Leomund's Tiny Hut
Tone down the demi-Humans
by Lenard Lakofka


 
Dragon - Races - Dragon 105
Wild elf Gray dwarf Deep Gnomes Dark Elves Editor's Conclusion

The list of possible player-character races was expanded by seven
with the publication of  Unearthed Arcana.  Three of the new choices
? gray elf, wood elf, and valley elf ? should present no problem for
the DM to incorporate into a campaign. However, the other four
new races all have abilities or characteristics that may make them
tough to handle without upsetting the balance of the campaign.
Here are some suggestions for avoiding those difficulties.

The wild elf
This character race is the easiest of the four to deal with. The wild
elf's power of animal friendship could cause the DM possible strife if
the player decides to have his character (like many a druid we all
know and love) strike up an encounter with every squirrel and blue-
bird the party chances to meet. The DM can discourage this tactic
by ruling that the ability is only usable once per day (just as the spell
would be), once every 6 hours, or whatever seems appropriate, and
also by sticking to the letter of the spell description. First of all, the
target is given a saving throw. Second, remember that animal
friendship does not allow conversation with or communication from
the animal, and can only be used to attract the pet and teach the
animal three simple tricks. The magic only works on non-magical
creatures of neutral alignment and  semi-  or animal intelligence.

It takes a week to teach each trick, and the animal must be tended
to continuously (at least once every 3 days) or it will leave. It could
be ruled that while one animal friendship training session is under
way, a wild elf cannot attempt to use the innate power a second time
without penalty; doing so, even if the target animal makes its save,
would cause the first enchantment to be broken.

A wild elf can attract a second pet successfully only when the first
one has been fully trained (taught three tricks), and in this way can
accumulate a group of pets. A wild elf can control one or more
animals totaling 1 HD per level of the elf. This is reduced from the 2
HD per level given in the druid spell, because having a 5th-level
wild elf character with an elephant or a rhinoceros in tow could
unbalance things rather badly.

A wild elf player character of an alignment other than neutral
would have more difficulty in attracting animal pets; allow the ani-
mal +1 or +2 on its saving throw if the wild elf's alignment is one
step removed (neutral good, neutral evil, etc.), and a +2 or +4
bonus if two steps removed (lawful good, chaotic evil, etc.). Also,
allow an extra saving throw if the elf tries to teach the animal a trick
that would be out of character for the animal, or which would show
disrespect for nature.

The gray dwarf
Duergar have a disadvantage that makes them very hard to play
in some campaigns, and a few advantages that might be too power-
ful for the game if they are interpreted literally.

The disadvantage (also shared by two other new PC sub-races) is
the adverse effect that daylight or bright light has on them. Even in
a campaign that takes place mostly in the dungeons, a party has to
move above ground during the day to get from place to place. Un-
earthed Arcana  says that the gray dwarf ?will not venture forth? on
bright days. This inhibits the player character too strongly. The
dwarf may not like to do it, but there are going to be times when
he?ll have to come out in the sunshine to keep from slowing the
party down or becoming separated from it. He will ?venture forth,?
but only when he has to ? and the duergar must then operate with
all the penalties given in the text.

Alas, there is no Create Foster Grants spell that would signifi-
cantly aid the light-sensitive gray dwarf. Perhaps the dwarf could
travel wearing a full helm with the visor down, so that marching
would be a little easier. A lenient DM might want to allow a gray
dwarf attired in some sort of eye or head covering to ignore the
dexterity penalty if a thieving ability is used in a noncombat situa-
tion. However, all penalties given should apply during any hostile
encounter or combat.

The duergar?s advantages, and the problems that arise from them,
are the result of having immunities ? to non-natural poisons, para-
lyzation attacks, and illusion spells. If we tone these down to resis-
tances instead of immunities, we can avoid possible game-balance
problems.

An immunity to non-natural poisons may be too strong. Such a
rule allows a gray dwarf to enter a deadly situation without jeopardy.
Instead of immunity, give the gray dwarf a saving throw of 2 versus
non-natural poisons (so that it can be failed on a roll of 1). Or, re-
duce the experience-point award for the encounter in which the
opponent was expecting an advantage from its use of non-natural
poison.

