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*Dungeons & Dragons
A Compilation of all the Race Changes in Monsters of the Multiverse
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<blockquote data-quote="ART!" data-source="post: 8517930" data-attributes="member: 79926"><p>"doomed to continued incoherence" is my new favorite phrase!</p><p></p><p>Yeah - anything you can remove form each race description is going to save a lot of space when you've got 30 some-odd races. Floating ASIs and movement of 30'- that's two lines of text right there that every single race doesn't need to have.</p><p></p><p>I really, really want this in the 2022 DMG. They can flesh things out out in sourcebooks.</p><p></p><p>Regarding the discussion of Ability Scores and the question of "why have Ability Scores at all": assuming the classic Abilities are things one wants to keep in D&D, I wonder if they can be transmogrified a bit into something more like <a href="https://fate-srd.com/fate-accelerated/how-do-stuff-outcomes-actions-and-approaches#choose-your-approach" target="_blank">Approaches in the Fate rpg</a>. There are 6 of them, and they're probably modeled after the 6 ability scores: Careful, Clever, Flashy, Forceful, Quick, Sneaky. There's some iteration of Fate that literally just gives them the names of the D&D abilities, so in the same order it would be WIS, INT, CHA, STR, CON, DEX. I may be off on something there, but you get the point.</p><p></p><p>Approaches work a lot like Abilities, in that you add the relevant Approach score when you describe an action that it makes sense to use that Approach for.</p><p></p><p>But I wonder if you could expand this for use in D&D, maybe folding in Personality Traits. Approaches are literally descriptions of how good your character is at approaching problems in certain ways.</p><p></p><p>I'm at work so I've kind of lost my train of thought, and I don't know how you would smoosh Abilities and Personality Traits together mechanically in a way that makes sense in D&D, but anyway, there it is. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="ART!, post: 8517930, member: 79926"] "doomed to continued incoherence" is my new favorite phrase! Yeah - anything you can remove form each race description is going to save a lot of space when you've got 30 some-odd races. Floating ASIs and movement of 30'- that's two lines of text right there that every single race doesn't need to have. I really, really want this in the 2022 DMG. They can flesh things out out in sourcebooks. Regarding the discussion of Ability Scores and the question of "why have Ability Scores at all": assuming the classic Abilities are things one wants to keep in D&D, I wonder if they can be transmogrified a bit into something more like [URL='https://fate-srd.com/fate-accelerated/how-do-stuff-outcomes-actions-and-approaches#choose-your-approach']Approaches in the Fate rpg[/URL]. There are 6 of them, and they're probably modeled after the 6 ability scores: Careful, Clever, Flashy, Forceful, Quick, Sneaky. There's some iteration of Fate that literally just gives them the names of the D&D abilities, so in the same order it would be WIS, INT, CHA, STR, CON, DEX. I may be off on something there, but you get the point. Approaches work a lot like Abilities, in that you add the relevant Approach score when you describe an action that it makes sense to use that Approach for. But I wonder if you could expand this for use in D&D, maybe folding in Personality Traits. Approaches are literally descriptions of how good your character is at approaching problems in certain ways. I'm at work so I've kind of lost my train of thought, and I don't know how you would smoosh Abilities and Personality Traits together mechanically in a way that makes sense in D&D, but anyway, there it is. :) [/QUOTE]
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