| Post/Author/DateTime | Post |
|---|---|
| #1FedosuFeb 12, 2009 1:42:11 | |
| #2nezumi45Feb 12, 2009 3:53:47 | i like these quite a lot, abilites seem to a combo of teifling and dragonborn racials. the claws are a nice touch, (i wish dragonborn had a bite attack but thats just me). i like their pious and rational nature/culture rather then going a shamanistic or druidic route. I would use lumiukko in a campaign as strangers in a strange land and can see suitable uses for them in further adventures I am working on |
| #3FedosuFeb 20, 2009 16:37:49 | Looking again at the wording of the claw proficiency feature, I'm not sure it quite does what I want it to do. In effect, I'd like it to be able to work with spiked gauntlets, increasing them from 1d6 to 1d8, thus if you wanted to have a magic weapon, but still be all hand-to-hand-like the spiked gauntlets would carry your enchantment and the claws would still off their increase in damage. Is that unbalanced? Does the way it's worded right now do that at all? |
| #4jormacJul 21, 2009 14:25:14 | were lumiukko's ruled by santa in lapland ! And i really should have a orange pointed nose as a natural weapon, maybe beady black eyes too and definately snowhite skin with fire vulnerability. ![]() |
| #5FedosuJul 21, 2009 17:57:36 | were lumiukko's ruled by santa in lapland ! And i really should have a orange pointed nose as a natural weapon, maybe beady black eyes too and definately snowhite skin with fire vulnerability. No, I simply stole the word because it sounded appropriate and hadn't been used yet in D&D so far as I could tell. I really don't know much about finnish, lappish, sami, or scandanavian folklore so I don't know what rule any creature called a lumiukko might have in those realms. These guys were originally called Wendigo, but I realized I really didn't want them to be anything like the wendigo of legend or the wendigo of D&D so I found/stole a different name. |
| #6RustmonsterJul 21, 2009 19:28:33 | Shouldn't their racial power cause cold damage? |
| #7FedosuJul 21, 2009 21:21:34 | Shouldn't their racial power cause cold damage? Yes. I guess I just missed a word. EDIT: Fixed that and but in a revised and longer version of the claw proficiency. Gods I wish there was a simpler way to say what I want it to do. |
| #8Crimson_ConcertoJul 21, 2009 22:09:30 | *sigh* This again. ![]() I really don't understand why people are always so fascinated with the idea of giving a race natural weapons or improved unarmed attacks, but while it may have been perfectly acceptable in previous edition, it's really just not an appropriate racial feature in 4E. I've explain this too many times, so I'm just going to copy and paste my response from another thread (making slight adjustments for this particular case). Okay, I see why you wanted to do this. Really, I do, and you're not the first person to try it. But honestly, it's just not a good idea for a variety of reasons. Seriously, you're much better off just removing it and giving them something else. It will be better for design and better for everybody's sanity. EDIT: Unfortunately, that's not the only thing wrong with this race. Winter-Touched is a terrible feat to give out for free. Have you considered who this feat is useful to? Think about it. Most classes out there don't have any powers at all with the cold keyword. That means that these classes will need to spend money on specific items or on specific feats in order to benefit at all from this racial feature. A racial feature only useful to half the classes out there and completely useless to the rest without specific dedication towards it is a bad racial feature. |
| #9FedosuJul 22, 2009 0:39:50 | One of the things I was considering concerning the claw fighting was to instead make claw fighting a series of weapon mastery feats which would be available to a list of races. So now I have a question for you. What would you suggest that I could give them? |
| #10Crimson_ConcertoJul 22, 2009 1:15:11 | One of the things I was considering concerning the claw fighting was to instead make claw fighting a series of weapon mastery feats which would be available to a list of races. That sounds great! So now I have a question for you. What would you suggest that I could give them? Hey, I'm just a critic. :P Seriously though, they're not my race, so I don't know. I just know what does work mechanically and what doesn't and why. But, if you've really given this race a lot of thought, then it should be cake for you to decide on another aspect of their concept that could be appropriate for mechanical representation. For example, if they live in cold, snowy, icy environments, might they have some kind of bonus to avoid difficult terrain because of their experience traversing slippery ice fields and deep snow? Or maybe they have some sort of bonus versus being slowed because of their experience with harsh blizzard winds and frigid temperatures inhibiting their muscles? I don't know, these are just examples, and they might not fit your concept at all. |