Immunity to paralyzation is a greater advantage, and potentially
a greater problem. With this on their side, gray dwarves can stride
into a pack of ghouls or ghasts without fear or threat. The suggested
solutions are the same as above: require a saving throw of 2, or cut
down the XP award by not counting the paralyzation power as an
exceptional ability. This immunity/resistance only extends to paraly-
zation caused by physical attack (such as the touch of a ghoul or
ghast) and not to paralyzation or a similar force of magical origin;
thus, a gray dwarf is just as susceptible to a hold person spell or a
wand of paralyzation  as any other dwarf is.

Now, the book says that gray dwarves are ?unaffected by illusion
spells.? This is really opening Pandora?s Box. This statement must
be toned down, or entire types of play are going to crumble into
nothingness.

Consider one of the most common types of illusion ? the  invisi-
bility  spell. Imagine a party of PCs being able to see everything they
encounter because their good buddy, the gray dwarf, is unaffected
by illusions. As extreme as this example is, it only represents the tip
of the iceberg. The party will encounter many other common illu-
sions, and having one member (or more) of the group never affected
by an illusion simply gives the party too big an advantage.

To tone down this immunity, let?s first stipulate that in order to
use this characteristic, the gray dwarf must concentrate for one
round on seeing through, or looking for, an illusion. If any other
action is taken in the same round, the dwarfs concentration is bro-
ken and the effort is wasted.

Second, the chance to be unaffected should not be a 100% thing
in very many cases. The distance between the dwarf and the illusion
is a factor; it?s harder to detect illusions that are farther away. If you
interpret this resistance to illusions as an innate ability that cannot
be improved, then a dwarfs intelligence score will also help deter-
mine how good he is at seeing through illusions. If you interpret the
ability as something that can be improved through practice and
experience, then use the dwarfs experience level as a factor in deter-
mining his chance. In the following table, use either the headings for ?Level? or ?Intelligence? over the columns, depending on
what you think is the nature of this resistance ability.

                                   Level
Range to illusion (feet) 1 2 3 4 5 6 7 8+
1-29 50% 60 70 80 90 100 100 100
30-59 40 50 60 70 80 90 100 100
60-89 30 40 50 60 70 80 90 100
90-119 20 30 40 50 60 70 80 90
120-149 10 20 30 40 50 60 70 80
150-179 5 10 20 30 40 50 60 70
180-209 2 5 10 20 30 40 50 60
210-239 - 2 5 10 20 30 40 50
240-269 - - 2 5 10 20 30 40
270-299 - - - 2 5 10 20 30
300-329 - - - - 2 5 10 20
330-359 - - - - - 2 5 10
360-389 - - - - - - 2 5
390-419 - - - - - - - 2

It is impossible, even for a gray dwarf of utmost intelligence or
level, to successfully see through an illusion at a distance of 420 feet
or greater. Illusions that have real effects (such as shadow monsters)
could still harm a gray dwarf, even though the character could see
the monsters for what they are. Concealed and hidden doors are not
illusions in any case. Neither are things hidden in shadows, blended
against rock formations, or similarly camouflaged.

This is only one way to deal with this power of gray dwarves;
certainly there are other ways of approaching the issue ? but it
should be approached. Using the rule book literally where immunity
to illusions is concerned has the potential to bring irrevocable harm
to the campaign.

Deep gnomes
These little people have a problem operating in bright light or
daylight, just as gray dwarves do, which can be handled as described
in the preceding section. They are also "immune to the effects of
illusions and phantasms";  take care of this with a table identical or
similar to the one above. (Success figures for deep gnomes might be
higher than for gray dwarves, since gnomes have an innate attunement to illusions.)

