snickersnax
Explorer
Humans and non-humans have been differentiated by their ability scores since the beginning of D&D. Non-humans are supposed to excel at one or two particular ability scores, and in older D&D editions non-humans often had penalties in one score (halflings were weak, elves had penalties on constitution and dwarves and half-orcs had low charisma). Humans were average, but they didn’t suck.
Surprisingly, in the current system, non-humans are effectively the same as humans in their primary scores (due to ability modifiers only increasing on even scores and standard array or 27-point buy). When compared to human variants, the human variants are now the ones with weak traits.
Sameness between races is further compounded by Ability Scores Increases as characters level up eventually red-lining several ability scores at 20 ( ie no differentiation)
It is interesting that when ability scores are listed for non-human races in the Monster Manual (or Volo’s) the ability scores tend to be double what player characters would receive (differentiation is preserved in those texts)
My homebrewed rules for racial ability score bonuses ramp up the distinct flavor of racial modifiers by making them more meaningful. The additional rules needed to balance this are simple and contribute in flavorful ways to the game.
1) Racial differentiation is preserved for player characters
2) Ability Score Increases are limited and Feats are special.
3) 1st level characters are slightly buffed, possibly improving survivability
4) At high levels secondary abilities are not easily maxed creating more Ability Score variation at high levels.
General Rules:
Races: Having a +6 total to work with for ability scores means there is a little more leeway to fine-tune racial bonuses. I have taken liberties and adjusted races according to how I feel they should be.
Dwarves: +4 constitution
Hill Dwarf: +2 wisdom
Mountain Dwarf: +2 strength (not really sure why they got the boost in RAW)
Grey Dwarf (Duergar): +2 strength
Elves: +4 dexterity
High elves: +2 charisma (IMO elves should have charisma not intelligence)
Wood elves: +2 wisdom
Drow: females( +2 charisma), males (+2 intelligence)
Halflings: +2 dexterity, +2 constitution, +2 wisdom, - 2 strength (Yes, halflings are weaker than larger races, but there are also hardy, mentally tough and quick)
Lightfoot: +2 dexterity (+4 total)
Stout: +2 constitution (+4 total)
Ghostwise: +2 wisdom (+4 total)
Dragonborn: +2 strength, +2 constitution, +2 charisma
Gnome: +2 intelligence, +2 wisdom, +2 charisma, -2 strength (gnomes are small too)
Forest: +2 dexterity
Rock: +2 constitution
Deep: +2 strength (0 total), -2 charisma (0 total), +2 dexterity
River: +2 wisdom (+4 total)
Half-elves: +2 dexterity, +1 charisma, +1 wisdom, two scores by +1 (No longer need a weird story about how nobody likes them so they worked really hard to be likable and as a result are the most socially influential race and most powerful charisma based casters)
Half-orcs: +2 strength, +2 constitution, +1 wisdom, +1 dexterity
Tiefling: +2 intelligence, +2 dexterity. +2 charisma
Goliath: +4 strength, +2 constitution
Aasimar: +4 charisma, +2 wisdom
Surprisingly, in the current system, non-humans are effectively the same as humans in their primary scores (due to ability modifiers only increasing on even scores and standard array or 27-point buy). When compared to human variants, the human variants are now the ones with weak traits.
Sameness between races is further compounded by Ability Scores Increases as characters level up eventually red-lining several ability scores at 20 ( ie no differentiation)
It is interesting that when ability scores are listed for non-human races in the Monster Manual (or Volo’s) the ability scores tend to be double what player characters would receive (differentiation is preserved in those texts)
My homebrewed rules for racial ability score bonuses ramp up the distinct flavor of racial modifiers by making them more meaningful. The additional rules needed to balance this are simple and contribute in flavorful ways to the game.
1) Racial differentiation is preserved for player characters
2) Ability Score Increases are limited and Feats are special.
3) 1st level characters are slightly buffed, possibly improving survivability
4) At high levels secondary abilities are not easily maxed creating more Ability Score variation at high levels.
General Rules:
- Humans don’t suck at anything: Humans get +1 on all ability scores AND a starting feat
- Elves are nimble, dwarves are hardy: Racial bonuses are generally doubled for a total of +6 (see specifics below). Non-humans do not start with a bonus feat.
- And they stay that way: If a racial bonus is +4 the maximum ability score is 22, if it is -2 the maximum ability score is 18. (0, +1 and +2 all have a maximum of 20)
- Multiple ability scores are not maxed at 20 at high levels: Ability Score Increases are +1 (down from RAW of +2)
- Feats are cool, but when everyone has them everything starts to feel the same: Feats cannot be substituted for Ability Score increases.
- Fighters are loved and everyone else is a little less Lucky: Fighters get a Bonus Feat at level 6 and 14 instead of an ASI
- Except Rogues: Rogues get a Bonus Feat at level 10 instead of an ASI
Races: Having a +6 total to work with for ability scores means there is a little more leeway to fine-tune racial bonuses. I have taken liberties and adjusted races according to how I feel they should be.
Dwarves: +4 constitution
Hill Dwarf: +2 wisdom
Mountain Dwarf: +2 strength (not really sure why they got the boost in RAW)
Grey Dwarf (Duergar): +2 strength
Elves: +4 dexterity
High elves: +2 charisma (IMO elves should have charisma not intelligence)
Wood elves: +2 wisdom
Drow: females( +2 charisma), males (+2 intelligence)
Halflings: +2 dexterity, +2 constitution, +2 wisdom, - 2 strength (Yes, halflings are weaker than larger races, but there are also hardy, mentally tough and quick)
Lightfoot: +2 dexterity (+4 total)
Stout: +2 constitution (+4 total)
Ghostwise: +2 wisdom (+4 total)
Dragonborn: +2 strength, +2 constitution, +2 charisma
Gnome: +2 intelligence, +2 wisdom, +2 charisma, -2 strength (gnomes are small too)
Forest: +2 dexterity
Rock: +2 constitution
Deep: +2 strength (0 total), -2 charisma (0 total), +2 dexterity
River: +2 wisdom (+4 total)
Half-elves: +2 dexterity, +1 charisma, +1 wisdom, two scores by +1 (No longer need a weird story about how nobody likes them so they worked really hard to be likable and as a result are the most socially influential race and most powerful charisma based casters)
Half-orcs: +2 strength, +2 constitution, +1 wisdom, +1 dexterity
Tiefling: +2 intelligence, +2 dexterity. +2 charisma
Goliath: +4 strength, +2 constitution
Aasimar: +4 charisma, +2 wisdom
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