A helpfile detailing all racial abilities
A helpfile detailing all racial abilities
It would really be wonderful to have a helpfile on all racial abilities/adjustments that are coded in the game. Another possibility would be to have these abilities detailed in their respective racial descriptions upon selecting the race during character creation.
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- Sword Grand Master
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Re: A helpfile detailing all racial abilities
I was under the impression that during character creation, a race's base ability mods are applied during the stat allocation process. Where you buy how much str - int you want etc.
This means if you don't pick the custom setup during char creation you won't notice, but if you choose to customize your stats and you pick for example an elf, You will see unlike human, some will begin at 10, some at 8, some at 12 instead of all 10 cross the board.
Looking at the help files for each race they are quite detailed but you're right, they don't always make it obvious as to what the race's bonuses will be.
I may be wrong, but I believe this to be intentional. In the end on FK your playing experience will in large come from what race you are, what characteristics the race is known for in the lore and your depth of roleplay rather than the race's abilities.
A human or Aasimar cleric of Torm for example who is roleplayed close to the loyal dutiful archetype will have a similar experience of the game whether his highest stats are in strength or constitution.
If you have concerns about stats or simply enjoy minmaxing for a smoother experience whilst grinding alone. It isn't uncommon to ask on the forums or the in game ASK channel. But I feel the general consensus is that to help avoid rollplaying overtake roleplaying. Making the initial information vague to encourage interaction in the previously mentioned mediums is the way to go.
This means if you don't pick the custom setup during char creation you won't notice, but if you choose to customize your stats and you pick for example an elf, You will see unlike human, some will begin at 10, some at 8, some at 12 instead of all 10 cross the board.
Looking at the help files for each race they are quite detailed but you're right, they don't always make it obvious as to what the race's bonuses will be.
I may be wrong, but I believe this to be intentional. In the end on FK your playing experience will in large come from what race you are, what characteristics the race is known for in the lore and your depth of roleplay rather than the race's abilities.
A human or Aasimar cleric of Torm for example who is roleplayed close to the loyal dutiful archetype will have a similar experience of the game whether his highest stats are in strength or constitution.
If you have concerns about stats or simply enjoy minmaxing for a smoother experience whilst grinding alone. It isn't uncommon to ask on the forums or the in game ASK channel. But I feel the general consensus is that to help avoid rollplaying overtake roleplaying. Making the initial information vague to encourage interaction in the previously mentioned mediums is the way to go.
I trained up double-edged bananas because the uber-plantain of doom I scored from the beehive quest was the best weapon in the game. Now it's being treated like a bug and they have gimped its damage! That's not fair! My character is ruined!
Re: A helpfile detailing all racial abilities
In any case they are fairly close to the D&d 3.5 racial adjustments, namely those listed on the Player's Handbook, Forgotten Realms Campaign Setting and Races of Faerun.
There are minor differences but they are not much. Most notable differences that come to mind:
- Wood elves do not have the malus in charisma
- Mountain orcs have ecl
- Forest gnomes do not have ecl
These are somewhat important to plan a character.
Other than that I was as well under the impression that the information was intentionally vague.
Also do not that due to the abilities being capped at 20 ability adjustments have only a minor impact on the gameplay.
There are minor differences but they are not much. Most notable differences that come to mind:
- Wood elves do not have the malus in charisma
- Mountain orcs have ecl
- Forest gnomes do not have ecl
These are somewhat important to plan a character.
Other than that I was as well under the impression that the information was intentionally vague.
Also do not that due to the abilities being capped at 20 ability adjustments have only a minor impact on the gameplay.
Re: A helpfile detailing all racial abilities
No no, i do not mean statistical adjustments as in str, dex, ect. according to race, but rather, innate abilities. These are important for both planning a character as well as roleplaying and should be available.
Examples are Aasimar and Tiefling, do they have innate resistance? Do they get the +2 spot checks? Drow, are they highly resistant to magic? Do goblins start with the sneak ability? Having knowledge of these at creation can help one plan a more unique character and at the high cost of kismet for some of these choices, would allow for proper planning on all avenues of gameplay without making mistakes where an assumption leads to a character you just don't want to rp.
Examples are Aasimar and Tiefling, do they have innate resistance? Do they get the +2 spot checks? Drow, are they highly resistant to magic? Do goblins start with the sneak ability? Having knowledge of these at creation can help one plan a more unique character and at the high cost of kismet for some of these choices, would allow for proper planning on all avenues of gameplay without making mistakes where an assumption leads to a character you just don't want to rp.
Re: A helpfile detailing all racial abilities
In character creation, when you select a race (before selecting the sub-race), you can type INFO to get a list of the different sub-races' abilities.
Re: A helpfile detailing all racial abilities
It lists the tabeltop adjustments, which are slightly different in game. For example elves don't get spot, search and listen for free here, nor rapier proficiency. Drow don't get longsword and the only spell-like ability they get is faerie fire. Tieflings do not get darkness but another spell-like ability. Forest gnomes and deep gnomes do not get innate hide, and forest gnomes do not have ecl or many different abilities from rock gnomes for that matter. Deep gnomes get spell resistance. Goblins are not listed, and duergar are listed while they are not currently playable.
To name a few things I spotted in the info screen...
To name a few things I spotted in the info screen...
Re: A helpfile detailing all racial abilities
I apologize for my misinformation then. Though elves do get the thrusting blades (rapier) skill in FK.
Re: A helpfile detailing all racial abilities
Nah, it's actually pretty useful. It is generally tabletop info copied over here and most of what is there fits. Better to have it there than on arguably accessible and out of print tabletop handbooks. Just it is not 100% accurate.