the end of the day, make a save vs it becoming permanent. ...no, I low-key hate that, because I hated that about NLs in 3.5e.

Ooooh, here's an idea: You know how if you have 6 levels of Exhaustion, you just straight-up die? What if, instead of death, if you have 6 levels of Exhaustion (perhaps: "and at least one of them is from a magical or supernatural effect"), you straight-up advance an age category? Or maybe you go unconscious at Exhaustion 6 either way, and if you fail a save you also advance an age category?

Thursday, October 24, 2024

Origin Ability Points in 5.5e

So, a thing that 5.5e does: it decouples ability score bonuses from species (previously known as 'race', in PF2 known as 'ancestry'; I think 'species' is a fine choice). I don't necessarily disagree with this decision, and I recognize it was done for good reasons, but there is much nuance to be dug through, so let's explore.

This is a hugely contentious issue, so hopefully I don't make too many dumb assumptions or dumb material conditionals. (I almost certainly will!)


Nomenclature

Ok, so the main reason ability scores are decoupled from race is that we Definitely Do Not want to leave ourselves open to real-world biological race conspiracy theories, like "Black people have lower Int but higher Str than white people". Which is fair!

...but, we already renamed it? Nobody can any longer fairly accuse D&D species of being the same thing as Earth race?

D&D species is of course not the same thing as biology science species, but the name change does make the decoupling of ability scores from species slightly goofier -- who could possibly argue that your average standard-issue hippopotamus is not able to lift more weight (ie, is not stronger) than your average standard-issue groundhog?


Introducing Sex, for the Purpose of Clarifying but Probably in fact Muddying the Issue

In OD&D 1e, women had a cap on how strong they could be. That's goofy in at least two ways (probably three: I think female characters didn't get any advantages to compensate for this disadvantage), so let's cut it down to only one way: Pretend (biological, ie, ovary-having?) women had, say, a -2 to Strength score and a +2 to, I dunno, Dexterity. Or, let's make women the Default and pretend they had no modifiers to abilities, and men had a +2 to Str and a -2 to Dex.

It is a source of perpetual mass dumbness that, on average, men, however you define it, are probably statistically basically stronger than women, however you define it. This is the (ostensible) objection to having transwomen compete in women's sports.

Setting aside the very many dumbnesses associated with this argument, the core thing that's maybe true (depending, again, on how you define "woman" and "man", among other things) is that the bell curve of women's strength scores is shifted a bit lower than the bell curve of men's strength scores. The strongest man is stronger than the strongest woman; the weakest man is stronger than the weakest woman; the average man is stronger than the average woman; BUT it's only shifted a little, so of course the strongest woman is stronger than the weakest man.

If ability scores are generated by rolling, this shifted bell curve is of course represented very well by a flat +2 or -2. (This is why 1e's actual thing, a straight-up cap on Strength, is doubly dumb and bad.)

If we wanted to maximize Realism at the cost of everything else, a -2 penalty compensated by a +2 bonus elsewhere (or, like, giving men a +2 Str and women a +2 Dex, nobody getting penalties and everybody getting equal bonuses to different things) would be a fair model of offset bell curves.

Sex is a super-goofy thing to demand be "realistic"ally modeled, of course, but this is how we'd do it. (Why it's super-goofy: among other reasons, consider species with different sexual dimorphisms. Species where the girl is bigger and stronger than the boy, for example.)


Race, Tho?

Let's consider now if ancestry were still called Race.

Let's pretend there's an ability called Melanin, which reflects how much melanin is in a character's skin.

A character of the Black Race should have a bonus to their Melanin score, yes? And maybe a character of the Nordic Race should have a penalty? The average Black person is darker-skinned than the average Nordic person, yes? Still permitting the existence of the darkest-skinned Nordic person being darker-skinned than the lightest-skinned Black person, etc.

Sure, there are Backgrounds which could conceivably have an effect on the Melanin score -- the Beach Bum background, for example -- but most of them probably won't have as much effect as Race.

On the other extreme, we definitely would not want to say any Race has a bonus or penalty to, say, Intelligence, Charisma, or Wisdom. That would be some caliper-wielding chauvinism, away from which we want to vigorously shy.

But... are there maybe actually some Races that average stronger or faster or more hardy than others?

Ok, let's set Race aside again, let's set it from our minds, we're now again talking about Species only.


Curvature of the Struck Idiophone Variety

Ok, so the bell-curve thing doesn't necessarily so much completely apply, for like three reasons: first, we usually don't roll for ability scores anymore, as array and point by are objectively better; second, PCs are Special, so they shouldn't necessarily reflect the broader bell curve of the species population; third, bell curves in terms of populations have, like, a bad reputation, mostly because of a book of that name.

Still... does it actually make sense that the strongest Orc it is possible to produce is exactly as strong as the strongest Gnome it is possible to produce? The most dexterous Dwarf as dexterous as the most dexterous Elf?