| #11FedosuJul 22, 2009 13:28:45 | Alright, so perhaps a bonus to saving throws against being slowed or immobilized... I'm good at coming up with fluff, but the links between mechanics and fluff can elude me sometimes. Would a +5 to saving throws against being slowed or immobilized be too powerful? Just making it against slowed seems fairly weak, but both seems like it might be too strong... Would dropping the bonus to +2 be better? I don't know. Crimson: I'd also appreciate if you could look at my other race the Naws for a critique as well. |
| #12Crimson_ConcertoJul 22, 2009 14:02:01 | Would a +5 to saving throws against being slowed or immobilized be too powerful? This doesn't function properly. Races get saving throw bonuses very effect types, not conditions. Getting a saving throw bonus versus a condition gets conceptually confusing and mechanically ambiguous. If you want a bonus versus specific conditions, that's usually dealt with via bonus saves, such as the immediate save that a Dwarf gets versus being knocked prone or how Kalashtar get to make saves versus effects that are dazing or dominating them at the beginning of their turn instead of at the end. |
| #13vebrandssonJul 22, 2009 14:22:42 | Would a +5 to saving throws against being slowed or immobilized be too powerful? If you instead said a +x racial bonus to saving throws against effects of cold powers you might be better off. As Crimson said if you just do effects then it becomes questionable at times, for instance why would this race easier escape a slowing spider web, or some power where the fluff says the earth reaches up and grabs you? But I do have a problem with one thing crimson has said. On natural weapons I have issues with A, B, and C. First off for A, 4e design seems to allow for useless features so long as they are pretty much fluff (and natural weapons even in 3e usually were), I'll point to eladrin and elf weapon proficiencies and rest my case there. For B, just because you think one race should have something and it does not, this does not mean that no race should get it. If this logic were true the genasi would have never gotten a fortitude bonus because the dwarves didn't get one. Now I will grant you that this works the other way around too, take the kalashtar argument, just because most of the races with stats that boost the same defense got a nad bonus doesn't mean the kalashtar should get one if there is no fluff reason to give them one (and there isn't a reason, thus no ref/fort bonus for them and I for one am glad they didn't BS a reason to give them a NAD bonus like they did with the goliaths). Finally C, once again I point to the racial weapon proficiencies of other races and rest my case. Reread A if you need more info on my reasoning. |
| #14Crimson_ConcertoJul 22, 2009 14:36:38 | First off for A, 4e design seems to allow for useless features so long as they are pretty much fluff (and natural weapons even in 3e usually were), I'll point to eladrin and elf weapon proficiencies and rest my case there. And that's still not a good thing. Just because the designers screwed up with that doesn't mean we should let it slide when homebrew races screw up with it too. Instead of repeating their mistakes, learn from them. For B, just because you think one race should have something and it does not, this does not mean that no race should get it. I didn't say that. If this logic were true the genasi would have never gotten a fortitude bonus because the dwarves didn't get one. This is a very flawed comparison on multiple levels. First, the Dwarf does get a fortitude bonus; it's called +2 CON. Second, their giving some Genasi manifestations defense bonuses was a mistake to begin with because those are usually reserved for races that have both of their ability score bonuses going towards ability scores that boost the same defense; additional defense boosts were lazy and poorly thought out. take the kalashtar argument, just because most of the races with stats that boost the same defense got a nad bonus doesn't mean the kalashtar should get one No, they most definitely should have given the Kalashtar a defense bonus. It's not a fluff concern, it's a mechanical one. If they really couldn't decide which, they could have just said they get to pick either +1 Fortitude or +1 Reflex, just like they did for one of their skill boosts. I for one am glad they didn't BS a reason to give them a NAD bonus like they did with the goliaths That was completely necessary. Finally C, once again I point to the racial weapon proficiencies of other races and rest my case. Reread A if you need more info on my reasoning. And I'll once again point you that reply. Racial weapon proficiencies were a mistake. Don't repeat mistakes, learn from them. One you realize that the official race aren't perfect it all becomes clear. ;) But this is most definitely off topic, so if you really wish to debate the matter, please feel free to PM me, but I don't think this is the right place to do that. |
