Monday, June 4, 2012
The "Race" Problem
So there's a language problem. The other day, I described this problem as "one of the oldest conundra of the fantasy genre". Which is, of course, hyperbole; the fantasy genre is older than any of the words involved, let alone the science involved.
The problem is this: in fantasy, we need a word for various groupings of individuals, e.g., elves, humans, orcs, dwarves, halflings, etc. "Race" is the usual one, though "species" sometimes gets used. But both have meanings in English, and neither meaning lines up very well with their usage in works of fantasy.
---
Once upon a time, not really very long ago at all, "race" meant the same thing in fantasy as it does in modern English, but the meanings have diverged.
Nowadays in English, "race" means something like "ethnicity" or "skin color". We've got the "black race" and the "white race" and so on, and the various races are almost entirely indistinguishable, genetically. Even phenotypically, most human races are hard to tell apart, and individuals from one race are usually within the expected range of variation for every other race.
An orc and an elf are much more dissimilar than a dark-skinned human and a light-skinned human, so "race" has become an inappropriate term for this distinction.
Moreover, we might want to keep "race" in case we want to distinguish between fantasy ethnicities -- e.g., Men of Gondor, Men of Rohan, the various Men of the East and South under Sauron's dominion. Or, for that matter: Orcs of Mordor, Orcs of Isengard, and Orcs of Moria. Or Mirkwood Elves and Lothlorien Elves. And so on. Tolkien's actually pretty good about ethnicities/subraces/whatever.
Or take my setting's distinction between Shell humans, Omorashi humans, and Romus humans. (Side note: I was horrified the other day when I realized that I had neglected to include dark-skinned humans in my campaign setting. Then I realized that no, many or most Omorashi humans have dark skin -- the one way in which the Omorashi Empire deviates from a bog-standard wutai.)
Though, really, "ethnicity" does just fine for this usage, and I'd be completely okay with discarding the word "race" from the language -- both mundane and fantastical English -- altogether.
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"Species" is sometimes used as a backup, but it has an even more specific meaning than "race" does. Two individuals are members of the same species if they can breed and produce fertile offspring. The "half-dragon" template alone means that all living, corporeal creatures are the same species as True Dragons. Dragons and gelatinous cubes are the same species! This is of course a.) preposterous and b.) not useful.
Actually, there's another, slightly more technical meaning of "species". Basically, reckon how much DNA two individuals need to have in common in order to produce viable offspring. A species is any group that has that much DNA in common. This almost could work, if you use the percentage from our world (it's a very high percentage), but you then stipulate that D&D genetics works very differently and can produce viable offspring with a much lower percentage of DNA in common. So dragons and gelatinous cubes are different species but can interbreed.
But this hurts my head by how badly it misunderstands basic biology. Not least because D&D biology pretty clearly, if not quite explicitly, doesn't run on DNA at all. (See: Living Spells, elementals, and most or all Outsiders (created, not biologically, but from the very stuff of their native planes).) There's no way for DNA to do half the things that happen with genetics in D&D. Better to leave it out and say a wizard did it. And if we're leaving out Earth biology, we should leave out the jargon of Earth biology.
---
So what's left? There are lots of options, many of which have been used. But I'm partial to one that dates back roughly to the time period D&D attempts to emulate but which hasn't since acquired a technical meaning -- or, really, any meaning at all (which comes up when creationists try to use the word without realizing how meaningless it really is). The word is "kind".
Elves and humans are different kinds. Omorashi humans and Romus humans are the same kind. Mordor orcs and Isengard orcs are the same kind.
If you want to get really technical, you could also throw in superkinds and subkinds. Orcs, goblins, and hobgoblins are different kinds, but the same superkind. Arctic orcs and aquatic orcs are the same kind but different subkinds. Humans, elves, halflings, dwarves, and gnomes are the same superkind but different kinds. And so on.
---
We can even set up a fairly complete D&D taxonomy!
Kingdom: distinction between creatures and objects. A creature is anything with a wisdom and charisma score (other ability scores optional). An object is anything without a wisdom and charisma score.
Subkingdom: You can further differentiate between living and non-living objects, allowing you to be old-fashioned and make the distinction Animal, Vegetable, or Mineral. Normal, mundane plants and trees, as well as slimes, molds, and fungi, are living objects. Rocks and things are non-living objects. (Fun fact: disintegrate has no effect on living objects, only creatures and non-living objects.) You can also distinguish nonliving creatures (constructs, undead, deathless) and living creatures (all other creatures).
Supertype: One wants to put things like "canines" and "felines" in, but there are e.g. feliform Animals (cats, lions), Humanoids (catfolk, gnolls), Magical Beasts (displacer beasts, sea cats), Outsiders (rakshasas, hellcats), etc. So this is an example of a supertype. Since "Humanoid" is taken for a type, perhaps we shall use "anthropoid" as a Supertype to describe anything with two arms, two legs, a head, and a torso.
Type: Aberration, Animal, Construct, Dragon, Elemental, Fey, Giant, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Undead, or Vermin. (Only creatures have Types.)
Superkind: Among Humanoids: reptilians, goblinoids, near-humans, gith-s, etc. Among Outsiders: demons, devils, archons, guardinals, etc. Among Elementals: fire, water, air, earth, etc. Among Constructs: golems, living constructs, etc. Among aberrations: Illithidae, beholderkin, etc.
Subtype: Some subtypes actually indicate kind (e.g. [human], [elf]). Some indicate superkind (e.g. [reptilian], [goblinoid].) Some are merely descriptive and can be possessed by any or many Types (e.g. [aquatic], [extraplanar], often the alignment and elemental subtypes). Some indicate relationship to some other Type (e.g. [dragonblood], [augmented]). Subtype, while useful, pertains to too many levels of the taxonomy to really be included. BUT, I want to include Tanar'ri, Obyrith, Baatezu, etc, and there's not really anywhere else to put them. So let's put them, probably bafflingly, below superkind.
Kind: Among near-humans: humans, elves, dwarves, etc. Among animals: horses, dogs, etc. Among tanar'ri: succubus, balor, etc.
Subkind: Arctic elves, fire elves, aquatic elves, etc. Ponies, war ponies, horses, war horses, etc. Dogs, riding dogs, etc.
This is incredibly messy, not even very useful, and unlike biological taxonomies (where there is a single correct taxonomy that can be derived from sufficient information), it's mostly a matter of opinion. It was just an exercise.
Saturday, June 2, 2012
Unidentified Items
So D&D gives an elaborate set of procedures for identifying items -- detect magic plus a Spellcraft check, examine it for helpful clues, an epic Appraise check plus a Spellcraft check, an epic spellcraft check, casting Identify, or (inevitably the most common course of action) bringing it to the Mage's Guild to ask divination specialist apprentice wizard Beth to cast identify for 110gp. (But even these methods are unlikely to identify any cursey properties of an item, which generally come out in the normal course of play.)
But it doesn't give a lot of advice for dealing with unidentified items. I hit upon a technique that has worked pretty well for me. It involves a separate sheet in my Excel Document of Doom.
Basically, whenever players acquire a magic or otherwise special item (or occasionally a completely mundane item, just to throw off metagamers), I describe it, and then I give it a number, and I tell the players that, whenever they use the item or mention it to me, also mention the number, so I know which one it is.
The Excel sheet has four columns: the number; a description and all the properties of the item; a list of all the properties the characters have identified so far; and whoever currently possesses the item.
"I hit him with the big sword I found in that pile of dung. Item #6."