Proposed House Rule

My inclination, to make Species at least have the ability to matter, though it doesn't necessarily have to for every character, is a house rule along these lines:

Assign each Species two (or so) ability scores, which will typically be whichever ones they got bonuses to in 5.0e. When you assign your Origin-related ability scores (your choice of { +2 +1 } or { +1 +1 +1 }, as usual), you may pick from the options given in your Background and the options given in your Species. You have the option for only your Background to matter to your ability scores, the option for only Species to matter, or the option for both to matter.

You still have a situation where any Orc and a Gnome Soldier have the same maximum possible Strength, which remains slightly peculiar -- but better than unaltered 5.5e, where a Gnome Soldier had a higher maximum Strength than an Orc Criminal.


Sub-Houserule: Synergy

If there is overlap between your Species and your Background, my first instinct is nothing special happens, but it does happen to provide, like, a soft limit: you have fewer options to choose from, so you are pushed towards choosing what is overlapped, though it is not in any special way required.

My second instinct is to give overlap between Species and Background some sort of synergy bonus. Which is kind of like 3.5e's Racial Favored Class, except it's more of a Species Favored Background, and also not something that every table just ignores because it's too much hassle to bother with.

My first thought here was to give ability scores with Background+Species synergy a starting max in that Ability of 22 instead of 20 -- then I remembered no character will ever start with higher than 15+2=17 in any ability, and I don't want Origin to add a thing you can first plausibly take advantage of at level 8.

Perhaps, if you have Background+Species synergy, then the option is made available to you to, instead of { +1 +1 +1 } or { +2 +1 }, choose { +3 } provided it is used on a synergized ability, thereby allowing a character plausibly to begin with a score of 18 in that ability?

Or, like, if you have synergy, then you have the option to forgo your Origin Feat and 1 point of your ability bonus (leaving you with a choice between only { +2 } or { +1 +1 }), and instead take a regular feat, provided it is a feat that gives you a bonus to the synergized ability (and, of your remaining ability points, the +2 or the +1s can go to any abilities, even the synergized one)?


Edited to Add:

It occurs to me: what if an additional option.

Original option as amended from 5.5e: Add { +1 +1 +1 } or { +2 +1 } to any scores benefited by your Background and/or Species.

New option as laid out in last section above: Instead add { +3 } to any score synergized by both your Background and Species.

New option being laid out now: In addition to any of the above, also add { -1 } (ie, subtract 1) to any ability not benefited by either Background or Species, and add an additional { +1 } to any ability benefited by Background or Species or both (which can be an ability you've already added points to).

So options are sixfold:

  • +3, +1, -1 }
  • +3 }
  • { +2, +1, +1, -1 }
  • { +2, +1}
  • { +1, +1, +1, +1, -1 }
  • { +1, +1, +1 }
Where +1 or +2 can be to any score boosted by either Background or Species, -1 can only be to a score boosted by neither Background nor Species, and +3 can only be to a score boosted by both Background and Species.

ALTERNATELY: You only get the choice between { +2, +1 } or { +1, +1, +1 }; but if your Species and Background synergize: you have the additional option to put { -1 } into any ability found on neither list and { +1 } into any ability found on both lists. Still brings the possibility of starting at 18, but you have to pay a little cost for it.

Thursday, January 4, 2024

Ettin Newcanon

Ettins, ubues, and other giants with extra heads or limbs, are all results of a semi-rare disorder in trolls, sometimes arising spontaneously, sometimes resulting from slashing blows that land in just the right place, where an extra head and/or one or more extra limbs are "re"generated. Such creatures generally lack the natural keen regenerative abilities of trolls, as their natural regeneration is too busy keeping them alive as these abominations to keep up with incoming damage as effectively.

Tuesday, December 12, 2023

On Fish-People

I have long complained that, of all the array of fish-people and seafolk available in D&D, they're all kind of samey. Let's see, we've got...

  • Merfolk are people with a fish tail
  • Tritons are people who live underwater and are just kind of slightly fishy -- in earlier editions, they were at least Outsider(native)s, which is something to latch on to. (Although it does make them kind of overlap with water genasi -- but without it, they instead overlap with, like sea elves.)
  • Locathah are just kind of generically fishy, although in earlier editions they kind of looked like the Creature from the Black Lagoon
  • Sahuagin are just kind of generically fishy, albeit with a telepathic connection to sharks
  • Kuo-toa are just kind of generically fishy, albeit also slimy
So let's see what I did with that to make it a little less boring (and also options for player characters, because my setting is so heavy on seafolk)...


Merfolk

Species Traits
  • Ability Score Increases: Your Dexterity score increases by 2, and your Charisma score increases by 1.
  • Type: Your type is Humanoid.
  • Size: Your size is Medium.
  • Speed: You have a land speed of 10 feet and a swim speed and a swim speed of 40 feet. You begin play with a free Combat Wheelchair, which grants a land speed of 25 feet.)
  • Amphibious: You can breathe both air and water.
  • Versatility: You gain one free skill proficiency of your choice and one free tool proficiency of your choice.
  • Languages: You can read, write, and speak Common and Aquan.

