#Seeking Advice: Kit-Bashed Custom Ancestry for Personal Setting.

80 messages · Page 1 of 1 (latest)

calm quail
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Hello looking for some guidance, after my initial post on here I got some great advice and started to move around abilities on existing Ancestries and created my “own” ancestries.
These are for a setting I’m building that is designed to be an homage to 89s Epic Action Cartoons (He-man, Pirates of Darkwater, Thundercats, Thundaar the Barbarian)
An additional question as for naming the abilities should they all have orginal names with small themed descriptions or should there just be universal names for powers and just the mechanics for the power?
I would love to hear what you guys think about how they are are put together and other thoughts and ideas.

https://docs.google.com/spreadsheets/d/1-otBfDChKF_YNKU3_L3rlm8-HJ_YRJojwPYOZRM1stM/edit

calm quail
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Seeking Advice: Kit-Bashed Custom Ancestry for Personal Setting.

sour token
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I know this is how the ancestry features work currently. But I'm of the opinion that immunities are currently undervalued. They are really strong. Especially the Human and Devil ones.

Otherwise the combos look fun.

calm quail
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Before I really get to building my source material for my setting I want some more thoughts on the combinations of abilities are any of them broken or am I missing sometbing that really belongs

agile sluice
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Forgeborne is probably a little weak?

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The Gar will very easily have a double edge just from their traits, which should probably be avoided

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since it means there is no point to assisting or looking for situational advantages

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They are also lacking any bonus to really help them in general combat (anti-daze is very situational)

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Grimthor are just orcs but better, not sure if that was intentional?

calm quail
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@agile sluice So Gar needs to be tuned down. And as for the Grimthor I didn’t understand why the orcs only had two things and everyone else had 3 but yes they are my worlds “orcs”

agile sluice
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Torg you could probably give an edge on all resistance rolls?

calm quail
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Alright

agile sluice
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instead of just presence

calm quail
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It was one from another race

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All of these are just from other races reworks

agile sluice
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yeah, devil. And i think it's very underpowered.

calm quail
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I see

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What about a swim speed is there rules for that?

agile sluice
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Currently resistance rolls come up, maybe 2 or 3 times a combat for the average player. Then divide that by 1/5 since it's only one attribute

agile sluice
calm quail
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I have only attempted to read the book once

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Is it like fly and it’s just a form or movement

agile sluice
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And already jumping into homebrew. Someone after my own heart. 🥲

calm quail
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I’m taking their things as inspiration and making minimal changes

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Cause if someone can fly

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Swimming is way less important

agile sluice
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Eh, I'd argue scrambling all the racial effects and reassigning them is pretty major changes. A minimal change would be making high elf glamour work on perform as well.

calm quail
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Alright

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You are likely right

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But I want my races to make sense for my crazy world

agile sluice
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yup! totally reasonable!

calm quail
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And they seemed like the least intrusive way to customize the game

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Is it just a swim speed?

agile sluice
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yeah, races are probably the second easiest thing to make, after kits

agile sluice
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Swim, Climb, Fly, and Teleport are the speed keywords I've seen used

calm quail
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It doesn’t fit with how I am picturing forgeborn but the revenants sigil would be kind of cool lol

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I changed Gar and Forgeborne check them out please @agile sluice

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Should they have custom names through all the different ancestries or should I try to unify them?

agile sluice
calm quail
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👍🏻

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How are the new mechanical changes on the ones you commented on Torg, Gar Forgeborne

agile sluice
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Gar could use another trait, Strong Swimmer isn't very powerful

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you could probably add on waterbreathing too

calm quail
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Yeah just flavorful

agile sluice
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and still have the budget for another trait

calm quail
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How would I write that

agile sluice
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"Your speed gains the swim keyword. You can breathe underwater."

calm quail
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Oh that simple lol

agile sluice
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XD yup

calm quail
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So what would you suggest instead of unstoppable mind

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Since dazed isn’t important

agile sluice
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for the forgeborne, I think you can keep the old bonus, or maybe give them the revenant immunities but element swapped (weak to lightning, immune to poison, psionic, etc.)

calm quail
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They are obviously a super social race of traders

agile sluice
calm quail
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The revenant went to the plant people

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Is there another condition that would work with the unstoppable mind or another trait for the aquatic traders

agile sluice
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could throw on another condition, like Frightened

calm quail
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Went with that

calm quail
agile sluice
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first up, Weapon Immunity 2 is brokenly strong, so I'd change that to something else

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Feels a little confusing that "Spider's Reach" doesn't actually increase your reach at all (the ability is good though, just tweak the name)

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Felari feel very similar to Beastrath, with them effectively sharing 2/3 traits

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The Gar might be a tad weak on combat abilities? Immunity to Dazed and Frightened is quite strong, but those abilities don't come up very often. On a map with no or minimal water, and no enemies who apply those effects they won't get anything.

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It'll be up to the Director to make sure enough sitations come up for the abilities to be realavant

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"Difficult terrain in tunnels" is very specific, I don't think it would be too strong to let them ignore all difficult terrain

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Titanor could probably use another trait, being size 1L doesn't confer enough bonuses to be worth the slot IMO

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Torg also with the weapon immunity

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Overall, I think you probably use the "no bane on concealed creatures" ability a bit too much? At the point where half the races in your world have it, things which provide concealment stop being useful

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It's tough trying to make so many races while just re-using the core ancestry features though

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I'm not sure which ones it would make sense for, but maybe have a few of them ignore cover rather than concealment?

calm quail
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@agile sluice
It was really looking at a way to have dark vision
So weapon immunity is bonkers and will be dropped from the playtest?
I will again modify these once the official rules come out.
I gave the underground thing because it was a 4th ability.
Spider reach is just the four armed thing from the time guys
Him on the Gar alright I’ll look to change the condition thing because the other two are very thematic to the character

agile sluice
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Yes, weapon immunity is being dropped from the devil. It might still show up in other places, but it’ll be more limited.

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Iirc core DS dwarves can see in the dark, it just doesn’t convey any further benefits

calm quail
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Oh I thought the lack of concealment was seeing in the dark

So weapon immunity won’t be in any ancestry so I guess I’ll have to rearrange or just do flavor and wait for the next playtest

agile sluice
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I think Weapon immunity 1 might be close enough to balanced? But there's a reason that MCDM dropped it entirely.