"Do you now? Excellent. As you fly into an uncontrollable rage, you discover that it wasn't just a +2 greatsword after all."
It works pretty well.
Items aren't removed from the list unless they're lost or broken or sold to an NPC. (Given to an NPC means it goes into the NPC's treasure. Sold means it goes into the master list of things that might eventually get rotated back into the world.)
But it doesn't give a lot of advice for dealing with unidentified items. I hit upon a technique that has worked pretty well for me. It involves a separate sheet in my Excel Document of Doom.
Basically, whenever players acquire a magic or otherwise special item (or occasionally a completely mundane item, just to throw off metagamers), I describe it, and then I give it a number, and I tell the players that, whenever they use the item or mention it to me, also mention the number, so I know which one it is.
The Excel sheet has four columns: the number; a description and all the properties of the item; a list of all the properties the characters have identified so far; and whoever currently possesses the item.
"I hit him with the big sword I found in that pile of dung. Item #6."
"Do you now? Excellent. As you fly into an uncontrollable rage, you discover that it wasn't just a +2 greatsword after all."
It works pretty well.
Items aren't removed from the list unless they're lost or broken or sold to an NPC. (Given to an NPC means it goes into the NPC's treasure. Sold means it goes into the master list of things that might eventually get rotated back into the world.)
Wednesday, May 30, 2012
Youth Draining Spells
This post will detail what my methodology is like when I create things, how I like to always have an existing framework, however rickety, to hang any homebrew on. It probably tells you more about me than about D&D.
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So imagine that I want to return negative levels from this:
• There are no negative levels. In place of each negative level bestowed, the victim immediately ages 3d10 years. The victim may immediately roll a fortitude saving throw at the same difficulty as removing the negative level; if this saving throw succeeds, the aging is halved. If the victim receives a restoration spell within 24 hours, the aging is reversed; otherwise, it is permanent.
...to being what they're supposed to be (which I kind of do, I've changed my mind about their badness), but I still want to include spells which prematurely age foes, so I don't have to rely on infinite ciruja plants and resurrection for all my aging effect needs.
My first instinct is to find spells that bestow negative levels, because I've already (sort of) balanced aging against negative levels. But I can find only one spell that permanently bestows negative levels: energy drain. There are several which do so temporarily, including enervation and Fell Drain anything (sonic snap, let's say). So let's briefly analyze:
I was going to say that if we're casting with a caster level of 12 or more, we could extend the spell to raise its duration to 24+ hours (maximum 30), thereby making it potentially permanent. But these spells all have a duration of Instantaneous, and are thus not affected by Extend Spell. Nuts. Same with Persistent Spell. Nuts.
Permanent Emanation affects only emanations (i.e., cones and bursts), and anyway is [epic] and doesn't affect the spell level. Might be able to fiat that permanency can apply to enervation, but it's not metamagic, doesn't affect the spell level, and costs XP.
Oh well. Let's say this:
Long ago, we made calculations and concluded that one negative level ≈ 14.6 years. So if we wanted to create a line of spells that drain youth, we could convert:
...good enough!
---
Now, some fiddling to match these numbers up with dice... Consider this chart:

The coloured numbers indicate how many of that size die would be needed to average out to approximately the desired number of years. They are colour-coded: red is most accurate, orange less accurate, yellow even less accurate, and blue least accurate of all. We could just use all the red ones, substituting for orange ones when there isn't a red one at that level, but that winds up with an ugly and inelegant progression of 1d10, 2d8, 4d6, 4d10, 7d8, 10d8, 6d20, 16d10.
Imagine we want to use all the same size dice. If so, you can clearly see that the d8 column is the most accurate.
But I don't want to use all the same size dice, because I'm biased against rolling large numbers of dice at once. We could, oh, say, start at d4, and bump up a die size every time we'd be rolling more than 6 dice at once. Then let's smooth them out a little when the die size would jump 2 at once, or would stay the same for 3 levels in a row.
Instead, we will consider that many spells vary in effective based on caster level. Oho! Everything suddenly got really complicated all up in this joint.
Let's pretend that the average caster has a minimum caster level of twice the spell level, minus 1. Then let's cap each spell's effectiveness at, oh, let's say, approximately twice that. Let's aim for the spell reaching its target effectiveness halfway between when it can first be cast and when it caps out.
To simplify slightly, the SL2 version can just be a flat 1d4. And let's just skip a couple spell levels where they make it particularly awkward.
So let's go with this:
SL1: 1 year
SL2: 1d4 years
SL3: 1d8 years per 4 caster levels, up to 3d8
SL5: 1d8 years per 3 caster levels, up to 6d8
SL7: 1d8 years per 2 caster levels, up to 12d8
SL9: 1d8 years per caster level, up to 24d8
---
Negative levels automatically take effect, but you can save against them becoming permanent 24 hours later. Moreover, the relevant spells and abilities always call for an attack roll. So let's have, oh, let's say the ability to defend against it with a Fortitude save. No need for any of that touch or ranged touch stuff.
But then the question arises: why would a character ever cast any of these spells? If your target is already old, or you use the very high level ones, it might kill them. Otherwise, you might advance them an age category or two. I suppose 1, 3, or 6 irreversible damage to three ability scores is nothing to sneeze at. Even so, the level 1 and 2 versions will never do enough aging with one application to actually advance the target an age category.
So I'm thinking one of two things: either you gain X temporary hit point for each Y years you drain, or your age is reduced by 1 for each Y years you drain.
I don't really want youthening to be so easy, so I'm inclined towards the temporary hit point thing. Usually, you get 5 temporary HP per point of thing you do, but this does a somewhat greater number of points of things, so I'm inclined to say one per one.
Let's next consider what spell lists this line is appropriate for. Let's go with... Cleric, Blackguard, Blighter, Dread Necromancer, Hexblade, Mortal Hunter, Sor/Wiz. The classes with only 4 levels of spells don't get the weakest or the strongest one.
Soooo...
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Youth Drain, Least
Necromancy [Evil]
Level: Clr 1, Blighter 1, Dread Necromancer 1, Sor/Wiz 1
As youth drain, except the target ages only 1 year.Material Component: Any manmade object greater than 1 year old.
Youth Drain, Lesser
Necromancy [Evil]
Level: Clr 2, Blackguard 1, Blighter 2, Dread Necromancer 2, Hexblade 1, Mortal Hunter 1, Sor/Wiz 2
As youth drain, except the target ages only 1d4 years.
Material Component: Any manmade object greater than 5 years old.In addition, you gain 1 temporary hit point for each year the target loses. These temporary hit points last for 1 hour.
Youth Drain
Necromancy [Evil]
Level: Clr 3, Blackguard 2, Blighter 3, Dread Necromancer 3, Hexblade 2, Mortal Hunter 2, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Short (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
You point at your target and years evaporate from their lifespan. They age 1d8 years per 4 caster levels (maximum 3d8 years). This is never beneficial to the target.
In addition, you gain 1 temporary hit point for each year the target loses. These temporary hit points last for 1 hour.
Material Component: Any manmade object greater than 10 years old.
Youth Drain, Greater
Necromancy [Evil]
Level: Clr 5, Blackguard 3, Blighter 5, Dread Necromancer 5, Hexblade 3, Mortal Hunter 3, Sor/Wiz 5
As youth drain, except the target ages 1d8 years per 3 caster levels (maximum 6d8 years).Material Component: Any manmade object greater than 25 years old.
