Guidelines for Creating New Races?

TwilightKing

Explorer
First off, this is my first post here! :cool:

I would have searched the messageboards for the answer to my question, but I cannot find a 'SEARCH' option anywhere. Did I miss it?

Anyway, on to my question.

Are there any guidelines for creating new races for D&D 3.5? I found some in the DMG, but mostly it just gives suggestions for ability scores. I am particularly interested in adding special qualities/extraordinary ablilities, etc. to the race I am working on.

I want to say I found some guidelines regarding this back when 3.0 first came out, but I cannot remember where it was. I have checked all my books (3.5 core) and cannot get what I am looking for.

Thanks in advance for any help! :D
 
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TwilightKing said:
First off, this is my first post here! :cool:

I would have searched the messageboards for the answer to my question, but I cannot find a 'SEARCH' option anywhere. Did I miss it?
Welcome to ENWorld! Search is disabled unless you're a community supporter. Searching is very resource intensive, especially since the server needs to be upgraded (which as I understand is underway). Usually if you're looking for a specific thread, you can ask and someone will find it for you.

Anyway, on to my question.

Are there any guidelines for creating new races for D&D 3.5? I found some in the DMG, but mostly it just gives suggestions for ability scores. I am particularly interested in adding special qualities/extraordinary ablilities, etc. to the race I am working on.

I want to say I found some guidelines regarding this back when 3.0 first came out, but I cannot remember where it was. I have checked all my books (3.5 core) and cannot get what I am looking for.
I think any guidelines for race creation are applicable no matter which version of 3E you use. I would compare it to an existing race first, or if that isn't particularly helpful, post it here to get some opinions.

There was a formula that someone came up with "ranking" abilities, so you could compare classes based on the sum of their parts. Unfortunately I'm terrible with names and can't remember the guy who wrote it, so I can't search for it, but hopefully someone else will remember and search.
 

Welcome :)

I know of two race creation tools, of which I think the one is good (haven't tested it much) and the other is simply brilliant!

The first is by Soldarin and from what I've heard, results are pretty impressive.

http://personal.nbnet.nb.ca/shadows/Handbook/ECLcalc.html

The other is the CR system developed by Upper Krust for his Immortals Handbook. The system is currently available in its 4th incarnation, but as soon as as Krust releases the handbook (very soon) the final version will be available.
This system is what I use, and it simply works beautifully!

http://www.enworld.org/forums/showthread.php?t=66470&page=1

Note that you don't have to use U_K's slightly more complicated EL system to use the pdf for calculating ECL.

Hope this helps you out :)
 

If none of your players would want to play it, it might be too weak (or just not to their tastes).

If all of your players want to play it, it is probably too powerful... :D
 

Jürgen Hubert said:
If none of your players would want to play it, it might be too weak (or just not to their tastes).

If all of your players want to play it, it is probably too powerful... :D

That is good advice!

Basically, I have the ability scores figured out (+2 Dex, -2 Str), no problems there.

The race I am working on originally had a +2(or was it +4? I forget) bonus to Swim. After reading the MM, I decided to make the race the Aquatic subtype instead, with the Amphibious quality. This replaces the Swim bonus. That is one of the problems I have, what are the features of being Amphibious? The MM doesn't say, it just merely mentions it in passing.


I am also having troubles choosing the right favored class. By the numbers, one class looks good. By flavor of the race, one looks better.
Ah...I ramble...

Thanks for the replies. This is really helping getting my creativity working again. I will have to post this race for critique later! :D
 

TwilightKing said:
That is good advice!

Basically, I have the ability scores figured out (+2 Dex, -2 Str), no problems there.

The race I am working on originally had a +2(or was it +4? I forget) bonus to Swim. After reading the MM, I decided to make the race the Aquatic subtype instead, with the Amphibious quality. This replaces the Swim bonus. That is one of the problems I have, what are the features of being Amphibious? The MM doesn't say, it just merely mentions it in passing.

"Aquatic Subtype: These creatures always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality."

Clearly, it gives the ability to breathe air. Looking at the text of monsters with the ability, they have the boilerplate:

Amphibious (Ex): Although <creature name>s are aquatic, they can survive indefinitely on land.

Since your race has the (Aquatic) subtype, they have a swim speed. Since they have a swim speed, they get a +8 racial bonus to Swim checks, don't normally have to make checks to swim (the bonus is for tricks and the like), and can always take 10.
 

I remember reading somewhere that Racial abilities should be balanced against the race's Favored Class. The Half-Orc is a clear example of this as a +2 Str with -2 Int & -2 Cha is (arguably) fair for the proto-typical Barbarian, however certainly isn't "balanced" for Half-Orc Wizards, Sorcerers & Bards.

However, I can't remember where I read that! :( :confused:

Can anyone help me out? I've looked in the "Creating New Races" section of the 3.5 DMG and couldn't find anything of the sort. I was going to thumb through the back of the 3.5 MM and even crack open Savage Species when I got home. Is that little bit of designer wisdom from 3.0?

Thanks.

DrSpunj
 

DrSpunj said:
I remember reading somewhere that Racial abilities should be balanced against the race's Favored Class. ...(snip)....However, I can't remember where I read that! :( :confused:
Since I think it's good advice, and "where I found it" was by listening to you, you should just say "I made it up! I'm brilliant!", and start collecting royalties. :)
 

Well, that's what made me post here. I know I read it somewhere, but I can't figure out where. I wanted to be able to point you to the entry (and reread it myself). Anyone know? Anyone?

Thanks.

