Talk:Rycnorse (4e Race)

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Thanks for the suggestions and hints. I made this in my spare time over the holidays, because I wanted a character that I could play as which had wings and could functionally fly. My group is always the same bunch of guys, and the DM is always the same. We played all of last year, and I think we only fought outside once. An altitude limit of 100ft is half the limit of ranged weapons, and since my group always fights indoors in small rooms, I essentially would only be able to fly up to 30ft in large caverns. In any case the Rycnorse are a highly situational race, which fits my campaign quite well. I do understand that this is not the case for most people, but I didn't know where to put that on the page. The reason that several powers are on the page is that I came up with 8 different flight-related powers, and 17 Rycnorse-specific powers, and I picked out the ones that seemed the best balanced for the race. Feel free to trim out the excess. I want to become a DM in the near future, so any tips on where I'm going over the top are very helpful. —The preceding unsigned comment was added by MysteryMan3 (talkcontribs) 03:31, 29 March 2014 (MDT). Please sign your posts.

Personally, I'm not an expert on 4e. I mainly stick to 3.5e myself, which is why I kept to the stub and trimming template. Marasmusine seems fairly knowledgeable about 4e, though. He might be someone to talk to if you're looking for tips regarding that edition, in particular. =D Jwguy (talk) 03:31, 29 March 2014 (MDT)
Flight is tricky, since published adventures assume that PCs cannot fly until later tiers. Various alternates have been proposed. The official Pixie has an altitude limit of 1, and normal load only. The wizard's flying powers are limited to Daily spells. Homebrew races have proposed gliding, controlled falling, Encounter (single turn) flight.
Attack powers are primarily controlled by Class. Races can have Utility powers to pick from, but generally not Attack. There are two things we could try to fit in all your powers.
1) A set of Multiclass feats. The first feat gives a non-power benefit, then there are 3 feats that let the player swap their class powers for attack and utility powers.
2) If we are adventurous, we could adapt this for my homebrew Elite Characters (4e Variant Rule). These guys are combined race and class characters, worth two PCs, and are most suitable for monster-type creatures with, well, wings and claws. It does require a lot of work to create though. Marasmusine (talk) 05:32, 29 March 2014 (MDT)

I've gone ahead and rewritten all the traits and powers. Please check them over and make sure you are happy with them. If you have more powers, let's see them, maybe we can modify them into feats. Marasmusine (talk) 02:31, 15 April 2014 (MDT)

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