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A design goal: making different races FEEL different.
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<blockquote data-quote="Fanaelialae" data-source="post: 5760680" data-attributes="member: 53980"><p>I agree that good fluff is great, but what really helps to drive home the difference is when there's also solid crunch to back it up.</p><p></p><p>The 4e Dwarf's resistance to forced movement and tripping is a good example of this. It really stresses both the low center of gravity and density that all dwarves share. If I saw this feature on an elf, I'd be a bit perplexed. I wouldn't mind seeing a higher level dwarf better able to utilize those benefits, gaining more resistance to forced movement or some such, or mastering other special dwarven features such as their fighting styles reflected in the classic bonus against giants.</p><p></p><p>I mean, really, you could make the same argument for class design. You could make the fighter and mage mechanically identical, then tell the players to differentiate their characters through role play. We both roll 1d20 to attack and 1d6 for damage, but your attack is with a sword while mine is a shocking grasp spell. At it's best it's simplistic, at it's worst it's lazy design. Even if you wrote volumes of lore on both the fighter's and the mage's guilds, I expect that some would still find the above rather lacking.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 5760680, member: 53980"] I agree that good fluff is great, but what really helps to drive home the difference is when there's also solid crunch to back it up. The 4e Dwarf's resistance to forced movement and tripping is a good example of this. It really stresses both the low center of gravity and density that all dwarves share. If I saw this feature on an elf, I'd be a bit perplexed. I wouldn't mind seeing a higher level dwarf better able to utilize those benefits, gaining more resistance to forced movement or some such, or mastering other special dwarven features such as their fighting styles reflected in the classic bonus against giants. I mean, really, you could make the same argument for class design. You could make the fighter and mage mechanically identical, then tell the players to differentiate their characters through role play. We both roll 1d20 to attack and 1d6 for damage, but your attack is with a sword while mine is a shocking grasp spell. At it's best it's simplistic, at it's worst it's lazy design. Even if you wrote volumes of lore on both the fighter's and the mage's guilds, I expect that some would still find the above rather lacking. [/QUOTE]
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