mudlock said:
Your solution to "not enough mechanical distinction between some races" is to remove most of the mechanics?
Y'know how I was describing the other take I had on Goliaths, the one I like much more than my initial gloss of Yet Another Big Strong Race?
I'd like to be able to represent
that in the rules, rather than just being fluff.
I'd also make them big and strong because they are big and strong, and if being big and strong is "unbalancing" then perhaps we need to take a closer look at what kinds of lines we're balancing the thing around. Perhaps we need to expand the base of balance so that "big and strong" and "can fly" and such are not unbalancing.
I mean, you could just as easily say "get rid of most races." I mean, what's a goliath, except for a tall dwarf? And what's a gnome, except for a shorter eladrin?
Ya could. Heck, there's only really 3-5 distinct character archetypes in most games. But as I wrote above, a goliath IMC is actually quite distinct (in flavor) from a dwarf. Gnomes and eladrin are similarly distinct.
Ideally, I'd like mechanics that reflect that distinction...or at least a distinction.
If minis combat makes those mechanics "unbalanced," I'd just as soon ditch minis combat, and replace it with mechanics that more closely model the actual narrative distinctions between different types of characters.
But yeah, it's not an orthodox solution. Still, my early playtests with "phased solos" are promising...