<
                                   Level-->
Range to illusion (feet) 1 2 3 4 5 6 7 8+
1-29 60% 70 80 90 100 110 110 110
30-59 50 60 70 80 90 100 110 110
60-89 40 50 60 70 80 90 100 110
90-119 30 40 50 60 70 80 90 100
120-149 20 30 40 50 60 70 80 90
150-179 15 20 30 40 50 60 70 80
180-209 12 15 20 30 40 50 60 70
210-239 - 12 15 20 30 40 50 60
240-269 - - 12 15 20 30 40 50
270-299 - - - 12 15 20 30 40
300-329 - - - - 12 15 20 30
330-359 - - - - - 12 15 20
360-389 - - - - - - 12 15
390-419 - - - - - - - 12

I increased all numbers by 10. 
Theory: Add the character's PER score to the number. 

>

A non-illusionist svirfneblin (say this with a Swedish accent and it

becomes easy) of 6th level or higher can conjure an earth elemental
once a day! Good grief, what a power! Having a 90% chance to
summon a monster of at least 8 HD once a day will change many a
campaign. This is especially true when one considers what an earth
elemental can do in a dungeon. Imagine how long your opposition
monsters will last when an earth elemental, immune to normal or
+1 weapons, shows up. And 30% of the time the conjurer will get a
monster of 16 HD or more!

There are two ways to tone down this power ? make it usable
with less frequency (once a week, for instance) or impose an
experience-point penalty on player-character deep gnomes in return
for their possession of this ability. I would suggest a 10% penalty on
all earned experience through the end of 4th level, and a 50% pen-
alty when going from 5th to 6th level. You may find that a combina-
tion of these procedures (a slight XP penalty plus a reduction in
frequency) will suit the purpose.

<conjure earth elemental 2 times per week>
<5% XP penalty at level 1>
<5% XP penalty at level 2> 
<5% XP penalty at level 3>
<5% XP penalty at level 4>
<25% XP penalty at level 5> 
<25% XP penalty at level 6> 
<0% XP penalty at levels 7+> 
<1st use causes fatigue: 1 HP damage> 
<2nd use in a 24 hour period causes exhaustion: 4 HP damage>

The svirfneblin?s spell-like abilities of  blindness, blur,  and  change

self  are not too radical ? although a thief who can change self is
going to be hard to find in a populated area!

Dark elves
Drow player characters also have a problem with bright light or
daylight; handle this as described above for gray dwarves.
The drow have some very substantial spell-like powers usable once
per day. Dancing lights, faerie fire, and darkness 5? radius are not
too severe and probably do not need a counter. Assume that the
duration, range, etc., of these abilities are the same as for their
namesake spells, with variable characteristics dependent upon the
dark elf?s level.
Dark elves of 4th level or higher also get detect magic, know align-
ment, and levitate abilities. The first two are not great problems,
although they can obviously help a party very much. However, the
ability to levitate can be an unbalancing advantage for a drow of
high level, who might be able to get an entire party out of trouble
with one usage of the ability. To compensate for this great advan-
tage, I would make all classes of player-character drow take a 10%
penalty to earned experience at all times after attaining 4th level.

Female dark elves get even more advantages at 4th level, and
player characters should take a 20% penalty to earned experience in
going from 3rd to 4th level, plus a 10% penalty for every level there-
after. This penalty does not seem too severe, considering that female
drow obtain clairvoyance, detect lie, and dispel magic abilities ? a
very handy group of powers for a player character to have on a
once-a-day basis.

Editor's conclusion
Much of the difficulty in designing the new player-character races
arose from the fact that many of the races were previously described
as ?monster? types in the rule books. Clearly, player characters
belonging to these races could not be permitted to enjoy all the
special abilities attributed to the ?monsters.? For instance, gray
dwarves could not be automatically psionic; svirfnebli could not
have special skill with darts; drow could not retain many of the
magical attributes given for that race of ?monsters? in the FIEND
FOLIO® Tome.
 
 

Counterbalancing this was our desire to be faithful to the way the
races were originally described; because of this, characteristics such
as the duergar?s immunity to illusions were retained, even though it
wasn?t always easy to find a game-balance reason for doing so.
The changes suggested in this article are good ways of dealing
with problems ? if the problems occur or threaten to crop up in
your campaign. If you find it necessary, you can use any method of
toning down these abilities that you think is appropriate. ? KM