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The Alternatively-Sized Races Megathread

Started by Hibou, April 10, 2017, 04:36:45 PM

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Hibou

Quote from: LoAIs it possible to have tiny races without them being broken?

Quote from: HoersIf they're playing alongside human-sized races, then I doubt it. If all characters of interest are that small, then you can treat much larger creatures as a different kind of encounter entirely; maybe an "environmental" hazard, or even a watered-down Cthulhu-style "this is not necessarily something you were meant to combat" kind of encounter.

Quote from: sparkletwistI mean, sure it is. Just don't give them any mechanical effect for being tiny. tongue

Quote from: LoAI'm beginning to hammer down, and flesh out a world, and I'm stubbornly attached to the idea of a race of sentient toys. How "Small" can you be while still be considered "Small" in dnd terms?

Quote from: HoersI think once your toy is about the size of a cat or smaller, it's "Tiny" size

Quote from: SteerpikeIt depends on the edition. In 5th edition, size doesn't come with a lot of pre-packaged bonuses and penalties apart from how much space you take up. Tiny creatures *tend* to be hard to hit, but don't get an AC bonus, for example. In Pathfinder, Tiny is more difficult to balance, but could easily be ignored, house-ruled, etc.

Quote from: HoersAnother thing about smaller races, depending on how realistic you want to get, is that they're going to be less susceptible to fall damage and similar effects, as they will have a lower terminal velocity. It'd be good to comb through the combat and movement rules to see what might not make sense for them.

Quote from: sparkletwistThread plz

Gogo gadget discussion!
[spoiler=GitHub]https://github.com/threexc[/spoiler]

Xathan

So if you're going PF/DND 3.x, don't allow tiny races. I have before, and it's a nightmare. They're super hard to hit and usually have low con so are super squishy, so lots of enemies will hit them on a crit, and a crit can easily one shot them.

In general, size disparity between party members is rough, even in a mechanics lite system, because it strains credibility. So you've got two members, one of whom is six feet tall, the other whom is one foot or less. The world would be an entirely different place to the second person - a shallow brook to one is a deep river to another, and normal people are giant monsters that move in at a bumbling pace. How do the two keep pace with each other on a casual walk? How do you make sure a threat to one doesn't annihilate the other? After all, someone who can consistently hit a tiny target would have no problem always landing a headshot on a normal man, since many tiny creatures are about as big as a human head, while someone who can fight normal sized people on a fair playing field would be...you ever watch Attack on Titan? And see what happens when a Titan swats a normal human? Yeah, that.
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[/spoiler]

Xeviat

I'm with Xathan (and not because I'm their sock puppet <_<). In a more simulationist game, like PF/D&D3, tiny is going to bring a lot of assumptions that makes it difficult to balance. Same goes for large.

If you're playing a less simulationist system, like D&D4 or 5, or something that has prescribed limitation, like M&M, then you can balance different sizes a lot more.

I'm really on the fence as to which approach I like better.
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Steerpike

I think it'd be pretty easy to house-rule Pathfinder to accommodate Tiny/toy-sized races without causing huge problems.

Alternatively, just change the bounds of what counts as "Small." These are incredibly arbitrary, completely made-up categories anyway that don't reflect reality especially well. Even in a "simulationist" system the size categories and associated bonuses/penalties are pretty rough. There is theoretically some creature that is technically Small but very close to Tiny, and some creature that is Tiny but very close to Small, and those would have very different stats according to size category, while in reality they'd have roughly the same AC etc. I say just ignore or rewrite the size rules in Pathfinder according to taste.

Polycarp

PF has a number of weird and lesser-known rules that only appear when dealing with non-standard creature sizes.  They range from the fairly obvious (Tiny creatures get +8 to Stealth checks), to the uncommon (Tiny creatures have a reach of zero), to the downright esoteric (armor for creatures of Tiny size or smaller confers only 1/2 its normal AC bonus, a rule which is helpfully buried in a footnote of the "armor for unusual creatures" table in the armor and equipment section*).  Some of these may be desirable, or even part of the point of the exercise - certainly the +4 Stealth bonus for being Small is a reason people consider certain races for certain classes in PF.  Whether they all add up to broken-ness or not is just a personal opinion and depends substantially on the adventure itself.

