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Giants
Sept 9, 2015 20:31:16 GMT
Post by kirklas164 on Sept 9, 2015 20:31:16 GMT
I have giants in my world who live in a Nomadic, gerontocratic society. I tried to make them playable but not too OP, these are their stats:
Giants – Referring to themselves as the Azaghim, the giants of this world stand between ten and twelve feet tall and have a lifespan comparable to elves. They are the majority race of the western continent, Azagh. They are generally slender, with thick curly hair that ranges from dark to light in shades of purple, brown and silver, and deep-purple skin. Their eyes normally match their hair color. Women are usually taller and heavier than the men on average. Despite the lithe bodies and long limbs, Azaghim are frightfully strong and are proficient in simple martial weapons, often preferring the spear or a blunt instrument. Giants the world over tend to be somewhat somber and slower to either warm or anger to individuals they meet. They have a tendency toward a nomadic life and don’t tend to enjoy cramped quarters. Because of their size, Giants tend to be imperceptive and have difficulty being stealthy. Giants of every culture get a +2 bonus to constitution and a proficiency in Animal Handling. They can be classified as large according to the rulebook, and they have the following attributes: 1 d4 extra damage to every melee strike +25ft minimum and maximum range to all ranged weapons -5 to stealth checks (-3 if proficient in stealth) -3 to perception checks and passive perception -2 to all checks involving dexterity except where proficient Enemy attack rolls are +4 to hit Speed of 40 ft
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Giants
Sept 10, 2015 6:11:51 GMT
via mobile
Post by arnil on Sept 10, 2015 6:11:51 GMT
I'd say they are under powered for what they get. I didn't see anything about +to str i feel they should get that. Maybe even a +4 but that might be getting to be too much dungeonsandtulu.wordpress.com/
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Post by kirklas164 on Sept 10, 2015 12:19:09 GMT
Oops, I forgot to add that all physical damage is reduced by 1. I also do races a little differently than traditional D&D. I hate the Tolkein style this race is x while this race is y stuff (because if they're sentient they're all just people and people don't work that way), so my racial bonuses are smaller than my cultural and occupation bonuses. Culture gives a net +3 to attributes and 2 skills and occupation gives a net +2, a skill and an ability.
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shadowykittenwizard
Commoner
I play a loveable Half-Orc Ranger, Raagakush the Flower. He loves flowers and all things pretty.
Posts: 15
Favorite D&D Class: Ranger 5e, Paladin anything else
Favorite D&D Race: Half-Orc
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Post by shadowykittenwizard on Oct 6, 2015 2:56:14 GMT
I think I agree with @arnill about the Giants getting a boost to strength for being giant. However to balance out the net stats, and also gather all the negative modifiers you have on the list in one fell swoop you could dish out negative stats as well. If you want your net stats from race to be +2 you could give +2 Con, +2 Str, but also give a -1 Dex, and a -1 Wis. Or however else you may want to array the stats. I hope this helps give you a little insight into how you wanna build the race!
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Giants
Jan 6, 2016 22:18:17 GMT
Post by robosnake on Jan 6, 2016 22:18:17 GMT
I have giants in my world who live in a Nomadic, gerontocratic society. I tried to make them playable but not too OP, these are their stats:
Giants – Referring to themselves as the Azaghim, the giants of this world stand between ten and twelve feet tall and have a lifespan comparable to elves. They are the majority race of the western continent, Azagh. They are generally slender, with thick curly hair that ranges from dark to light in shades of purple, brown and silver, and deep-purple skin. Their eyes normally match their hair color. Women are usually taller and heavier than the men on average. Despite the lithe bodies and long limbs, Azaghim are frightfully strong and are proficient in simple martial weapons, often preferring the spear or a blunt instrument. Giants the world over tend to be somewhat somber and slower to either warm or anger to individuals they meet. They have a tendency toward a nomadic life and don’t tend to enjoy cramped quarters. Because of their size, Giants tend to be imperceptive and have difficulty being stealthy. Giants of every culture get a +2 bonus to constitution and a proficiency in Animal Handling. They can be classified as large according to the rulebook, and they have the following attributes: 1 d4 extra damage to every melee strike +25ft minimum and maximum range to all ranged weapons -5 to stealth checks (-3 if proficient in stealth) -3 to perception checks and passive perception -2 to all checks involving dexterity except where proficient Enemy attack rolls are +4 to hit Speed of 40 ft
I know you posted this a while ago, but I wasn't even a forum member then How about +2 to strength and constitution, and raise the natural strength maximum to 22 (rather than the usual 20). If it's in 5E, give them disadvantage on Dexterity (Stealth) and Dex (Acrobatics). They'll have advantage on most Strength checks due to their size. I feel like Wisdom (Perception) might balance out because they will always have a higher vantage point from which to watch and listen. I could also see the advantages and disadvantages being based on size. A giant would have disadvantage on (Stealth) checks compared to an elf, but not compared to another giant... Anyway, hope these giants worked out in-game.
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