Less-than-Basic D&D: Races


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I think if you wanted super-easy races, your ideas were pretty good. But I'd also then have the Human follow the pattern of the other four, rather than get a full six +1s. I might do:

Dwarf: Three +1s, and Stonecunning
Elf: Three +1s, and Mark of the Wild
Halfling: Three +1s and Lucky
Human: Three +1s and one skill proficiency

Personally... if I thought the new players were *so* inexperienced that these kind of watered-down racial benefits were actually necessary, I'd eliminate Darkvision altogether... everyone sees things the same. After all, one someone busts out a torch, Darkvision's usefulness goes away anyway, so why bother making them try and figure out when/where/why torches should or shouldn't be used.
 


Haven't thought of that, this is a good addition!

Not sure if the number of +1s might need to be adjusted... If we assume the variant human is balanced (+1/+1/skill/feat) then maybe I can grant four +1s and a skill.

The variant human's "balance" is only concerned against the other normal races in the book. If you're going to remake the four basic races altogether, it doesn't matter how many ability score bumps you give. You could give all four races +1s across the board, or not give any of them any ability score bumps. They are still balanced with each other, and it only comes down to how many bumps you just feel like giving out. Whether that's none, two, three, six... doesn't matter.

The actual balance you have to look at comes down to the four special abilities against each other-- Stonecunning, Mark of the Wild, Lucky, and Skill Proficiency. And truth be told... I think it's actually Stonecunning which is the weakest of the four and might need a little bit of a bump.
 

This is how I would do it. Simplified races are really cool. Even for experienced players they are a thing that is useful.

Dwarf: Darkvision
Elf: Trance, immune to sleep
Halfling: -2 str +2 dex, size small
Human: free skill or tool proficiency

Dragonborn: breath weapon 1/rest (1d6 damage + 1d6 damage per three character levels)
Gnome: -2 str, size small, free skill or tool proficiency
1/2 Elf: as human
1/2 Orc: People fear you*, +2 str, -2 int
Tiefling: People fear you*, resist fire damage
Aasimar: resist necrotic and radiant damage

*Disadvantage on any social rolls other than intimidate where you gain advantage. If trust is gained, ignore this.
 

The variant human's "balance" is only concerned against the other normal races in the book. If you're going to remake the four basic races altogether, it doesn't matter how many ability score bumps you give.

They don't take over the standard races, they are an alternative. There can be a regular Elf and a 'light' Elf at the same table.
 

They don't take over the standard races, they are an alternative. There can be a regular Elf and a 'light' Elf at the same table.

Oh making simple races balanced against standard races is tricky. I think the easiest way to do this is to simply give more stat pumps in lieu of race features. I have no idea if this is balanced:

Dwarf: +2 CON, +2 STR, +2 WIS, Darkvision
Elf: +2 DEX, +2 INT, +2 WIS, Trance, Fey Ancestry
Halfling: -2 STR +2 DEX, +2 CON, +2 CHA, size small, advantage on DEX saves
Human: +2 to any one ability, +2 to a different ability or 1 free feat, free skill or tool proficiency

Dragonborn: +2 STR, +2 CON, +2 CHA, breath weapon 1/rest (1d6 damage + 1d6 damage per three character levels)
Gnome: -2 STR, +2 INT, +2 DEX, +2 CON, size small, free skill or tool proficiency
1/2 Elf: +2 DEX, +2 to INT or WIS or 1 free feat, free skill or tool proficiency
1/2 Orc: People fear you*, -2 INT, +2 STR, 1 free feat, free skill or tool proficiency
Tiefling: People fear you*, resist fire damage, +2 INT, +2 CHA, thaumaturgy cantrip
Aasimar: resist necrotic and radiant damage, +2 WIS, +2 CHA, light cantrip
 

The other direction which occurred to me last night, and there was a thread hereabouts somewhere for someone who wanted to do this, is...

If you want to introduce races "simply" in a way your players will understand, go [quite literally] back to Basics. Draw up an Elf, Dwarf and Halfling "race class". Give them their silly +6 to abilities or don't [I vote "don't"], but their class, then, grants and stipulates their racial features and some class stuff.

So you'd get an Elf that combines the High Elf free cantrip with an Eldritch Knight features. A dwarf with their racial features, armor and weapon proficiencies, and maybe throw in a little barbarian on top of their fighter features (e.g. a limited "Ferocity/Rage Strike" on Orcs and Goblins). And an old school Halfling "Fighter/Thief" hybrid (heavy on the thief/sneaking).

When they have a grasp of how each race is flavored differently and what their racial features are, let them create characters with separate race and class.

Though, in all honesty and truthfulness, I truly don't understand how, if you are teaching/introducing these players into 5e, then why would you not simply introduce races...as 5e has races. Let them figure it out. Learn as they go. What's so hard/wrong? "You want to be this race? That's great! You don't get +1 to all your abilities then. But you get all of these other things instead."
 

How about:

Dwarf
+2 to Con, +1 to one other
Advantage on Dwarfy things (seeing and attacking in dim or dark light, stonecutting, smithing)
Dwarven language

Elf
+2 to Dex, +1 to one other
Advantage on Elfy things (seeing and attacking in dim or dark light, fey knowledge, hiding in the wilderness)
Elven language

Halfling
+2 to Dex, +1 to one other
Advantage on Halflingy things (being small, hiding behind stuff, throwing rocks, balancing/tumbling, pipe-weed)
Halfling language

Human
+1 to all abilities
One extra tool or language proficiency


This presumes that you are a bit loosey-gooesey with the rules of what can and can't be done. For example, instead of Mask of the Wild allowing wood elves to hide when lightly obscured by nature, you allow everyone to do it, but with disadvantage (which gets cancelled out for elves because it is an Elfy thing).
 

Ooooh, another good option is to make each race a background.


Dwarf Background
Skills: History, Intimidation
Tools: Stonecutters tools or smith's tools
Languages: Dwarven
Feature: Something about dwarven hospitality and dwarven lore (combine acolyte+sage features)


Elf Background
Skills: Nature, Perception
Tools: One musical instrument of your choice
Languages: Elven
Feature: Something about fey lore and overland travel (combine sage+outlander features)


Halfling Background
Skills: Acrobatics, Stealth
Tools: One gaming set of your choice
Languages: Halfling
Feature: Something about halfling hospitality and urban travel (combine acolyte+urchin features)


Li Shenron, you did use backgrounds in your simplified game, right?
 

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