Youth Drain, Grand
Necromancy [Evil]
Level: Clr 7, Blackguard 4, Blighter 7, Dread Necromancer 7, Hexblade 4, Mortal Hunter 4, Sor/Wiz 7
As youth drain, except the target ages 1d8 years per 2 caster levels (maximum 12d8 years)Material Component: Any manmade object greater than 75 years old.
Youth Drain, True
Necromancy [Evil]
Level: Clr 9, Blighter 9, Dread Necromancer 9, Sor/Wiz 9
As youth drain, except the target ages 1d8 years per caster level (maximum 24d8 years).Material Component: Any manmade object greater than 250 years old.
---
So imagine that I want to return negative levels from this:
• There are no negative levels. In place of each negative level bestowed, the victim immediately ages 3d10 years. The victim may immediately roll a fortitude saving throw at the same difficulty as removing the negative level; if this saving throw succeeds, the aging is halved. If the victim receives a restoration spell within 24 hours, the aging is reversed; otherwise, it is permanent.
...to being what they're supposed to be (which I kind of do, I've changed my mind about their badness), but I still want to include spells which prematurely age foes, so I don't have to rely on infinite ciruja plants and resurrection for all my aging effect needs.
My first instinct is to find spells that bestow negative levels, because I've already (sort of) balanced aging against negative levels. But I can find only one spell that permanently bestows negative levels: energy drain. There are several which do so temporarily, including enervation and Fell Drain anything (sonic snap, let's say). So let's briefly analyze:
- Fell Drain Sonic Snap: 1 temporary negative level. SL2.
- Enervation: 1d4 temporary negative levels. SL4.
- Empowered Enervation: 1d4*1.5 temporary negative levels. SL6.
- Maximized Enervation: 4 temporary negative levels. SL7.
- Repeat/Twinned Enervation: 2d4 temporary negative levels. SL7/8.
- Maximized, Empowered Enervation: 4+1d2 temporary negative levels. SL9.
- Energy Drain: 2d4 real negative levels. SL9.
I was going to say that if we're casting with a caster level of 12 or more, we could extend the spell to raise its duration to 24+ hours (maximum 30), thereby making it potentially permanent. But these spells all have a duration of Instantaneous, and are thus not affected by Extend Spell. Nuts. Same with Persistent Spell. Nuts.
Permanent Emanation affects only emanations (i.e., cones and bursts), and anyway is [epic] and doesn't affect the spell level. Might be able to fiat that permanency can apply to enervation, but it's not metamagic, doesn't affect the spell level, and costs XP.
Oh well. Let's say this:
- The difference between twinned enervation and energy drain is real vs temporary negative levels, and 1 spell level. So the difference between temporary and real is 1 spell level.
- If Extend Spell worked on enervation, it would increase the spell level by 1 and make it permanent at a high enough caster level. So the difference between temporary and real is 1 spell level.
- If Persistent Spell worked on enervation, it would increase the spell level by 6 and make it permanent under all circumstances. So the difference between temporary and real is 6 spell levels.
Let's take the average, then, and say the difference between a temporary and a real negative level is 2 spell levels.
We're already several levels of abstraction in, and we'll get even more abstract before we're done, because there's simply very little to compare to. That's okay; I just want there to be some basis, however remote, for what I'm doing.
Okay, so, applying this psuedo-metamagic thing that makes temporary negative levels into real negative levels:
- Realized Fell Drain Sonic Snap: 1 negative level. SL4.
- Realized Enervation: 1d4 negative levels. SL6.
- Realized Empowered Enervation: 1d4*1.5 (but let's pretend, as long as we're abstracting, that a roll whose possible results are 1,3,4,6 is a 1d6, so) = 1d6 negative levels. SL8.
- Realized Maximized Enervation: 4 negative levels. SL9.
- Realized Repeat Enervation: 2d4 negative levels. SL9.
- Energy Drain: 2d4 negative levels. SL9.
Spells higher than level 9 don't matter and are ignored.
---
So now we have a kludgy, hacked-together, abstracted sense of how many negative levels it's appropriate for a spell of a given level to do:
- SL4: 1 NL
- SL6: 1d4 NLs
- SL8: 1d6 NLs
- SL9: 2d4 (or 4) NLs
- SL4: 14.6 years
- SL6: 1d4 x 14.6 ≈ 36.5 years
- SL8: 1d6 x 14.6 ≈ 51.1 years
- SL9: 2d4 x 14.6 (or 4 x 14.6 ) ≈ 65.7 years
We could come up with a straightforward years/SL number, but spells are exponential in power, not linear: a level 8 spell isn't just the same as two level 4 spells, and a level 4 spell isn't just the same as two level 2 spells, and so on. We need a more complicated formula.
At this point, I vaguely remember from high school algebra how to tell my graphing calculator to do this, but I don't know how to tell Excel or Google or anything else to do it. To the fresh batteries cabinet to bring my graphing calculator back to life!
I asked it for a quadratic regression, because I couldn't remember what a quadratic regression is, and it gave me a terribly ill-fitting one. Then I asked it for an exponential regression, and it gave me one that fits very well: y=5.199*1.335^x, where y is years drained and x is the spell level.
- SL0: 5.20 years
- SL1: 6.94 years
- SL2: 9.27 years
- SL3: 12.4 years
- SL4: 16.5 years
- SL5: 22.0 years
- SL6: 29.4 years
- SL7: 39.3 years
- SL8: 52.5 years
- SL9: 70.0 years
Certainly not terrible. But hm: I kind of don't want there to be a cantrip that can age a person at all, and I kind of want the lowest level aging spell to take 1 year. So I'm going to finesse the numbers a bit and wind up with...
- SL0: 0.50 years
- SL1: 2.54 years
- SL2: 5.32 years
- SL3: 9.14 years
- SL4: 14.4 years
- SL5: 21.5 years
- SL6: 31.4 years
- SL7: 44.8 years
- SL8: 63.3 years
- SL9: 88.5 years
---
Now, some fiddling to match these numbers up with dice... Consider this chart:

The coloured numbers indicate how many of that size die would be needed to average out to approximately the desired number of years. They are colour-coded: red is most accurate, orange less accurate, yellow even less accurate, and blue least accurate of all. We could just use all the red ones, substituting for orange ones when there isn't a red one at that level, but that winds up with an ugly and inelegant progression of 1d10, 2d8, 4d6, 4d10, 7d8, 10d8, 6d20, 16d10.
Imagine we want to use all the same size dice. If so, you can clearly see that the d8 column is the most accurate.
But I don't want to use all the same size dice, because I'm biased against rolling large numbers of dice at once. We could, oh, say, start at d4, and bump up a die size every time we'd be rolling more than 6 dice at once. Then let's smooth them out a little when the die size would jump 2 at once, or would stay the same for 3 levels in a row.
Instead, we will consider that many spells vary in effective based on caster level. Oho! Everything suddenly got really complicated all up in this joint.
Let's pretend that the average caster has a minimum caster level of twice the spell level, minus 1. Then let's cap each spell's effectiveness at, oh, let's say, approximately twice that. Let's aim for the spell reaching its target effectiveness halfway between when it can first be cast and when it caps out.
To simplify slightly, the SL2 version can just be a flat 1d4. And let's just skip a couple spell levels where they make it particularly awkward.
So let's go with this:
SL1: 1 year
SL2: 1d4 years
SL3: 1d8 years per 4 caster levels, up to 3d8
SL5: 1d8 years per 3 caster levels, up to 6d8
SL7: 1d8 years per 2 caster levels, up to 12d8
SL9: 1d8 years per caster level, up to 24d8
---
Negative levels automatically take effect, but you can save against them becoming permanent 24 hours later. Moreover, the relevant spells and abilities always call for an attack roll. So let's have, oh, let's say the ability to defend against it with a Fortitude save. No need for any of that touch or ranged touch stuff.
