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A design goal: making different races FEEL different.
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<blockquote data-quote="Nagol" data-source="post: 5761354" data-attributes="member: 23935"><p>To make something really feel different, you have a couple of choices: offer mechanically different options or change the cost/benefit choices of existing options in the game.</p><p></p><p>I'd be more a fan of almost going back to 2e varying xp rewards. If that's too much to contemplate (especailly considering how many people say they ditch xp anyway) then alter the achievable game mechanics such as when a milestone is achieved: Dwarves get a milestone upon drinking a pint, elves with a 30 minute quiet introspection, halfings need a good meal, and humans after every two encounters, for example.</p><p></p><p>The change in reward structure wil drive different behaviours for the players and that change is onservable behaviour is what really provides the appearance of otherness. </p><p></p><p>The trick is to make the make the variances different enough that the PCs will pursue different tactics and yet equally common/capable of being achieved.</p></blockquote><p></p>
[QUOTE="Nagol, post: 5761354, member: 23935"] To make something really feel different, you have a couple of choices: offer mechanically different options or change the cost/benefit choices of existing options in the game. I'd be more a fan of almost going back to 2e varying xp rewards. If that's too much to contemplate (especailly considering how many people say they ditch xp anyway) then alter the achievable game mechanics such as when a milestone is achieved: Dwarves get a milestone upon drinking a pint, elves with a 30 minute quiet introspection, halfings need a good meal, and humans after every two encounters, for example. The change in reward structure wil drive different behaviours for the players and that change is onservable behaviour is what really provides the appearance of otherness. The trick is to make the make the variances different enough that the PCs will pursue different tactics and yet equally common/capable of being achieved. [/QUOTE]
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Community
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A design goal: making different races FEEL different.
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