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> Dwarf toxin resistance, Is it too low?
Yum Donuts
post May 5 2004, 09:13 PM
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Ok, I was looking to make a character who could slam back beer with the best of them, as one defining point of his character. So, I obviously though of dwarves first since they get a +2 body vs poison and disease. then I realized I get that exact same +3 effective body for being an ork, minus some cha and int, but plus the ability to have those 3 body also help me take melee hits.

+2 body just isn't enough, I feel. Double natural body rating would be better, or a +4 (put them in line with trolls). If you're gonna give them a bonus like that, make it worth something, especially if it's supposed to compensate for the run multiplier of 2.

Am I alone on this?
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Herald of Verjig...
post May 5 2004, 09:18 PM
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Toxin extractors.

Anyway, drarves aren't supposed to be immune to booze. They are supposed to be little guys with only one stat disadvantage, natural thermographic vision and a few stat bonuses.
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Garland
post May 5 2004, 09:20 PM
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Yeah, quit stereotyping dwarves! ;)
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FlakJacket
post May 5 2004, 09:42 PM
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Stereotypes can be fun. As can turning them on their head- dwarven recovering alcoholic anyone? :)
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Lilt
post May 5 2004, 10:25 PM
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I'm sure an edgge or two would help you here. Resistance to toxins is a good start. Maybe your GM would allow you to buy extra dice for resisting booze at a 1 pt=1 die ratio? IE: A multi-level power? Or you could make a heavy drinker edge that gives you TN and body modifiers. There'd be a similar flaw called 'lightweight' that would give TN penalties and penalty body dice.
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John Campbell
post May 6 2004, 12:01 AM
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Just go with a koborokuru and use one of your free natural immunities on alcohol. And, as an added bonus, you don't have to deal with the reduced dwarf running modifier, either.
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Kakkaraun
post May 6 2004, 05:12 PM
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Beh. I don't think anyone should be talking about improving dwarves before we switch Elves to a D priority/5 build points. POWER TO THE /smack.
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