| #15FedosuJul 22, 2009 14:41:18 | Alright, I was thinking about perhaps making the bonus to saving throws be against cold effects. |
| #16Crimson_ConcertoJul 22, 2009 14:45:32 | There is no such thing as a "cold effect". Cold is not an effect type. It's a damage type. (see PHB page 55) The proper wording for what I think you want to accomplish is "effects resulting from powers with the cold keyword" but that sounds really cumbersome... |
| #17FedosuJul 22, 2009 14:49:38 | There is no such thing as a "cold effect". Cold is not an effect type. It's a damage type. (see PHB page 55) But is there also not strictly such a thing as a charm or fear effect either? There are powers with those keywords, but... I could be wrong, please tell me if I am. EDIT: Never mind. Actually reading my books is a good idea. |
| #18vebrandssonJul 22, 2009 14:58:02 | Actually fear and charm are considered effect keywords, not damage keywords, however I don't think you should drop the concept just because crimson thinks the proper wording is "cumbersome" And to crimson, you may not have said it was a bad idea but you did more than a lot to imply that that was your position. Furthermore I don't think racial weapon proficiencies were a mistake, can you show me any reason that they were? I highly doubt you can, particularly since racial weapon proficiencies are simply a way of expressing a fluff feature and I can give you races across the board that have such features, from the dragonborn to the changeling. But here is where you and I differ most in design, you want to do things for the sake of mechanics regardless of whether or not there is any sense to them (like the goliath will bonus). I think that fluff and flavor are more important, this is a role playing game first and foremost not a math game, you seem to forget that, so does WotC at times, I've learned from that mistake. |
| #19Crimson_ConcertoJul 22, 2009 15:15:05 | Actually fear and charm are considered effect keywords, not damage keywords, however I don't think you should drop the concept just because crimson thinks the proper wording is "cumbersome" Oh no, I wasn't suggesting that the concept should be dropped just because the wording would be cumbersome. I was just saying that the wording is indeed cumbersome is all. If I hated cumbersome wording enough to just drop things with them, half of my own homebrew stuff wouldn't be able to exist. It's only a problem if it's excessively cumbersome wording. ;) Now the save bonus versus "cold effect" might still be a bad idea, but that wouldn't be why. The reason I say it may still be a bad idea is that the race is becoming much too specialized and narrowly focused. Cold resistance, cold power, bonus to saves versus cold... is this race really just going to be that cold race with no other interesting thing about it? Of course, at this point, this is just my personal preference, so ignoring it won't necessarily make the race better or worse from a fluff or crunch perspective... And to crimson, you may not have said it was a bad idea but you did more than a lot to imply that that was your position. About the natural weapons or the cold effects thing? Natural weapons are bad idea, but I didn't mean to imply that about the cold effects thing. Furthermore I don't think racial weapon proficiencies were a mistake, can you show me any reason that they were? Actually, yes, and it's not hard at all. Remember one of the major design philosophies of 4E was that every race should be able to function reasonably as a member of any class and that races would not be pigeon-holed into any specific classes or roles. By extension, racial features that are useful to some classes and completely useless to others are a bad idea because they pigeon-hole races far too much into selecting particular classes. Racial weapon proficiencies are such a feature, they're useful for some classes (weapon-using ones) and completely useless to others (implement-only classes), and so the proficiency is useless unless you're a member of a few specific classes. However, on top of that, almost every race who wants a particular weapon proficiency already has it anyways. At that point, the feature only becomes useful to very few classes (Cleric and Bard and even then