But then the question arises: why would a character ever cast any of these spells? If your target is already old, or you use the very high level ones, it might kill them. Otherwise, you might advance them an age category or two. I suppose 1, 3, or 6 irreversible damage to three ability scores is nothing to sneeze at. Even so, the level 1 and 2 versions will never do enough aging with one application to actually advance the target an age category.
So I'm thinking one of two things: either you gain X temporary hit point for each Y years you drain, or your age is reduced by 1 for each Y years you drain.
I don't really want youthening to be so easy, so I'm inclined towards the temporary hit point thing. Usually, you get 5 temporary HP per point of thing you do, but this does a somewhat greater number of points of things, so I'm inclined to say one per one.
Let's next consider what spell lists this line is appropriate for. Let's go with... Cleric, Blackguard, Blighter, Dread Necromancer, Hexblade, Mortal Hunter, Sor/Wiz. The classes with only 4 levels of spells don't get the weakest or the strongest one.
Soooo...
---
Youth Drain, Least
Necromancy [Evil]
Level: Clr 1, Blighter 1, Dread Necromancer 1, Sor/Wiz 1
As youth drain, except the target ages only 1 year.Material Component: Any manmade object greater than 1 year old.
Youth Drain, Lesser
Necromancy [Evil]
Level: Clr 2, Blackguard 1, Blighter 2, Dread Necromancer 2, Hexblade 1, Mortal Hunter 1, Sor/Wiz 2
As youth drain, except the target ages only 1d4 years.
Material Component: Any manmade object greater than 5 years old.In addition, you gain 1 temporary hit point for each year the target loses. These temporary hit points last for 1 hour.
Youth Drain
Necromancy [Evil]
Level: Clr 3, Blackguard 2, Blighter 3, Dread Necromancer 3, Hexblade 2, Mortal Hunter 2, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Short (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
You point at your target and years evaporate from their lifespan. They age 1d8 years per 4 caster levels (maximum 3d8 years). This is never beneficial to the target.
In addition, you gain 1 temporary hit point for each year the target loses. These temporary hit points last for 1 hour.
Material Component: Any manmade object greater than 10 years old.
Youth Drain, Greater
Necromancy [Evil]
Level: Clr 5, Blackguard 3, Blighter 5, Dread Necromancer 5, Hexblade 3, Mortal Hunter 3, Sor/Wiz 5
As youth drain, except the target ages 1d8 years per 3 caster levels (maximum 6d8 years).Material Component: Any manmade object greater than 25 years old.
Youth Drain, Grand
Necromancy [Evil]
Level: Clr 7, Blackguard 4, Blighter 7, Dread Necromancer 7, Hexblade 4, Mortal Hunter 4, Sor/Wiz 7
As youth drain, except the target ages 1d8 years per 2 caster levels (maximum 12d8 years)Material Component: Any manmade object greater than 75 years old.
Youth Drain, True
Necromancy [Evil]
Level: Clr 9, Blighter 9, Dread Necromancer 9, Sor/Wiz 9
As youth drain, except the target ages 1d8 years per caster level (maximum 24d8 years).Material Component: Any manmade object greater than 250 years old.
Monday, May 28, 2012
Multiclass Experience Penalties and Racial Favored Classes
So I've been convinced by the arguments that that multiclass penalties don't accomplish what they're intended to accomplish.
The idea behind multiclass penalties and racial favored classes is twofold: first, Frankenstein builds full of 1- and 2-level dips are inelegant and should be disincentivized; and second, there should be some mechanical indicator of a character's cultural predilections.
The second point is good and sound and a reason to preserve racial favored classes in some form, and I'll come back to it.
The first point falls apart in two ways: alpha, that the system currently penalizes a build full of nothing but your favored class and 1-level dips not at all, instead penalizing you if you have, say, lots of levels in two classes and a dip in one other; beta, that high-tier characters (usually spellcasters, whose prime directive is Thou Shalt Not Lose Caster Levels) are only hurt by dips, while low-tier characters (usually mundane combat) can stand to benefit greatly from dips. Multiclassing penalties are one more instance of Melee Can't Have Nice Things.
So we dump the multiclassing penalty system like a sack of soggy garbage.
But wait! That second reason! There needs to be some mechanical indicator of a character's racial predilections! Because almost everyone underestimate the power of culture to a ludicrous extent. Let alone built-in biological instinct! So that hardcore needs to be a thing.
But hey, when I first created the Versatile Alignment feat, I said to myself, "maybe this is something that characters should get as a bonus feat with respect to their racial favored class". Because that would make sense.
So let's do that. Indeed, let's go slightly further and pull in Monastic Training and Knight Training:
---
Characters take no experience penalties for multiclassing. Instead, they gain a bonus feat related to their racial favored class, even if they do not meet the feat's prerequisites.
Any character may choose the Versatile Alignment feat with respect to their racial favored class.
A character whose racial favored class is Monk may choose between Versatile Alignment(Monk) or Monastic Training from the Eberron Campaign Setting.
A character whose racial favored class is Paladin may choose between Versatile Alignment(Paladin) or Knight Training from the Eberron Campaign Setting.
A character whose racial favored class is "any" may choose between Versatile Alignment (with respect to any one class of their choice), Monastic Training, or Knight Training.
---
This leaves characters with favored classes that have no alignment requirement slightly disenfranchised. I don't want to give them anything with any actual power, only something that opens up more options. Maybe a choice between Knight Training (your favored class) and Monastic Training (your favored class)? Meh, maybe. I'll have to look through feats and find some of the ones that are mostly fluff, which no sane person would normally choose to take but might accept if handed for free.
The idea behind multiclass penalties and racial favored classes is twofold: first, Frankenstein builds full of 1- and 2-level dips are inelegant and should be disincentivized; and second, there should be some mechanical indicator of a character's cultural predilections.
The second point is good and sound and a reason to preserve racial favored classes in some form, and I'll come back to it.
The first point falls apart in two ways: alpha, that the system currently penalizes a build full of nothing but your favored class and 1-level dips not at all, instead penalizing you if you have, say, lots of levels in two classes and a dip in one other; beta, that high-tier characters (usually spellcasters, whose prime directive is Thou Shalt Not Lose Caster Levels) are only hurt by dips, while low-tier characters (usually mundane combat) can stand to benefit greatly from dips. Multiclassing penalties are one more instance of Melee Can't Have Nice Things.
So we dump the multiclassing penalty system like a sack of soggy garbage.
But wait! That second reason! There needs to be some mechanical indicator of a character's racial predilections! Because almost everyone underestimate the power of culture to a ludicrous extent. Let alone built-in biological instinct! So that hardcore needs to be a thing.
But hey, when I first created the Versatile Alignment feat, I said to myself, "maybe this is something that characters should get as a bonus feat with respect to their racial favored class". Because that would make sense.
So let's do that. Indeed, let's go slightly further and pull in Monastic Training and Knight Training:
---
Characters take no experience penalties for multiclassing. Instead, they gain a bonus feat related to their racial favored class, even if they do not meet the feat's prerequisites.
Any character may choose the Versatile Alignment feat with respect to their racial favored class.
A character whose racial favored class is Monk may choose between Versatile Alignment(Monk) or Monastic Training from the Eberron Campaign Setting.
