D&D 5E 5E Races without racial ASIs.

Horwath

Legend
We know that racial ASIs guide certain races to certain classes and make some classes obviously not best combination.

But we still want difference between races, not just the same chassis with different paintwork.

So maybe we could focus on certain skills/tools/expertise or ribbon abilities and not on ASI, as they affect lots of mechanics in a character.


1st thing; little change to point buy system:
Total points: 32
score 8; costs 0 points,
score 9; costs 1 point,
score 10; costs 2 points,
score 11; costs 3 points,
score 12; costs 4 points,
score 13; costs 5 points,
score 14; costs 6 points,
score 15; costs 8 points,
score 16; costs 10 points,

This is made so 16 is available at 1st level.


Now for new racial features;

Humans:

Speed: 30ft

+2 skills.

+2 tools or weapons.

Common, +2 languages.

+1 saving throw proficiency.

Advantage on death saves.

bonus "half-feat" without ability boost.


Elves:

Speed: 30ft

Proficiency and expertise in Perception

Darkvision 60ft

Elven, common

Advantage vs charm, immunity to sleep

Elven trance 4hrs

Proficiency in 1 tool from the list; woodcarver tool, alchemy supplies, herbalism set or any musical instrument,

Proficiency with 1H swords and bows or 2 extra tool proficiency from the list

Highelf:

Bonus language,

Bonus 1 skill with expertise: Arcana, History, Nature, Religion

Bonus wizard cantrip,

Woodelf:

Bonus sylvan language

Bonus 1 skill; Nature, Survival or Stealth

+5ft move speed

Can hide in dim light



Dwarves:

Proficiency in History and Insight, expertise in one of those skills

Darkvision 90ft

Dwarven, Common

Speed: 25ft

+1 HP per level,

Proficiency in 1 tool from the list; smith tools, masons tools, brewery supplies, jeweler tools,

Proficiency with 1Handed axes and hammers or 2 tools from the tool list.

+1 category of armor proficiency from starting class: none->light, light->medium, medium->heavy, heavy->bonus 1 class skill.

Advantage and resistance vs poisons.
 

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+1 for reducing the statistical focus of races/characters. To me, your "race" should be about 100% fluff.

But we still want difference between races, not just the same chassis with different paintwork.

So maybe we could focus on certain skills/tools/expertise or ribbon abilities and not on ASI, as they affect lots of mechanics in a character.
-1 for going back to "mechanics." Also, I thought "we" were trying to get away from difference between the races?

A D&D race could (should?) be reduced to maybe three non-check/damage elements. Examples using your starting point:
Humans:

Speaks Common
Moves 30 feet in combat
Charm person 1/day

Wood Elf:

Speaks Sylvan
Moves 35 feet in combat
Can hide in dim light

Dwarves:

Speaks Dwarfish
Moves 20 feet in combat
Darkvision 90 ft
 

So maybe we could focus on certain skills/tools/expertise or ribbon abilities and not on ASI, as they affect lots of mechanics in a character.
I'm all in favor of removing ASIs from race and adding other traits to make you for it. A number of your suggestions are things my tables have used in the past.
 


+1 for reducing the statistical focus of races/characters. To me, your "race" should be about 100% fluff.


-1 for going back to "mechanics." Also, I thought "we" were trying to get away from difference between the races?

A D&D race could (should?) be reduced to maybe three non-check/damage elements. Examples using your starting point:

I want some difference between races.
And having different skills/tools/weapons is a smaller impact than getting +2 to ability.

Orcs are strong, so +2 strength is a logical choice to to have, but +2 str affects lots of things: melee/thrown attack&damage, str saves, athletics, carrying capacity.
giving orcs bonus Athletics proficiency(maybe even with expertise), describes Orcs as strong, but it affects a narrow part of the character.

not to go in that races that get +2 int vs +2 dex should get a lot more "fluff" to balance out int vs dex mechanics. Unless you are a wizard, but then you have added layer to balance things again.

skills/tools/weapons are nice thing to play into racial stereotype without giving too much power.
 



Humans:

Speed: 30ft
+2 skills.
+2 tools or weapons.
Common, +2 languages.
+1 saving throw proficiency.
Advantage on death saves.

Elves:

Speed: 30ft
Proficiency and expertise in Perception
Drop Darkvision 60ft They live outside or in cities no.
Elven, common
Advantage vs charm and sleep
Elven trance 4hrs No trance ability.
Proficiency in 1 tool except Thieves Tools.
Proficiency with 1H swords or bows or 2 extra tool proficiency from the list
Bonus language,
Bonus 1 skill with expertise: Arcana, History, Nature, Religion Nature, Survival or Stealth

Dwarves:
Proficiency in History and Insight, expertise in one of those skills
Dwarven, Common
Speed: 25ft
+1 HP per level,
Proficiency in 1 tool from the list; smith tools, masons tools, brewery supplies, jeweler tools,
Proficiency with 1Handed axes and hammers or 2 tools from the tool list.
+1 category of armor proficiency from starting class: none->light, light->medium, medium->heavy, heavy->bonus 1 class skill.
Advantage and resistance vs poisons.



All Demihumans will have the same set up. So wood elf, high elf etc just become elf. Underdark races swap out a proficiency for Darkvision.
 

I don't think proficiency does enough to distinguish the races. Any character can become proficient in pretty much anything they want. To make this work, we need more special abilities that are near exclusive to a specific race. Darkvision feels like a mechanical crutch to me, as it's the most common racial ability that humans don't get.
 

+1 for reducing the statistical focus of races/characters. To me, your "race" should be about 100% fluff.


-1 for going back to "mechanics." Also, I thought "we" were trying to get away from difference between the races?

A D&D race could (should?) be reduced to maybe three non-check/damage elements. Examples using your starting point:
Not sure who the "we" is, but it is not me. I'm for more difference and throwing balance out the window!
 

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