DrSpunj
 

All systems suffer from a single problem, the weight the designer assigns for the given 'advantages'. Total agreement on a # value for darkvision, let alone the total 'fair' value each race can have will happen 1 week prior to world peace.
In addition, you can not have true balance since the individual game decides which is better, and a race which excels in a specific class tends to be overpowered when used what it is made for, being sub-optimal elsewhere (if your race is not going to boost the class chosen, why not take a generic boost, such as human?). The 1/2 ogre in the savage species is obscene as a fighter, but not a great bard. The 1/2 orc tends to be a better fighter (+1 to hit & dmg) if a melee fighter, though feats will vary this quite a bit. A race that suffers a minus to STR but gains a bonus to it's prime spellcasting stat will probably not suffer for it, making them a better 'wizard' then the human (again, not counting that feat). The only hope is to create races that do not dominate the player's choices, nor for a class (not all wizards are the X race, because any other choice is foolish).

For what it's worth, here's mine: Races should come to 4.5 or less

+1 +1 physical or mental statistic
-½ -1 mental statistic (per game standard, even #'s are always used)
-1 -1 physical statistic (..I ignore this, but character generation)
+/-1 +/- 10’ move, Base MV: M & L 30’, S 20’ (..methods I use prevents)
+1/4 extra racial class skills, each (..rampant abuse of this)
+1/4 each +1 to a skill roll
+1/2 low light vision
+1 dark vision 30’
+3/2 dark vision 60’
+1/4 reduce vision or hearing penalty for range in ½
+1/4 extra language known
-1/2 no race class (not done, but why not?)
+1/4* 2 race classes (I do not think it's been done, but why not?)
+1/2 Any race class (per humans)
+3/2 4+HD SR
+1/4 4 SR +1 up to 10 (so SR 10+HD = +3)
+1/2 10 SR +1 up to 15 (so SR 15+HD = 5½)
+1 10’ clumsy flight
+1/2 every +10’ or 1 step up in flight quality
+1 spell like ability, 1st level, 1/day OR
know 2 0th level, use 2+(INT mod)/day
+1/2 each additional use daily of spell ability above
+1/4 natural attack, d4 or less
+1* treat one size larger for grapple, trip, and bull-rush.
+1 scent
+1/4 able to take one or more MM feats
+1 plant form, 1/day, only 1 form possible
+1/4 each additional form available.
+1/2 creature type provides immunity (giant, fey)
+3/2 as above but excellent immunity (undead)
+3/4* +4 SP at 1st +1 SP each level > 1st
+2* extra feat at 1st, choice from list of 10+ feats
+1/2 +2 save Vs (poison & disease) or (enchantments), (death effects), (compulsion)
+1/4 +2 save Vs (Language)
+1/8 Last extra day w/out food prior penalty
+1/8 Hold breath as if CON = CON+2
+1 use of any 1 martial weapon (exotic if w all martial)
+1* +1 HP at 1st LV, Minimum of 2 HP/LV
+3/4 Heal 50% more HP/day of rest
+3/4 +1 saves Vs (magic) or (non-magic)
-1/4 Run is x3 unless on all fours (free action to get on all fours, but move action to rise)
-1/2 Unable to run unless on all fours (as above)
*May only be taken once

1/8 Very minor ability or weakness - add up, when done, round down to 1/4 as smallest increment. Mostly not worth noting.

Modifier for stat adjustment: modifiers for physical or mental (STR,DEX,CON or INT, WIS, CHA), including all bonus or minus, but not both at once, that equal or exceed 3 points, are further adjusted by 50% in the worst direction. Example below
+1 STR, +2 DEX, -2 CON
bonus 1+2 = 3, so 2+1x1.5 = 3.5
penalty –2 = -2
total is 3.5-2 = 1.5 cost
+3 INT, -1 WIS, -2 CHA
bonus 3 so 2+1x1.5 = 3.5
penalty –1 –2 = -3, so –2 -1x 0.5 = -2.5
Combine both modifiers onto same creature
total 3.5 – (2.5, cut in ½, phy vs mental) = 2.25 cost
Why: high bonuses are hard to offset and allow abuse in a specialty class or ability focus.

HUMANS
+1.5 (feat) +0.75 (skill) +0.5 (fav class)

DWARVES
+1 (Stats) –0.5 (move) +1.5 (vision) +0.5 (stone cunning)
+1 (ac vs giant) +0.5 (weapon familiar) +1 (stability)
+1.5 (saves) +0 (spec foes) +0.75 (skills)
(move penalty only ½ due to lack of penalty in armor)

ELVES
+0 (Stats) +0.25 (imm sleep) +0.5 (vision)
+1.5 (skills) +1 (secret door) +1 (weap familiar)
+ 0.5 (+2 saves)

GNOMES
+0 (Stats) +0 (small/move), +0.5 (vision)
+0.5 (weap familiar) +0.5 (saves)
+1 (illusion dc) +0 (vs spec foes) +1 (ac vs giant)
+1 (skills) + 1 (spell like ability)

HALF-ELVES
+0.25 (imm sleep) + 0.5 (+2 vs enchant) + 0.5 (vision)
+1.75 (skills) + 0 (elf blood) +0.5 (fav class)

HALF-ORCS
+0 (+2 str-2 int & cha) +1.5 (vision) +0 (orc blood)

HALFLINGS
+0 (+2/-2 dex/str) +0 (size/speed) +2 (skills)
+1 (save) + 0.5 (thrown/sling)

HUMANS 2.75 (flexibility and the worlds default standard makes up for it)
DWARVES 7.25 (and that is why everyone plays them at the cons)
ELVES 4.75 (default power standard)
GNOMES 5.5 (not a great warrior - but otherwise great for ANY class)
HALF-ELVES 3.5 (not bad, not great unless you want social skills)
HALF-ORCS 1.5 (poor sucker is screwed unless he's a fighter!)
HALFLINGS 3.5 (good, but not as good as gnomes)
 

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