A character whose racial favored class is Paladin may choose between Versatile Alignment(Paladin) or Knight Training from the Eberron Campaign Setting.
A character whose racial favored class is "any" may choose between Versatile Alignment (with respect to any one class of their choice), Monastic Training, or Knight Training.
---
This leaves characters with favored classes that have no alignment requirement slightly disenfranchised. I don't want to give them anything with any actual power, only something that opens up more options. Maybe a choice between Knight Training (your favored class) and Monastic Training (your favored class)? Meh, maybe. I'll have to look through feats and find some of the ones that are mostly fluff, which no sane person would normally choose to take but might accept if handed for free.
Saturday, May 26, 2012
Adjucating Aging Effects
So, as I said a few posts ago, I kind of like my solution to the problem of how annoying negative levels are to to be inflicted with.
But I'm pretty confident that my negative-levels-are-aging system isn't actually balanced against real negative levels, and inherently couldn't possibly be. And, though it makes the game easier and simpler for people who don't already know how negative levels work, it does make it more complicated for people who do. So I'm considering going back to the original negative levels system.
But I love aging effects, and want to them to matter in the game as much as possible. I've already got the rule that every time you're resurrected, you gain some age, but resurrection doesn't happen all that often.
There are only two monsters I know of (from sourcebooks I allow) that have age-increasing powers:
---
But this brings up a good point: I really should have rules for adjudicating harmful aging effects in general. Obviously, you shouldn't ever gain any benefit from being prematurely aged.
I'm going to immediately discard the possibility of "you advance an age category without gaining the benefits, but you could gain the benefits next time you advance an age category".
Instead, I propose this solution: characters, once they've been subject to such an effect, track their physical age and their mental age separately.
If you advance an age category in physical age, you gain the physical penalties. If you advance an age category in mental age, you gain the mental benefits. You can't die of old mental age, but once you hit Venerable you stop benefiting. You can die of old physical age once you pass Venerable.
Harmful effects, like the phane, the ciruja, or being resurrected, only ever advance your physical age. Beneficial effects, like reincarnate or any potion-of-youth type effects we might choose to include (probably necessary if age is to be an important thing, though I could be really mean and make them apply to both physical and mental aging at once), also only ever reduce your physical age.
This has the side benefit of doing away with the "age to Venerable. get reincarnated. repeat." cycle of infinite mental score increases.
I suppose it also means True Dragon advancement is mental, but that's unlikely to ever matter in a session.
It's one extra number to keep track of somewhere on your sheet, but it's worth it.
But I'm pretty confident that my negative-levels-are-aging system isn't actually balanced against real negative levels, and inherently couldn't possibly be. And, though it makes the game easier and simpler for people who don't already know how negative levels work, it does make it more complicated for people who do. So I'm considering going back to the original negative levels system.
But I love aging effects, and want to them to matter in the game as much as possible. I've already got the rule that every time you're resurrected, you gain some age, but resurrection doesn't happen all that often.
There are only two monsters I know of (from sourcebooks I allow) that have age-increasing powers:
- The phane, an epic-level (CR25) monster which has the ability, after putting characters into temporal stasis, to age them at a rate of 1d4 years/round, no save. It specifies that targets take the physical, but not mental, effects of aging.
- The ciruja plant (CR3) from Dragon Compendium. After a fairly complex and reasonably easy-to-avoid process of paralyzing the victim then burrowing into their flesh, it starts draining youth at a rate of 1d10 years/round, no save. It, too, specifies that "this has no positive benefits for the victim", specifically calling out things that "might grow more powerful with age" (e.g., True Dragons).
---
But this brings up a good point: I really should have rules for adjudicating harmful aging effects in general. Obviously, you shouldn't ever gain any benefit from being prematurely aged.
I'm going to immediately discard the possibility of "you advance an age category without gaining the benefits, but you could gain the benefits next time you advance an age category".
Instead, I propose this solution: characters, once they've been subject to such an effect, track their physical age and their mental age separately.
If you advance an age category in physical age, you gain the physical penalties. If you advance an age category in mental age, you gain the mental benefits. You can't die of old mental age, but once you hit Venerable you stop benefiting. You can die of old physical age once you pass Venerable.
Harmful effects, like the phane, the ciruja, or being resurrected, only ever advance your physical age. Beneficial effects, like reincarnate or any potion-of-youth type effects we might choose to include (probably necessary if age is to be an important thing, though I could be really mean and make them apply to both physical and mental aging at once), also only ever reduce your physical age.
This has the side benefit of doing away with the "age to Venerable. get reincarnated. repeat." cycle of infinite mental score increases.
I suppose it also means True Dragon advancement is mental, but that's unlikely to ever matter in a session.
It's one extra number to keep track of somewhere on your sheet, but it's worth it.
Thursday, May 24, 2012
Custom Reincarnate Tables 3: Monstrous Humanoids
If you are looking for (or wish to return to) the central list of my updated Reincarnate tables, click here.
---
