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Alternatives to Human Ability Score Boosts
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<blockquote data-quote="Salamandyr" data-source="post: 5998083" data-attributes="member: 40233"><p>Let's see,</p><p></p><p>Dwarves get</p><p></p><p>Ability to see in the Dark</p><p></p><p>Extra damage with their primary weapons</p><p></p><p>Immunity to one of the most common nonweapon damage mechanisms in the game.</p><p></p><p>Some cool exploration abilities that may or may not apply depending on your game.</p><p></p><p>A +1 to an important stat to their primary class.</p><p></p><p>Either an average 1 hp more per level or +1 to AC</p><p></p><p>Elves get</p><p></p><p>Ability to see in the dark</p><p></p><p>Extra damage with their primary weapons, which also tend to be the most popular weapons in the game.</p><p></p><p>Advantage on the single most rolled skill check in the game (Spot/Perception)</p><p></p><p>Immunity to two major save or dies/sucks</p><p></p><p>An interesting RP thing</p><p></p><p>A bonus to an important stat for your primary classes. </p><p></p><p>A spell or a speed boost and ability to hide easier.</p><p></p><p>Halflings get</p><p></p><p>extra damage with their primary weapons</p><p></p><p>The ability to take a mulligan twice a game day on any roll involving a d20.</p><p></p><p>Some minor maneuverability bump</p><p></p><p>A bonus to an important stat for your primary class and either the ability to hide in a VERY common situation, or the ability to shake off fear.</p><p></p><p>Only the halfling has any discernable penalties, losing both movement and access to heavy weapons. The dwarf loses some movement but isn't hindered by armor so it's a wash.</p><p></p><p>Whatever humans get, it needs to be comparable to that. Currently I think +1 to all stats and a second +1 to their chosen stats is about that good, just barely, unless you wind up with a lot of odd numbers when you roll. Give them much less than that (like +1 to only 1 or 2 stats) and you'd better start taking stuff away from the other races. </p><p></p><p>Bonus xp is a bad deal, unless we're talking like doubled xp because it does absolutely nothing except let the human level one session ahead maybe once or twice over the course of a campaign.</p><p></p><p>Humans getting overall better stats than other races may not be aesthetically pretty, but it does the job. Cutting back on those stats, you either need to make up for it by giving something to humans <em>at least </em>as good, or you have to start taking stuff away from the other races, because when played to their strengths, most of the other races are at least as good, if not better than the humans, even with the better stats.</p><p></p><p>If a change <em>must</em> be made, give nonhumans a +1 to two stats (one common to all subraces and the other determined by subrace).</p></blockquote><p></p>
[QUOTE="Salamandyr, post: 5998083, member: 40233"] Let's see, Dwarves get Ability to see in the Dark Extra damage with their primary weapons Immunity to one of the most common nonweapon damage mechanisms in the game. Some cool exploration abilities that may or may not apply depending on your game. A +1 to an important stat to their primary class. Either an average 1 hp more per level or +1 to AC Elves get Ability to see in the dark Extra damage with their primary weapons, which also tend to be the most popular weapons in the game. Advantage on the single most rolled skill check in the game (Spot/Perception) Immunity to two major save or dies/sucks An interesting RP thing A bonus to an important stat for your primary classes. A spell or a speed boost and ability to hide easier. Halflings get extra damage with their primary weapons The ability to take a mulligan twice a game day on any roll involving a d20. Some minor maneuverability bump A bonus to an important stat for your primary class and either the ability to hide in a VERY common situation, or the ability to shake off fear. Only the halfling has any discernable penalties, losing both movement and access to heavy weapons. The dwarf loses some movement but isn't hindered by armor so it's a wash. Whatever humans get, it needs to be comparable to that. Currently I think +1 to all stats and a second +1 to their chosen stats is about that good, just barely, unless you wind up with a lot of odd numbers when you roll. Give them much less than that (like +1 to only 1 or 2 stats) and you'd better start taking stuff away from the other races. Bonus xp is a bad deal, unless we're talking like doubled xp because it does absolutely nothing except let the human level one session ahead maybe once or twice over the course of a campaign. Humans getting overall better stats than other races may not be aesthetically pretty, but it does the job. Cutting back on those stats, you either need to make up for it by giving something to humans [I]at least [/I]as good, or you have to start taking stuff away from the other races, because when played to their strengths, most of the other races are at least as good, if not better than the humans, even with the better stats. If a change [I]must[/I] be made, give nonhumans a +1 to two stats (one common to all subraces and the other determined by subrace). [/QUOTE]
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Alternatives to Human Ability Score Boosts
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