 |
SFR, Inc. Forums that relate to SFR products
|
| View previous topic :: View next topic |
| Author |
Message |
tawhaki Newbie
Joined: 16 Oct 2017 Posts: 2 Location: Toronto

|
Posted: Mon Oct 16, 2017 9:03 pm GMT Post subject: Alternate Race Abilities |
|
|
I was thinking, since the newer races have more unique and interesting racial abilities, maybe we could come up with some additional/alternative race abilities for older and unbalanced races, whether they're in the official rules or not.
Some ideas:
Lava Elves - every turn/action get to reroll 1 die (makes use of their big variation in roll results)
Goblins - for every 3 dice that roll a success, add an additional success (3 sides with melee icons/IDs in a melee roll for instance add 1 additional melee result) (promotes using a horde of smaller soldiers)
Coral Elves - at a coastland terrain, they may maneuver 2 faces up and down instead of one (since they can use their ships)
Dwarves - can use one of their turn actions on their enemy's previous turn to roll additional saves (makes them more beefy)
Amazons - at flatland, can combine melee and missile results for skirmish (they can throw javelins and attack)
Feral - use the same rules for doubling magic as Frostwings (since they are basically animal-people and their magic combo is commonly regarded as the best in the game) but get 2x the amount of feralization, emphasizing their regenerative capability |
|
| Back to top |
|
 |
|
|
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum
|
Powered by phpBB © 2001, 2005 phpBB Group
|