Roll 1d200.
---
Roll 1d200.
| Dice | Creature | Src |
| 1-5 | Aarakocra | MoFae-11 |
| 6-7 | Alaghi | MoFae-14 |
| 8 | Annis | MM-143 |
| 9-10 | Arkamoi | MM5-184 |
| 11-12 | Blackspawn Raider | MM4-130 |
| 13 | Bluespawn Godslayer | MM4-140 |
| 14-16 | Boggle | MM2-33 |
| 17 | Braxat | MM-37 |
| 18-20 | Centaur | MM-32 |
| 21-24 | Chitine | MoFae-26 |
| 25-27 | Chosen One | MoFae-27 |
| 28-30 | Crazed Kuo-Toa | MM5-94 |
| 31-34 | Crow-Headed Tengu | OA-194 |
| 35-38 | Dekanter Goblin | MoFae-53 |
| 39-41 | Derro | MM-49 |
| 42 | Desmodu | MM2-62 |
| 43-45 | Doppelganger | MM-67 |
| 46-48 | Dragonkin | Draco-150 |
| 49-50 | Dusk Hag | EbCS-284 |
| 51-53 | Equiceph | MHb-61 |
| 54 | Ethereal Doppelganger | MM2-94 |
| 55-58 | Firenewt | MoFae-48 |
| 59-61 | Frost Folk | FrostB-130 |
| 62-63 | Gargoyle | MM-113 |
| 64 | Gloom | ELHb-192 |
| 65-67 | Goatfolk | MM3-63 |
| 68 | Greathorn Minotaur | MM4-100 |
| 69 | Green Hag | MM-143 |
| 70-72 | Greenspawn Sneak | MM4-148 |
| 73 | Greenspawn Zealot | MM5-74 |
| 74-77 | Grimlock | MM-140 |
| 78-80 | Groundling | MoFae-57 |
| 81 | Hadrimoi | MM5-185 |
| 82-83 | Hannya | OA-166 |
| 84-85 | Harpy | MM-150 |
| 86 | Hebi-No-Onna | OA-167 |
| 87 | Human-Headed Tengu | OA-194 |
| 88 | Jackal Lord | FFolio-105 |
| 89-91 | Kappa | OA-169 |
| 92-94 | Khaasta | FFolio-115 |
| 95 | Kopru | MM2-134 |
| 96-98 | Kuo-Toa | MM-163 |
| 99 | Kuo-Toa Exalted Whip | MM5-95 |
| 100-103 | Lashemoi | MM5-186 |
| 104-106 | Loxo | MM2-144 |
| 107 | Marzanna | FrostB-144 |
| 108-109 | Meazel | MoFae-65 |
| 110 | Medusa | MM-180 |
| 111-112 | Minotaur | MM-188 |
| 113-114 | Nagatha | MM4-102 |
| 115-117 | Nycter | MM3-112 |
| 118-120 | Ophidian | FFolio-133 |
| 121 | Ormyrr | MM2-167 |
| 122-124 | Quaggoth | MoFae-75 |
| 125 | Queen Abeil | MM2-22 |
| 126 | Redspawn Arcaniss | MM4-152 |
| 127 | Redspawn Berserker | DMagic-118 |
| 128-129 | Rhek | BoED-181 |
| 130-132 | Rokuro-Kubi | OA-190 |
| 133-135 | Sahuagin | MM-217 |
| 136 | Scaled Stalker | MHb-68 |
| 137 | Scorpionfolk | MM2-221 |
| 138-139 | Sea Hag | MM-144 |
| 140 | Skindancer | MM3-158 |
| 141 | Soldier Abeil | MM2-22 |
| 142 | Spell Weaver | MM2-187 |
| 143 | Spelleater Sarkrith | FFolio-145 |
| 144-145 | Stinger | MoFae-80 |
| 146 | Thane Sarkrith | FFolio-146 |
| 147 | Thoon Infiltrator | MM5-109 |
| 148-151 | Thri-Kreen | MM2-195 |
| 152-154 | Tigbanua Buso | OA-148 |
| 155 | Tsuno | OA-197 |
| 156 | Turlemoi | MM5-187 |
| 157-159 | Vassal Abeil | MM2-22 |
| 160-162 | Wemic | MoFae-84 |
| 163-166 | Whitespawn Hordeling | MM4-156 |
| 167-168 | Whitespawn Hunter | MM4-158 |
| 169-170 | Yak Folk | MM2-200 |
| 171-173 | Yeti | FrostB-162 |
| 174-176 | Yeti | OA-199 |
| 177 | Yuan-Ti Abomination | MM-264 |
| 178 | Yuan-Ti Halfblood | MM-264 |
| 179 | Yuan-Ti Ignan | MM4-188 |
| 180-182 | Yuan-Ti Pureblood | MM-262 |
| 183-186 | Yurian | FFolio-198 |
| 187 | Zern | MM4-195 |
| 188-189 | Zern Blade Thrall | MM4-198 |
| 190-191 | Aberration | reroll |
| 192-193 | Fey | reroll |
| 194-195 | Giant | reroll |
| 196-197 | Humanoid | reroll |
| 198-200 | Other | reroll |
Tuesday, May 22, 2012
Custom Reincarnate Tables 3: Aberrations
If you are looking for (or wish to return to) the central list of my updated Reincarnate tables, click here.
---
Roll 1d200.
---
Roll 1d200.
| Dice | Creature | Src |
| 1 | Aboleth | MM-8 |
| 2 | Ahuizotl | FFolio-14 |
| 3 | Athach | MM-21 |
| 4 | Avolakia | MM2-28 |
| 5 | Balhannoth | MM4-15 |
| 6 | Beast of Malar | MoFae-20 |
| 7 | Beholder | MM-25 |
| 8 | Beholder, Bleeder | DrgCmp-174 |
| 9 | Beholder, Gauth | MM-25 |
| 10 | Beholderkin, Death Kiss | MoFae-22 |
| 11 | Beholderkin, Director | LoM-137 |
| 12 | Beholderkin, Eye of the Deep | LoM-138 |
| 13-16 | Beholderkin, Eyeball | MoFae-23 |
| 17 | Beholderkin, Gouger | MoFae-24 |
| 18 | Beholderkin, Hive Mother | LoM-135 |
| 19 | Beholderkin, Overseer | LoM-139 |
| 20 | Beholderkin, Spectator | LoM-140 |
| 21 | Boneleaf | HoH-143 |
| 22 | Carrion Crawler | MM-30 |
| 23 | Catoblepas | MM2-41 |
| 24 | Chaoswyrd | DrgCmp-183 |
| 25 | Chilblain | FrostB-114 |
| 26-27 | Choker | MM-34 |
| 28 | Choldrith | MoFae-27 |
| 29 | Chuul | MM-35 |
| 30 | Chwidencha | FFolio-34 |
| 31 | Cildabrin | LoM-141 |
| 32 | Cloaker | MM-36 |
| 33 | Cloaker Lord | MoFae-28 |
| 34 | Cloaker, Shadowcloak Elder | LoM-142 |
| 35 | Corruption Eater | HoH-144 |
| 36 | Dark Umber Hulk | ToM-160 |
| 37 | Darktentacles | MM2-54 |
| 38 | Darkweaver | FFolio-39 |
| 39 | Deadly Dancer | ToM-80 |
| 40 | Deepspawn | MoFae-32 |
| 41 | Delver | MM-39 |
| 42 | Destrachan | MM-49 |
| 43 | Dharculus | PlnrHb-112 |
| 44 | Dokufu | OA-151 |
| 45-46 | Dolgaunt | EbCS-281 |
| 47-49 | Dolgrim | EbCS-282 |
| 50 | Doppelganger, Greater | MoFae-35 |
| 51 | Drider | MM-89 |
| 52 | Dustblight | SandS-160 |
| 53 | Elder Brain | LoM-144 |
| 54 | Ephemeral Hangman | ToM-161 |
| 55 | Ethereal Defiler | MM5-54 |
| 56 | Ethereal Filcher | MM-104 |
| 57 | Ethergaunt, Black | FFolio-65 |
| 58 | Ethergaunt, Red | FFolio-66 |
| 59 | Ethergaunt, White | FFolio-67 |
| 60 | Ettercap | MM-106 |
| 61 | Fihyr | MM2-100 |
| 62 | Fihyr, Great | MM2-100 |
| 63 | Garbler | ToM-267 |
| 64 | Ghaunadan | MoFae-49 |
| 65 | Gibbering Mouther | LoM-150 |
| 66 | Gibbering Orb | ELHb-191 |
| 67 | Glasspane Horror | DrgCmp-205 |
| 68 | Grell | LoM-108 |
| 69 | Grick | MM-139 |
| 70 | Gulguthydra | MoFae-58 |
| 71-72 | Hag, Bog | OA-147 |
| 73 | Hagunemnon (Protean) | ELHb-196 |
| 74 | Ha-Naga | ELHb-195 |
| 75 | Harpoon Spider | MM3-80 |
| 76-79 | Hengeyokai | OA-168 |
| 80 | Hook Horror | MM2-126 |
| 81 | Hound of the Gloom | LoM-153 |
| 82-84 | Howler Wasp | MM4-74 |
| 85 | Howler Wasp Queen | MM4-74 |
| 86 | Illithidae, Embrac | LoM-154 |
| 87 | Illithidae, Kigrid | LoM-155 |
| 88 | Illithidae, Saltor | LoM-156 |
| 89-91 | Ixitxachitl | MM2-128 |
| 92 | Ixitxachitl, Vampiric | MM2-128 |
| 93 | Julajimus | MM2-133 |
| 94 | Kython, Adult | BoVD-179 |
| 95 | Kython, Impaler | BoVD-180 |
| 96 | Kython, Juvenile | BoVD-179 |
| 97 | Kython, Slaughterking | BoVD-180 |
| 98 | Kython, Slaymaster | BoVD-180 |
| 99 | Lodestone Marauder | MM4-90 |
| 100-101 | Lurking Strangler | MM3-100 |
| 102-103 | Mad Slasher | MHb-64 |
| 104 | Mageripper Swarm | MM4-98 |
| 105 | Malasynep | FrostB-142 |
| 106 | Malaugrym | MoFae-64 |
| 107 | Mamono | OA-172 |
