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  • Working on modifying Fantasy Races

    So, going to be GM'ing Fantasy soon, converting an old D&D world idea to Savage Worlds, this is what I have so far as modifying the races Thoughts

    All Races are built on 4 points

    Humans: Humans are the most adaptable of races, they also breed faster than most and are less likely to kill each other than orks, thus they have spread across the world and is the doinant race
    Change Adaptable: Humans begin with 4 hinderance points that they can spend normaly (edges, skills, etc...) this does not prevent them from taking the normal 4 points of hinderances.

    Dwarves: The dwarves are a race tied closely to the earth. Their skin has a rough and a gray cast to them.
    Add Hardy

    Elves: Elves are more of the woodland spirit than the typical fantasy, they have a slightly greenish cast to their skin and dwell in forest enclaves
    Add Woodsman edge

    Half Elves: The children of the two races, while rare, they are often respected for their grace in human cultures (Many a bard) or their adaptability in elven society (of course this is based on specific communities)
    Half elves get both the bonus to agility and 1 point of Hinderances (See human)
    Add: May choose one extra minor hinderance based on their upbringing (ie Max hinderance points from hinderances is 5 +1 free=6 hinderance points possible)
    Remove: Outsider

    Half Folk: Half folk do not have their own communities but are common sights in almost any other community. In their early adult (Or late adolescence) they will leave their home "To see where the wind takes me", Eventually settling down after their wanderlust abates.
    Remove Lucky & Small
    Add: Soldier, diminutive (Fantasy companion), and Mild Manner.

    Half Orc (Fantasy Companion): The children of the violent orcs, and humans (or sometimes elves), half orcs are large scaley humanoids
    Start with both Attribute bonuses
    add Environmental Protection: Fire Heat, Thin Skinned





  • #2
    As a general rule, I find the more rules components to a species the more complex, overtuned, and non-FFF they become.

    And requiring humans to just take 4 points of Hindrances that they can spend over and above the normal optional 4 points weakens them. It takes them from 2 point to 0 point creatures.

    And your changes make dwarves, elves, and half-folk 4-point creatures. Half-elves drop to 1-point creatures.
    Last edited by paladin2019; 06-10-2022, 07:45 PM.

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    • #3
      Originally posted by paladin2019 View Post
      As a general rule, I find the more rules components to a species the more complex, overtuned, and non-FFF they become.
      Depends on what those abilities are.

      And requiring humans to just take 4 points of Hindrances that they can spend over and above the normal optional 4 points weakens them. It takes them from 2 point to 0 point creatures.
      OP is poorly worded.
      The intended function is to give humans 4 racial points to increase attributes, buy extra skills, get Edges, etc. It's a (very powerful) variant of Adaptable.

      And your changes make dwarves, elves, and half-folk 4-point creatures. Half-elves drop to 1-point creatures.
      OP says races are intended to be 4 points.

      As for half-elves, I can barely make any sense out of what's written. It sounds like they get:
      Agility die increase (+2)
      bonus build point (+1)
      removal of Outsider (+1)
      potential for more Hindrances (+?)
      Total: ~ +4

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      • #4
        About Dwarves. Wouldn't Hardy be worth 4 points, using the super power option on Positive Racial Abilities? 2 for Super Powers Edge + 2 for Hardy cost.

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        • ValhallaGH
          ValhallaGH commented
          Editing a comment
          Hardy is an existent racial ability, listed as +2. No need to use Super Powers to get it.
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