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I would recomend birthright which is rare magic with only around a hundred true human mages. To be a true mage you need a human with a divine bloodline or you need to be an elf. Those without a divine bloodline can be magicians in 2nd ed they could only take spells above 2nd level in illusion...
What about Homo floresiensis
the extinct small human relatives found in asia they could be halflings not that I recommend them as a player race but encounters would be fine
Yes but that says a lot more about you than me.
Precisely because no one can agree it is best to just do away with alignments entirely and if you don’t do that then make it very clear at the start of a game where you stand if you are the DM.
One of the things I do is when we start a game they are already together or come together for a specific purpose in any adventure they will come accross possible stories and plots that they can ignore or follow. I have run games with players who when they have been asked where they want to go...
Just scrap alignement nearly every DM I know doesn't use it and I dont either alignments are both silly and broken your games would be better of without them.
Anything is possible I did once role 5 18's for a game in front of the DM but the DM nerfed it saying the stats were to good and had to balance more with the other players cutting me down to 2 18's. This is with 4d6 minus the lowest. I can understand his point but always use point based buys now...
I would say zero not as in running a dungeon but I set up the world as a DM tell the players what they know from their skills work out with them why they are in a group and then let them do whatever they want they should be driven by there characters and not be me sending them places.