| 108 | Maulgoth | FFolio-123 |
| 109 | Meenlock | MM2-146 |
| 110 | Mimic | MM-186 |
| 111 | Mind Flayer | MM-186 |
| 112 | Mind Flayer, Ulitharid | LoM-157 |
| 113-115 | Mindshredder Larva | MM3-102 |
| 116 | Mindshredder Warrior | MM3-103 |
| 117 | Moonbeast | MM2-149 |
| 118 | Morkoth | MM2-152 |
| 119 | Naga, Bright | MHb-55 |
| 120 | Naga, Dark | MM-191 |
| 121 | Naga, Guardian | MM-191 |
| 122 | Naga, Sprit | MM-191 |
| 123 | Naga, Water | MM-193 |
| 124 | Neh-Thalggu (Brain Collector) | ELHb-206 |
| 125 | Neogi, Adult | LoM-90 |
| 126 | Nothic | MHb-65 |
| 127 | Nyth | MoFae-68 |
| 128 | Ocularon | FFolio-132 |
| 129 | Odopi | MM3-114 |
| 130 | Odopi, Elder | MM3-115 |
| 131 | Otyugh | MM-204 |
| 132 | Otyugh, Lifeleech | MM3-119 |
| 133 | Phaerimm | MoFae-70 |
| 134 | Phasm | MM-208 |
| 135 | Phiuhl | FFolio-135 |
| 136 | Psurlon, Average | LoM-163 |
| 137 | Psurlon, Giant | LoM-164 |
| 138 | Pterafolk | MoFae-74 |
| 139 | Ragewing | DrgCmp-210 |
| 140 | Ripper | CtyS-131 |
| 141 | Roper, Prismatic | MM3-141 |
| 142 | Rot Reaver | MM3-142 |
| 143 | Rukanyr | FFolio-144 |
| 144 | Runehound | MM3-145 |
| 145 | Rust Monster | MM-216 |
| 146 | Seryulin | MM3-149 |
| 147 | Seryulin, Greater | MM3-149 |
| 148 | Shivhad | FrostB-152 |
| 149 | Shrieking Terror, 10-headed | MM3-154 |
| 150 | Shrieking Terror, 5-headed | MM3-154 |
| 151 | Silthilar | LoM-168 |
| 152-153 | Skum | MM-228 |
| 154 | Skybleeder | FFolio-155 |
| 155 | Slasrath | FFolio-158 |
| 156 | Snowcloak | FrostB-153 |
| 157-158 | Spark Lasher | MHb-70 |
| 159 | Spectral Lurker | FFolio-158 |
| 160 | Spirrax | MM5-166 |
| 161 | Squamous Spewer | Draco-193 |
| 162 | Stonesinger | MM3-168 |
| 163 | Susurrus | MM3-170 |
| 164 | Swarm, Abyssal Ant | FFolio-166 |
| 165-167 | Symbiont, Living Breastplate | EbCS-299 |
| 168-170 | Symbiont, Tentacle Whip | EbCS-300 |
| 171-173 | Symbiont, Tongueworm | EbCS-300 |
| 174-175 | Tako | OA-193 |
| 176 | Tall Mouther | MoFae-81 |
| 177 | Thoon, Elder Brain | MM5-121 |
| 178 | Thoon, Madcrafter of | MM5-114 |
| 179 | Thoon, Shadow Flayer | MM5-107 |
| 180 | Thorciasid | ELHb-220 |
| 181 | Tooth Beast | ToM-88 |
| 182 | Tsochar | LoM-121 |
| 183 | Tunnel Terror | FFolio-179 |
| 184 | Uchuulon (Slime Chuul) | StormW-163 |
| 185 | Umber Hulk | MM-248 |
| 186 | Urophion | LoM-170 |
| 187 | Vermiurge | ELHb-226 |
| 188 | Vivisector | MM5-200 |
| 189 | Will-O'-Wisp | MM-255 |
| 190 | Windghost | MM2-198 |
| 191 | Worm that Walks | ELHb-228 |
| 192 | Wyste | MM2-200 |
| 193 | Yuan-Ti, Anathema | FFolio-193 |
| 194 | Zern Arcanovore | MM4-197 |
| 195 | Zeugalak | LoM-171 |
| 196 | Magical Beast | reroll |
| 197 | Outsider | reroll |
| 198 | Monstrous Humanoid | reroll |
| 199 | Undead | reroll |
| 200 | Other | reroll |
Sunday, May 20, 2012
Potential Alternative To Savage Progression?
So, I kind of like my solution to the problem of how annoying negative levels are to to be inflicted with:
But I also kind of like an idea that I came across where, instead of using savage progressions (or for characters where a savage progression is inappropriate), you can start out as a monster with all the relevant abilities and powers, but you have enough negative level adjustments (similar to, but not actually, negative levels) to bring you down to effective level 1. Every time you level up, instead of leveling, you lose a negative level adjustment, until you don't have any more negative level adjustments.
---
First, let's analyze the idea of using negative level adjustments, or even just negative levels, instead of savage progressions to see to what extent it has merit.
A normal negative level gives:
The suggested negative LA drops the -5 hp, the lost spell slots, and the reduced effective level, but adds the following:
I kind of want to test each. And I kind of want to see if it could work at all for creatures that do have racial hit dice, which would normally be the domain of savage progressions. (You see, I'd be okay with doing away with savage progressions altogether, if there's a simpler replacement system available. (I actually very much doubt that this will work out so nicely, but let's give it a try.)) So we'll test traditional negative levels and fancy negative levels on, oh, let's say a drow and a drider.
A drow with 2 traditional levels, enough to bring it down to ECL1, gets:
But I also kind of like an idea that I came across where, instead of using savage progressions (or for characters where a savage progression is inappropriate), you can start out as a monster with all the relevant abilities and powers, but you have enough negative level adjustments (similar to, but not actually, negative levels) to bring you down to effective level 1. Every time you level up, instead of leveling, you lose a negative level adjustment, until you don't have any more negative level adjustments.
---
First, let's analyze the idea of using negative level adjustments, or even just negative levels, instead of savage progressions to see to what extent it has merit.
A normal negative level gives:
- -1 on all skill checks, ability checks, attack rolls, and saving throws
- -5 hit points
- -1 effective level
- -1 highest level available spell slot
The suggested negative LA drops the -5 hp, the lost spell slots, and the reduced effective level, but adds the following:
- -1 DC for all abilities which call for a saving throw
- -1 to any constant Armor Class bonus granted by race
- Level adjustment is reduced by 1
I kind of want to test each. And I kind of want to see if it could work at all for creatures that do have racial hit dice, which would normally be the domain of savage progressions. (You see, I'd be okay with doing away with savage progressions altogether, if there's a simpler replacement system available. (I actually very much doubt that this will work out so nicely, but let's give it a try.)) So we'll test traditional negative levels and fancy negative levels on, oh, let's say a drow and a drider.
A drow with 2 traditional levels, enough to bring it down to ECL1, gets:
- +2 Dexterity, -2 Constitution, +2 Intelligence, +2 Charisma
- Land speed 30 feet.
- Darkvision 120 feet.
- Spell resistance 11.
- +2 racial bonus on Will saves against spells and spell-like abilities.
- Dancing Lights, Darkness, Faerie Fire 1/day, CL1.