only depending on your build). It really just is a useless waste of ink. racial weapon proficiencies are simply a way of expressing a fluff feature Racial feats would have been sufficient and much more appropriate from a design perspective. and I can give you races across the board that have such features, from the dragonborn to the changeling. No, you can't, at least not those two particular examples. Dragonborn and Changelings have nothing comparable to racial weapon proficiencies that are either totally useless or useful for some classes but not for others. (But make no mistake, being less useful for some classes than for others is totally okay, so long as it's not totally useless) But here is where you and I differ most in design, you want to do things for the sake of mechanics regardless of whether or not there is any sense to them (like the goliath will bonus). This is not true. I want races to get features that are both flavor appropriate and well mechanically thought out whenever possible. Just one or just the other is not good enough. But AGAIN, this is off-topic, so I suggest you PM me if you'd like to continue the conversation. |
| #20FedosuJul 22, 2009 15:15:25 | I just looked at one of the feats I had written up for this race and wondered if it might not be acceptable as a race feature. Tribal Fury: You gain a +2 racial bonus to damage rolls against enemies that have hit one of your allies since the end of your last turn. |
| #21Crimson_ConcertoJul 22, 2009 15:20:09 | I just looked at one of the feats I had written up for this race and wondered if it might not be acceptable as a race feature. That sounds like a great racial feature! I might make it scale though, maybe boost it to a +4 bonus at 21st level. |
| #22FedosuJul 22, 2009 15:21:46 | Awesome, and it was sitting in front of me the whole time. |
| #23zeebratJul 24, 2009 3:35:50 | I think an area attack, scalable cold resistance and completely free Marking are a bit much for one race. Especially Tribal Fury's marking system. It doesn't seem to have any restrictions at all. What if everyone on your team was a Lumiukko? No matter who got attacked, everyone else would have a +2 bonus to damage against that target. |
| #24Crimson_ConcertoJul 24, 2009 8:55:59 | . . . Tribal Fury isn't a mark. ![]() And it's really not that big a deal. It's comparable to the Gnoll's Blood Fury racial feature. Saying "what if everybody in the party is one???" works weirdly for every other race too. If everybody is a dwarf, don't bother with push. If everybody is a halfling, don't bother relying on opportunity attacks. If everybody is a Tiefling, don't bother with fire damage. If everybody is a Kalashtar, don't bother attacking Will. I think they're perfectly fine as they are now. |
| #25QubeJul 24, 2009 9:26:44 | I'dd scale the attack of snowstorm (ref to dragonborn) reason: on other attacks you get a bonus of your magical item ... Frozen Opportunity is IMO overpowered ... (hit with cold -> ~50% chance to immobilize ) |
| #26Crimson_ConcertoJul 24, 2009 12:15:29 | I'dd scale the attack of snowstorm (ref to dragonborn) The attack already does scale. What are you talking about? ![]() |
| #27FireclaveJul 24, 2009 12:48:07 | The attack already does scale. What are you talking about? The damage scales, but not the attack rolls. It really to increase to +4 at paragon and +6 at epic. |
| #28quiterjon_dupJul 24, 2009 12:59:35 | Tribal Fury: You gain a +2 racial bonus to damage rolls against enemies that have hit one of your allies since the end of your last turn. This bonus increases to +4 at 21st level. Really? Free damage for just being in a group? One of the things someone who's making his own race should do is envision a group all playing the race. |
| #29Crimson_ConcertoJul 24, 2009 13:25:29 | The damage scales, but not the attack rolls. It really to increase to +4 at paragon and +6 at epic. . . . Yes, they already do so. Hit: 1d6 + Wisdom modifier cold damage. Increase to +4 bonus and 2d6 + Wisdom modifier cold damage at 11th level, and to +6 bonus and 3d6 + Wisdom modifier cold damage at 21st level. |
| #30FireclaveJul 24, 2009 15:38:28 | . . . Yes, they already do so. Wow, how did I miss that? |
| #31zeebratJul 25, 2009 7:08:01 | . . . Tribal Fury isn't a mark. A detrimental effect happening to an enemy who chooses not to attack you as their target. That's... that's marking. Almost all of those other racials are defensive in nature. The only one who has any offensive bonus is the Gnoll. At least then, even in a full group of gnolls you have to meet a condition. You have to bloody them. In a full group of Lumiukko the enemies would have to not attack anyone in order to not trigger tribal fury. I actually like the race as a concept, I just think it's a bit much. |