Triton

In previous editions, tritons were native outsiders. In mine, they're still immigrants from the Hellish Plane of Water. So...

Species Traits

As in Mordenkainen Presents: Monsters of the Multiverse, except:
  • You have the Humanoid and Elemental types. If any favorable effect would affect either of your types, it affects you. If any unfavorable effect would affect one of your types but not the other, you can be affected by it but you have advantage on saves against it. If any effect would affect neither of your types, you are immune to it. If any effect would affect both of your types, you do not gain immunity or resistance to it from your types. 

Sahuagin

Notwithstanding recent efforts to make them, like, green and lizardy, Sahuagin can just be shark-people.

Species Traits
  • Ability Score Increase: Your Strength score increases by 2, and your Wisdom score increases by 1.
  • Type: Your type is Humanoid.
  • Size: Sahuagin are larger than humans, ranging from 6 to 7 feet tall. Your size is Medium.
  • Speed: You have a base land speed of 30 ft, and you have a swim speed equal to your land speed.
  • Superior Darkvision: Within 120 feet, you can see in dim light as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
  • Limited Amphibiousness: You can breathe both air and water. However, you cannot receive the benefits of a Short or Long rest unless you are fully submerged in water for the entire duration of your rest.
  • Frenzy: On your turn when you reduce a creature to 0 hit points, you can use a bonus action to move up to your speed and make an additional weapon attack against another creature you can target.
  • Shark Telepathy: You can telepathically speak to any shark within 120 feet of you.
  • Claws and Bite: Your claws and bite are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing (claws) or piercing (bite) damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
  • Languages: You know Common and Sahuagin.

Kuo-Toa

Kuo-toa shall be anglerfish, complete with anglerfish sexual dynamics: 
  • Males are Tiny Beasts with 1 Intelligence (using the Quipper statblock).
  • Females are Medium Humanoids (using the Kuo-Toa statblock, or the species traits here).
Biologically female Kuo-Toa have six genders (Up, Down, Charm, Strange, Top, and Bottom), which they borrowed from the sexual hexamorphism of the Aboleths they chill with. It's not well-understood by surface-dwellers how romantic combinations of these genders works.

Species Traits
  • Ability Score Increase: Your Strength score increases by 2. Your Constitution score increases by 1.
  • Type: Your type is Humanoid.
  • Size: Your size is Medium.
  • Speed: You have 30 foot land speed and swim speed equal to your land speed.
  • Superior Darkvision: Within 120 feet, you can see in dim light as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
  • Amphibious: You can breathe air and water.
  • Sunlight Sensitivity: You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.
  • Otherworldly Perception: You can sense the presence of any creature within 30 feet of you that is invisible or on the Ethereal Plane. You can pinpoint such a creature that is moving.
  • Slippery: You have advantage on ability checks and saving throws made to escape a grapple.
  • Bite: Your bite is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
  • Languages: You know Common and Kuo-Toan.

Locathah 

I decided Locathah should be axolotl-folk.

The main deal with axolotls is that they are actually the tadpole form of a salamander which just never metamorphoses, just grows to an adult size instead. Thyroid hormone can be administered to induce metamorphosis into a salamander that hasn't been seen in the wild for millions of years. So, naturally, axolotl-folk can do that with magic.

Species Traits

  • Replace the listed Limited Amphibiouisness trait with:
    • Limited Amphibiousness. You can breathe both air and water. However, you cannot receive the benefits of a Short or Long rest unless you are fully submerged in water for the entire duration of your rest.

Feat: Metamorphosed

A Locathah shaman can cast the Ceremony spell on another Locathah to induce metamorphosis into a super-adult stage.

Prerequisites
  • Locathah species.
  • You must be under the effects of the Coming of Age Ceremony cast by a Locathah shaman at time of feat selection.
Effect
  • You lose the effect of your Limited Amphibiousness trait, and are now fully amphibious -- you can breathe both air and water, and do not need to be submerged in water to gain the benefits of a Short or Long Rest.
  • You have Resistance to Poison damage.
  • Your skin turns a vivid color and begins to secrete a poisonous toxin. If you are hit by a Bite attack, the attacker takes 1d6 Poison damage. If you are subject to the Swallow Whole ability, the creature that swallows you takes xd6 poison damage on your turn every round you are swallowed, where x is equal to your Constitution modifier (minimum 1).
    • You can harvest your own poison as per the rules in the Dungeon Master's Guide, except you do not need to be incapacitated or dead; you are not immune to your own poison, but you remain Resistant to its Poison damage. The harvested poison can be used as-is or refined:
      • When used as-is, this is an Ingested poison that deals 2d6 Poison damage, Constitution save negates. A dose of this poison lasts for 24 hours before it becomes inert.
      • Refining the poison follows the Crafting rules, but you have unlimited access to the ingredients. When refined, it becomes a dose of Pale Tincture poison, which lasts indefinitely until use.