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Anime d20 Renaissance assumes that players will spend ten character points on their race selection. Unless stated otherwise below, all d20r races are assumed to cost ten character points, and all D&D 3.5 races with a Level Adjustment of zero are assumed to cost 5 points. == Racial Costs Chart == (((To be worked on.))) == Level Adjustment in Anime d20 Renaissance == In short: ''Is there a way to avoid it and work around it? Use it if there is.'' The Level Adjustment mechanic, while technically workable, tends to result in significantly underpowered characters, overall. Put simply, 9th level spells are superior to having some low-level spells as spell-like abilities. However, it is an issue that monster races, in the hands of players, do have significant power advantages, especially at lower levels. [[D20 Rebirth]], for monsters that would normally have a Level Adjustment, instead has a no-adjusted-levels-involved Racial Progression Class - a generic monster of that race being assumed to have all levels in that class and nothing else. D20 Rebirth monsters with Racial Progression Classes should be okay to use as-is - whether or not they take their racial progression class. This is true whether or not they're Gestalting. For any monster that a player wishes to use, but has a Level Adjustment or multiple hit dice, you can adjust them to Level 0, costing 0 CP (allowing the player to take a class ''regardless'' of the amount of Gestalting) by taking abilities out (see "Racial Bonuses And Their Costs", below), whose total value is equal to 10 times the creature's Hit Dice plus 8 times the creature's Level Adjustment. (If you end up a single point off, just shrug and roll with it.) Then, choose one of the following rules: * If you're playing with no Gestalting, and the creature takes a class besides its Racial Progression, it never gains powers that weren't left with the race. That's okay! * If you're playing with no Gestalting, and want the creature to gain it's racial abilities, then take either it's Racial Progression class, or (if and ONLY if none is available) the [[Ad20r:Adventuring Monster]] class. * If you're playing with Quarter or Half Gestalting, and the creature takes a class besides its Racial Progression, then all Character Points go into gaining the monster's abilities - or new ones that suit. * If you're playing with Quarter or Half Gestalting, and you want the creature's powersr, then take either it's Racial Progression class, or (if and ONLY if none is available) the [[Ad20r:Adventuring Monster]] class. The remaining Character Points could be used to recover the racial abilities faster (resulting in your being "done" sooner and having more levels to put into a normal class), or to take class abilities. * If you're playing with Full Gestalting, then the GM is free to insist you take either your race's Racial Prrogression class or the [[Ad20r:Adventuring Monster]] class as one class - but hey, you have a full second class on top, so use it too! == Racial Bonuses And Their Costs == If your race isn't listed in the Racial Costs Chart, then use the following rules to determine the cost: * If an ability has an obvious analogue in the Tags list, it costs the same as that tag, ''unless'' a cost is specified here. * A +2 to a ''specific'' ability score costs 1.5. * A +2 to a ''player-chosen'' ability score costs 2. * A -2 to a ''specific'' ability score lowers the cost by 1.5. * A -2 to a ''player-chosen'' ability score lowers the cost by 1.
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