Half Humans Supplement

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Solomoriah
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Re: Half Humans Supplement

Post by Solomoriah »

To be clear, Hex, R3 is more or less just like R1 in that way.
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Hexamer47
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Re: Half Humans Supplement

Post by Hexamer47 »

Ahh, ok, thanks for clarifying Solo!
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teaman
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Re: Half Humans Supplement

Post by teaman »

Here's a half-orc, if you can use it here or elsewhere (could be a full orc as well if needed)
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Solomoriah
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Re: Half Humans Supplement

Post by Solomoriah »

Announcing!

Half Humans: A Basic Fantasy Supplement Italian Translation, Release 3-it1 -- May 08, 2021
Thanks to the Italian translation team for this new translation of this supplement!

https://basicfantasy.org/downloads.html#halfhumans
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Solomoriah
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Re: Half Humans Supplement

Post by Solomoriah »

Announcing!

Half Humans: A Basic Fantasy Supplement German Translation, Release 3-de1 -- July 12, 2021
Thanks to Peter Schaefer for this new translation of the Half Humans supplement!

https://basicfantasy.org/downloads.html#halfhumans
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chiisu81
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Re: Half Humans Supplement

Post by chiisu81 »

Proposed r4 attached
Edit: now on Downloads
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Solomoriah
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Re: Half Humans Supplement

Post by Solomoriah »

Announcing!

Half Humans: A Basic Fantasy Supplement, Release 5 -- July 22, 2023
James Lemon has done the work of revising this supplement, changing the license to CC BY-SA (with the consent of the author) as well as making some other format revisions.

https://basicfantasy.org/downloads.html#halfhumans
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Boggo
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Re: Half Humans Supplement

Post by Boggo »

I'm considering a change to half-elf combination classes in my game and I am really on the fence, I have arguments in my head on my proposed change and against it running pretty even, so I thought I'd ask for some input.

RAW at the moment, half-elf Fighter/Magic-Users have 1d6 HD just as elves do. However, I'm considering making half-elf fighter/magic-users 1d8 HD, due to 1) not having HD limits is one of their racial abilities and the only time that has any effect at the moment is purely for single classed fighters) 2) depending on how you consider combination classes HD to be calculated it's logical.

Now, I've asked Solo directly what his original intent was, and to paraphrase him, he didn't actually have a system for it, 1d6 was just selected to match B/X edition.

So, my thinking is, there are two ways I could consider the Combo Class HD calculated...

1) An average of the HD of the two classes (MU/T 1d4 and 1d4, have a HD of 1d4, F/MU 1d8 and 1d4, have a HD of 1d6 halfway between the two dice)

2) It's the highest of the two classes HD, then adjusted by the elven HD limit (MU/T 1d4 and 1d4 gives you a highest HD of 1d4, F/MU 1d8 and 1d4 gives you a highest HD of 1d8, however elves can only have 1d6 HD, so it becomes 1d6)

Using the first method half-elves would automatically be limited to 1d6 HD, however if you used method 2 half-elves, unlike elves would have 1d8 hd, which also extends the racial ability of them not being limited to 1d6 hd, because at the moment it's not really hugely beneficial (it is, but is it up to par with for example, immunity to ghouls?)

So, I'm basically interested in anyone's opinion before I amend my game (or not, I really am on the fence here). The main reason I'm thinking so hard on it is my fear it may make a munchkin half-elf fighter/magic-user (though I don't think it's too big an advantage)
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inhalvast
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Re: Half Humans Supplement

Post by inhalvast »

Why not do 1d6+1 HD? It'll be goofy, but should work.
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Dimirag
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Re: Half Humans Supplement

Post by Dimirag »

If the race doesn't has a hd limit then d8 is my take, using "the best of" keeps things linear and avoid dealing with d8+d6 and d6+d4 combo scenarios.

Elves compensate the d6hd with the ability to cast in armor when doing combos.

You could reduce the armor-casting access for half-elves if letting them the d8hd seems to much...
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