I tend to agree with Xathan that in practice, huge physical disparities create unexpected difficulties.  That's not just true for size, but things like senses and limbs - having a blind character means you need to rethink your descriptions and possibly your plots as well, while a character without opposable thumbs (an awakened animal?) will produce all sorts of odd situations in which a character can't logically contribute to a task which would otherwise have been trivial.


*Presumably the idea here is that a fairy's plate mail is basically just aluminum foil to a human and thus not all that protective, although it's unclear why fairy plate would be only half as effective even against other fairies.  This is one of those "rules which assume you're playing this game the same way the devs are" which takes certain basic assumptions for granted - e.g., that characters are small-to-medium size, and that simulating the Hundred Years' Fairy War is not a priority.
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Hibou

If you're running a game where all of the main characters are that small, you might be able to get away with just shifting the sizes, so that your "Tiny" characters are the new "Medium". This ought to work because, in theory, they're going to have more stuff to deal with on scales smaller than them that normal Medium-sized characters wouldn't see, and the larger size categories are kind of all-encompassing once you hit Colossal. This'd make standard humanoids part of the "Huge" category by default.
[spoiler=GitHub]https://github.com/threexc[/spoiler]

Xathan

Quote from: Hoers
If you're running a game where all of the main characters are that small, you might be able to get away with just shifting the sizes, so that your "Tiny" characters are the new "Medium". This ought to work because, in theory, they're going to have more stuff to deal with on scales smaller than them that normal Medium-sized characters wouldn't see, and the larger size categories are kind of all-encompassing once you hit Colossal. This'd make standard humanoids part of the "Huge" category by default.

Gonna second this hard. In general, I think parties work best when the smallest character isn't much more than ~50% the height of the largest - that means that when designing encounters, environments and dangers, you don't need to consider a huge range of possible sizes. There's no reason you can't change the ranges for what counts as small or medium.
AnIndex of My Work

Quote from: Sparkletwist
It's llitul and the brain, llitul and the brain, one is a genius and the other's insane
Proud Receiver of a Golden Dorito
[spoiler=SRD AND OGC AND LEGAL JUNK]UNLESS OTHERWISE NOTED IN THE POST, NONE OF THE ABOVE CONTENT IS CONSIDERED OGC, EXCEPT FOR MATERIALS ALREADY MADE OGC BY PRIOR PUBLISHERS
Appendix I: Open Game License Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
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7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
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14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Fudge 10th Anniversary Edition Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan O'Sullivan and Ann Dupuis, with additional material by Jonathan Benn, Peter Bonney, Deird'Re Brooks, Reimer Behrends, Don Bisdorf, Carl Cravens, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, J.M. "Thijs" Krijger, Sedge Lewis, Shawn Lockard, Gordon McCormick, Kent Matthewson, Peter Mikelsons, Robb Neumann, Anthony Roberson, Andy Skinner, William Stoddard, Stephan Szabo, John Ughrin, Alex Weldon, Duke York, Dmitri Zagidulin
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Mutants and Masterminds Second Edition Copyright 2005, Green Ronin Publishing; Steve Kenson
Fate (Fantastic Adventures in Tabletop Entertainment) Copyright 2003 by Evil Hat Productions, LLC. Authors Robert Donoghue and Fred Hicks.
Spirit of the Century Copyright 2006 by Evil Hat Productions, LLC. Authors Robert Donoghue, Fred Hicks, and Leonard Balsera
Xathan's forum posts at http://www.thecbg.org Copyright 2006-2011, J.A. Raizman.
[/spoiler]

Xeviat

Quote from: Xathan
Quote from: Hoers
If you're running a game where all of the main characters are that small, you might be able to get away with just shifting the sizes, so that your "Tiny" characters are the new "Medium". This ought to work because, in theory, they're going to have more stuff to deal with on scales smaller than them that normal Medium-sized characters wouldn't see, and the larger size categories are kind of all-encompassing once you hit Colossal. This'd make standard humanoids part of the "Huge" category by default.

Gonna second this hard. In general, I think parties work best when the smallest character isn't much more than ~50% the height of the largest - that means that when designing encounters, environments and dangers, you don't need to consider a huge range of possible sizes. There's no reason you can't change the ranges for what counts as small or medium.

Especially if you're willing to adjust size bonuses to be flat or to be in reference to the size differences.
Endless Horizons: Action and adventure set in a grand world ripe for exploration.

Proud recipient of the Silver Tortoise Award for extra Krunchyness.