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Old 11-01-2020, 10:20 PM   #11
hcobb
 
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Join Date: Aug 2004
Location: Pacheco, California
Default Re: Racial Stats

I require Halflings to start with at least ST 6.
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Old 11-01-2020, 10:22 PM   #12
TippetsTX
 
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Join Date: Sep 2018
Location: North Texas
Default Re: Racial Stats

Quote:
Originally Posted by Kieddicus View Post
My brothers, father, and myself all worked to rework the XP system. If I recall correctly this is what we decided to go with.
This is mine...

Novice Tier
Up to 32 - 100 XP
33 & 34 - 200
35 & 36 - 300

Veteran Tier
37 & 38 - 600
39 & 40 - 800
41 & 42 - 1000

Legendary Tier
43 & 44 - 1600
45 & 46 - 2000
47 & 48 - 2400
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Old 11-02-2020, 08:53 AM   #13
larsdangly
 
Join Date: Dec 2017
Default Re: Racial Stats

I really like the idea that you start where you want but then pay XP for increases stat by stat rather than for your total. The only problem is you then need to permanently record your starting stats, which is a new bit of paperwork.
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Old 11-02-2020, 11:46 PM   #14
David Bofinger
 
Join Date: Jan 2018
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Default Re: Racial Stats

Making attributes cost more or less depending on race is a natural idea. Unfortunately the consequences aren't clearly desirable. It's true it makes the different races better at some things and worse at others. But that means that when you want to have a high ST you always choose a dwarf, when you want a high DX you always choose an elf, etc. So all the elves start to look more like each other than they do now, all the dwarves ditto. I can understand the attraction, but on balance I think it's better left as is.
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Old 11-03-2020, 02:49 AM   #15
hcobb
 
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Default Re: Racial Stats

I charge Reptile Men 32 times less XP to gain ST than I charge Goblins.

This has been considered extremely harsh against the Reptile Men.

https://www.hcobb.com/tft/house_rules.html#Health
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Old 11-03-2020, 06:37 AM   #16
Kieddicus
 
Join Date: Oct 2020
Default Re: Racial Stats

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Originally Posted by David Bofinger View Post
Making attributes cost more or less depending on race is a natural idea. Unfortunately the consequences aren't clearly desirable. It's true it makes the different races better at some things and worse at others. But that means that when you want to have a high ST you always choose a dwarf, when you want a high DX you always choose an elf, etc. So all the elves start to look more like each other than they do now, all the dwarves ditto. I can understand the attraction, but on balance I think it's better left as is.
This is more or less what I am going for. Perhaps instead of restricting the stats themselves I could instead modify the racial treats to make them work better with certain ST. Though this may very well have the same result.

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Originally Posted by hcobb View Post
I charge Reptile Men 32 times less XP to gain ST than I charge Goblins.

This has been considered extremely harsh against the Reptile Men.
Interesting... Why has it been considered a bad thing for the Reptile Men, If I may ask.
I understand why rolling the extra die on health checks would be a disadvantage, perhaps even out weighing the extra ST. But I don't see why being able to get extra ST is a net negative in an of itself.
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Old 11-03-2020, 08:29 AM   #17
hcobb
 
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Default Re: Racial Stats

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Originally Posted by Kieddicus View Post
Interesting... Why has it been considered a bad thing for the Reptile Men, If I may ask.
I understand why rolling the extra die on health checks would be a disadvantage, perhaps even out weighing the extra ST. But I don't see why being able to get extra ST is a net negative in an of itself.
Do they put a lot of their initial points into ST to pass health rolls (including hit recovery without a doctor) and therefore drive up the cost of all of their other stats.

Or do they leave ST at a sickly 12 (a point worse than a ST 6 goblin!) and hope they don't die of poison or exposure before they've maxed out DX and IQ?
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Old 11-03-2020, 08:55 AM   #18
larsdangly
 
Join Date: Dec 2017
Default Re: Racial Stats

I don't have any problem with the mostly overlapping stat ranges for humans, elves, dwarves and orcs. The sources on which these fantasy races are based (i.e., Tolkien) makes it clear that we should expect a lot of similarity in the possible extremes of ST, DX and IQ, particularly when you consider that each stat plays several roles in the game, so can be interpreted differently for different people.

But I don't dig that radically different humanoids (basically, hobbits, lizard men, goblins and gargoyles) are all put on a path to pretty similar stats at high levels of experience.
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Old 11-03-2020, 10:32 AM   #19
hcobb
 
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Default Re: Racial Stats

The biggest fix to racial stuff I'd do would be to bring back first edition goblins at ST 6, DX 8, IQ 10 plus SIX points.

And of course Halflings at ST 6, DX 12, IQ 8 plus four points.
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Old 11-03-2020, 01:04 PM   #20
Kieddicus
 
Join Date: Oct 2020
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Originally Posted by hcobb View Post
The biggest fix to racial stuff I'd do would be to bring back first edition goblins at ST 6, DX 8, IQ 10 plus SIX points.

And of course Halflings at ST 6, DX 12, IQ 8 plus four points.
That was first addition? I thought my Father had the first addition book, but perhaps he has a second draft...

Also I don't really think those races need nerfs, I actually give Halflings plus 8 like everyone else (Though I do remove the DX modifier both ways for fighting Giants, which is kind of a nerf).
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