- Weapon Proficiency: hand crossbow, rapier, short sword.
- Light blindness
- Miscellaneous elf traits
- -2 to all skill checks, ability checks, attack rolls, and saving throws
- -10 hp
- -1 highest level available spell slot
- ECL 1
That's, um... A barbarian (or knight or warblade) will have 2+con HP. A fighter needs to have at least 16 constitution before racial modifier to have more than 1 HP. Any class with a d8, d6, or d4 hit die will always have 1 HP. Super-fragile.
Aside from that, not too awful, could be balanced.
The variant negative LA leaves the character with their full normal hp, but otherwise the same. Again, could be balanced.
Let's see a drider with 9 traditional negative levels:
- Large (Space/Reach 10'/5')
- 6 Aberration hit dice, but loses 45 HP, leaving him probably close to 1 HP
- +4 Strength, +4 Dexterity, +6 Constitution, +4 Intelligence, +6 Wisdom, +6 Charisma
- Land speed 30 feet, climb speed 15 feet
- Darkvision 60
- +6 natural armor
- Poison DC 10 + con
- Spell Resistance 17
- Casts as a 6th-level cleric, wizard, or sorcerer, but loses 9 spell slots.
- 1/day: dancing lights (DC 10+cha), clairaudience/clairvoyance, darkness, detect good, detect law, detect magic, dispel magic, faerie fire, levitate, suggestion (DC 13+cha)
- +4 Hide and Move Silently. +8 Climb, can always take 10 on Climb checks.
- -9 on all skill checks, ability checks, attack rolls, and saving throws
- -9 effective levels
As a sorcerer, he could cast 6 cantrips and 5 1st-level spells/day, but he only knows 5 cantrips. As a cleric, he can cast 5 orisons and 2 1st-level spells/day. As a wizard, he can cast 3 cantrips/day.
Contrariwise, the negative LA system would let him keep all his spells and spell slots (and all his HP), but the DC of any spell that has a save (and the two such SLAs) is reduced by 9, and he loses his natural armor. He regains the 1/2 his racial HD to his poison's save DC, but then loses 9, for a total DC of 4 + con.
---
In conclusion, this system was, for very good reason, not intended for use with creatures that have racial hit dice and high LAs, and cannot reasonably be adapted to their use.
But even when applied properly, to creatures with 1 class level and a level adjustment, both versions of the system are only so-so. I don't anticipate incorporating either into my game.
Friday, May 18, 2012
Custom Reincarnate Tables 3: Vermin
If you are looking for (or wish to return to) the central list of my updated Reincarnate tables, click here.
---
Roll 1d200.
---
Roll 1d200.
| Dice | Creature | Src |
| 1 | Astral Kraken | PlnrHb-109 |
| 2 | Bloodfiend Locust Swarm | FFolio-170 |
| 3 | Bonespear | FFolio-24 |
| 4-5 | Brine Swimmer | SandS-195 |
| 6 | Centipede Swarm | MM-238 |
| 7 | Century Worm | FFolio-30 |
| 8 | Chelicera | MM3-27 |
| 9 | Colossal Monstrous Centipede | MM-286 |
| 10 | Colossal Monstrous Crab | StormW-142 |
| 11 | Colossal Monstrous Scorpion | MM-288 |
| 12 | Colossal Monstrous Spider | MM-288 |
| 13 | Devastation Beetle | ELHb-178 |
| 14 | Devastation Centipede | ELHb-178 |
| 15 | Devastation Scorpion | ELHb-178 |
| 16 | Devastation Spider | ELHb-178 |
| 17-19 | Dire Maggot | LibMor-95 |
| 20 | Gargantuan Monstrous Centipede | MM-286 |
| 21 | Gargantuan Monstrous Crab | StormW-142 |
| 22 | Gargantuan Monstrous Scorpion | MM-288 |
| 23 | Gargantuan Monstrous Spider | MM-288 |
| 24 | Giant Ant Lion | SandS-196 |
| 25-28 | Giant Bee | MM-284 |
| 29-31 | Giant Bombardier Beetle | MM-284 |
| 32-35 | Giant Dragonfly | A&EG-90 |
| 36-39 | Giant Fire Beetle | MM-285 |
| 40-44 | Giant Firefly | A&EG-91 |
| 45-48 | Giant Leech | StormW-154 |
| 49-50 | Giant Praying Mantis | MM-285 |
| 51-53 | Giant Queen Ant | MM-284 |
| 54-57 | Giant Queen Termite | SandS-198 |
| 58-60 | Giant Solder Termite | SandS-198 |
| 61-63 | Giant Soldier Ant | MM-284 |
| 64 | Giant Stag Beetle | MM-285 |
| 65-66 | Giant Wasp | MM-285 |
| 67-70 | Giant Worker Ant | MM-284 |
| 71-74 | Giant Worker Termite | SandS-197 |
| 75-79 | Hairy Spider | MoFae-79 |
| 80-84 | Hoard Scarab | Draco-168 |
| 85 | Hoard Scarab Swarm | Draco-168 |
| 86-88 | Huge Monstrous Centipede | MM-286 |
| 89 | Huge Monstrous Crab | StormW-142 |
| 90 | Huge Monstrous Scorpion | MM-287 |
| 91 | Huge Monstrous Spider | MM-288 |
| 92 | Jellyfish Swarm | StormW-161 |
| 93 | Knell Beetle | MM3-88 |
| 94-97 | Large Monstrous Centipede | MM-286 |
| 98 | Large Monstrous Crab | StormW-142 |
| 99-100 | Large Monstrous Scorpion | MM-287 |
| 101-103 | Large Monstrous Spider | MM-288 |
| 104-106 | Large Snow Spider | FrostB-154 |
| 107-110 | Leech Swarm | StormW-162 |
| 111 | Leechwalker | MM2-135 |
| 112-113 | Locust Swarm | MM-239 |
| 114-118 | Medium Monstrous Centipede | MM-286 |
| 119-121 | Medium Monstrous Crab | StormW-141 |
| 122-125 | Medium Monstrous Scorpion | MM-287 |
| 126-129 | Medium Monstrous Spider | MM-288 |
| 130-133 | Medium Snow Spider | FrostB-154 |
| 134 | Megapede | MM2-148 |
| 135 | Plague Ant Swarm | FFolio-167 |
| 136 | Rapture Locust Swarm | FFolio-170 |
| 137 | Rot Grub Swarm | DngnS-106 |
| 138 | Ruin Swarm | ELHb-213 |
| 139 | Scarab Beetle Swarm | FFolio-171 |
| 140 | Siege Beetle | MM5-152 |
| 141 | Siege Crab | MM3-157 |
| 142-144 | Small Monstrous Centipede | MM-286 |
| 145-149 | Small Monstrous Crab | StormW-141 |
| 150-154 | Small Monstrous Scorpion | MM-287 |
| 155-159 | Small Monstrous Spider | MM-288 |
| 160-164 | Small Snow Spider | FrostB-154 |
| 165-168 | Spider Swarm | MM-239 |
| 169 | Sword Spider | MoFae-79 |
| 170-171 | Tiny Monstrous Centipede | MM-286 |
| 172-174 | Tiny Monstrous Scorpion | MM-287 |
| 175-177 | Tiny Monstrous Spider | MM-288 |
| 178-180 | Wasp Swarm | FFolio-172 |
| 181-184 | Animal | reroll |
| 185-188 | Magical Beast | reroll |
| 189-192 | Ooze | reroll |
| 193-196 | Plant | reroll |
| 197-200 | Other | reroll |
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