D&D 5E Race/Class combinations that were cool but you avoided due to mechanics?

Charlaquin

Goblin Queen (She/Her/Hers)
Thinking that isn't the case is what is silly. D&D isn't everything, but it is big enough to influence the rest of the genre over time. Alternatively it's also big enough to diverge from the rest of genre conventions and have it's own independent conventions (it already does in many ways).

You can't just brush away the long term consequences of the proposed change because dealing with them isn't convenient.
Frankly, if the long-term consequences of doing away with ability score increases is that the fantasy genre as a whole gets less archetypal and more diverse? So much the better. I don’t believe for a second that would happen, but if it did? Awesome.
 

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That’s just silly. D&D is not the be-all, end-all of the fantasy genre. Everyone playing D&D has preexisting idea of what an orc is, and being able to play an orc wizard without penalty is not going to magically start making them think of orcs as frail, bookish, magically-inclined peoples. It’s just going to give them the opportunity to explore playing a frail, bookish, magically-inclined orc without the game putting them at a disadvantage. All the literature, film, and video game material portraying orcs as big, strong, physically-inclined creatures will still exist, and even within D&D, the other orcs the player encounters will likely fit that archetype as well.
Of course it is not. But by blowing these expectations to smithereens you can also alienate new players. Fantasy is a genre filled with stereotypes (for good or bad) and some stereotypes takes a long (relatively speaking) experience in role playing to bypass and get over. Young players will readily accept that a woman can be as strong as a man (a good thing) but will have a hard time to accept that the halfling starts as strong as the half-orc beside it. It takes time and just saying because won't do it. It might also be a deterrent for some.

If in the other hand, that same halfling through hard work and pain finally achieve the same strength as the half-orc it will be seen as good play and even logical. Through hardship and dedication, the halfling succeeded. This will be viewed as an overachievement and not some strange funky rule that makes no sense.

And by young I do not only mean young teens, but new players regardless of their actual age. I have shown the game to a lot of people over the years and this is a strong tendency. I have seen very few exceptions.
 

Charlaquin

Goblin Queen (She/Her/Hers)
IMO. Attrition has never made the game harder. It only makes you rest more often - most often making the game easier.
You say that like “rest more often” is a thing the players can just decide to do. If the adventure is built with proper time constraints and/or complications for stopping and resting, this isn’t a problem.
 

Charlaquin

Goblin Queen (She/Her/Hers)
Of course it is not. But by blowing these expectations to smithereens you can also alienate new players. Fantasy is a genre filled with stereotypes (for good or bad) and some stereotypes takes a long (relatively speaking) experience in role playing to bypass and get over. Young players will readily accept that a woman can be as strong as a man (a good thing) but will have a hard time to accept that the halfling starts as strong as the half-orc beside it. It takes time and just saying because won't do it. It might also be a deterrent for some.

If in the other hand, that same halfling through hard work and pain finally achieve the same strength as the half-orc it will be seen as good play and even logical. Through hardship and dedication, the halfling succeeded. This will be viewed as an overachievement and not some strange funky rule that makes no sense.

And by young I do not only mean young teens, but new players regardless of their actual age. I have shown the game to a lot of people over the years and this is a strong tendency. I have seen very few exceptions.
I have never seen a new player confused why a character of race A has a high score in stat B. I have, however, seen new players who want to play novel concepts be disheartened when they realize doing so would put them at a disadvantage. Frequently.
 

IMO. Attrition has never made the game harder. It only makes you rest more often - most often making the game easier.
If you were near my area, I would invite you to my games. You'd see what gritty means. And we use the rules written in the game. No house rule save the strict enforcing of the 6 to 8 encounters per day. I have seen more TPK in 5ed than in any other edition combined.
 

FrogReaver

As long as i get to be the frog
You say that like “rest more often” is a thing the players can just decide to do. If the adventure is built with proper time constraints and/or complications for stopping and resting, this isn’t a problem.

I'm not aware of anything that in existence that can force players to push on when they believe their characters will die.

I'm not aware of any complication that the players won't factor in.
 

FrogReaver

As long as i get to be the frog
If you were near my area, I would invite you to my games. You'd see what gritty means. And we use the rules written in the game. No house rule save the strict enforcing of the 6 to 8 encounters per day. I have seen more TPK in 5ed than in any other edition combined.

There's almost no way other than contrivance to enforce 6-8 encounters per day. Players can always decide to abandon the current mission.
 

FrogReaver

As long as i get to be the frog
I have never seen a new player confused why a character of race A has a high score in stat B. I have, however, seen new players who want to play novel concepts be disheartened when they realize doing so would put them at a disadvantage. Frequently.

I find the new players only act like it's a big disadvantage if you do. If you tell them -1 in primary stat isn't actually that big a deal they won't even notice.
 

I have never seen a new player confused why a character of race A has a high score in stat B. I have, however, seen new players who want to play novel concepts be disheartened when they realize doing so would put them at a disadvantage. Frequently.
On this I agree. But we did have our halfling barb. We had a Dwarven wizard, a half-orc sorcerer, a half-orc paladin, a dragonborn thief and even a thiefling ranger/rogue. As I said, playing the underdog can be fun, darn fun. It takes the will to be a bit behind the power curve and a good role play from the DM to make sure that the underdog thing comes as a surprise to the foes and is a worthwhile experience. No need to change the rules one iota for that.
 

Charlaquin

Goblin Queen (She/Her/Hers)
I'm not aware of anything that in existence that can force players to push on when they believe their characters will die.
Of course. Which is why resting in the middle of the dungeon should feel just as likely to result in their characters’ deaths than pressing on, and retreating to a safe place to rest should mean failing the quest.

I'm not aware of any complication that the players won't factor in.
Obviously. The key is to set up challenges such that, when factoring in those complications, stopping to rest does not seem like the safer option.
 

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