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General Tabletop Discussion
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A design goal: making different races FEEL different.
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<blockquote data-quote="the Jester" data-source="post: 5760610" data-attributes="member: 1210"><p>Well, the problem is that your dwarf, my halfling and Bob's human all play the same if there's no mechanical differentiation. </p><p></p><p>In 1e (and, to a lesser extent, 2e), each race played differently because each had minor abilities ("determine depth underground") and was channeled into certain options. In a game where pcs were lucky to reach 4th level, let alone 20th, that was sufficient.</p><p></p><p>In 3e, the races had lots of ways to emphasize their "elfieness" or whatever- racial sub level, racial paragon paths, racial requirements on prestige classes, etc. But if you didn't take anything race-specific, in the end, your 20th level elf fighter looked and played an awful lot like my 20th level dwarf fighter. </p><p></p><p>In 4e, at least you get a special move of some kind that you can actively employ to underline your "dragonbornness" or what have you. I think that the initial concept of feats in 4e was to highlight racial stuff- that's why so many of the first couple of years' worth of feats were race/class combo specific. However, this just led to tons of sub par options and option overload. I shouldn't have to look through 200 feats to find the 20 my pc can use.</p><p></p><p>I think it would be great if you had the option to take (f'rexample) Dwarf levels that improved your ability with traditional dwarven schticks: Oh, I get +1 to hit with axes, +2 to skill checks involving the underground, darkvision, the dm makes passive Perception checks at +3 to notice stonework traps, etc. </p><p></p><p>Meanwhile Mr. Elf gets bonuses to his senses, to archery, to checks involving natural animals, etc.</p><p></p><p>I just wish there was more noticeable difference at high levels between your dwarf fighter and my elf fighter than "I'm 1' taller and 45 lbs lighter than him, oh and I speak Elven and he speaks Dwarven."</p></blockquote><p></p>
[QUOTE="the Jester, post: 5760610, member: 1210"] Well, the problem is that your dwarf, my halfling and Bob's human all play the same if there's no mechanical differentiation. In 1e (and, to a lesser extent, 2e), each race played differently because each had minor abilities ("determine depth underground") and was channeled into certain options. In a game where pcs were lucky to reach 4th level, let alone 20th, that was sufficient. In 3e, the races had lots of ways to emphasize their "elfieness" or whatever- racial sub level, racial paragon paths, racial requirements on prestige classes, etc. But if you didn't take anything race-specific, in the end, your 20th level elf fighter looked and played an awful lot like my 20th level dwarf fighter. In 4e, at least you get a special move of some kind that you can actively employ to underline your "dragonbornness" or what have you. I think that the initial concept of feats in 4e was to highlight racial stuff- that's why so many of the first couple of years' worth of feats were race/class combo specific. However, this just led to tons of sub par options and option overload. I shouldn't have to look through 200 feats to find the 20 my pc can use. I think it would be great if you had the option to take (f'rexample) Dwarf levels that improved your ability with traditional dwarven schticks: Oh, I get +1 to hit with axes, +2 to skill checks involving the underground, darkvision, the dm makes passive Perception checks at +3 to notice stonework traps, etc. Meanwhile Mr. Elf gets bonuses to his senses, to archery, to checks involving natural animals, etc. I just wish there was more noticeable difference at high levels between your dwarf fighter and my elf fighter than "I'm 1' taller and 45 lbs lighter than him, oh and I speak Elven and he speaks Dwarven." [/QUOTE]
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