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<blockquote data-quote="ExploderWizard" data-source="post: 7671886" data-attributes="member: 66434"><p>Why have any racial mechanical features at all then if they don't really mean anything? I see the clamoring for heavy weapons use by small races as a simple case of wanting to have your cake and eat it too. Everyone wants the cool perks and abilities that goes with being small but none of the drawbacks. If we add heavy weapon use to the small races then why not add their special traits to the larger races? If halflings get to be beefy then why can't my half orc hide behind other people? </p><p></p><p>At that point all races have all the perks and there is no point in using them at all. From a game balance perspective alone, taking away the only real downside of an option will make it too good NOT to choose. After all, if I can swing a greataxe and bring the pain of a hulking half orc, yet be nimble and hide like a lightfoot halfling <em>why on earth would I NOT want to do that!</em> There is really no reason to play a large race ever. </p><p></p><p>Every racial choice has to have tradeoffs. This to me is more important than worrying about the protein content of hit points. </p><p></p><p></p><p></p><p></p><p>A sandbox presentation does not have to be bereft of adventure content. Once upon a time, the D&D adventure was based on the presentation of a <em>scenario.</em> An adventure was what happened when player characters came into contact with, and engaged that scenario. The scenario was the set up and draw for the players to interact with as they saw fit. NPCs and monsters had things they wanted to accomplish and the PCs interacted with that. The number of different adventures that could come out of a given scenario were as numerous as the number of players that could potentially play it. </p><p></p><p>That is why the classic TSR scenarios are remembered so fondly. There is a sense of a shared experience ( the same scenario) but so many different ways it can unfold that it becomes interesting enough to experience multiple times.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 7671886, member: 66434"] Why have any racial mechanical features at all then if they don't really mean anything? I see the clamoring for heavy weapons use by small races as a simple case of wanting to have your cake and eat it too. Everyone wants the cool perks and abilities that goes with being small but none of the drawbacks. If we add heavy weapon use to the small races then why not add their special traits to the larger races? If halflings get to be beefy then why can't my half orc hide behind other people? At that point all races have all the perks and there is no point in using them at all. From a game balance perspective alone, taking away the only real downside of an option will make it too good NOT to choose. After all, if I can swing a greataxe and bring the pain of a hulking half orc, yet be nimble and hide like a lightfoot halfling [I]why on earth would I NOT want to do that![/I] There is really no reason to play a large race ever. Every racial choice has to have tradeoffs. This to me is more important than worrying about the protein content of hit points. A sandbox presentation does not have to be bereft of adventure content. Once upon a time, the D&D adventure was based on the presentation of a [I]scenario.[/I] An adventure was what happened when player characters came into contact with, and engaged that scenario. The scenario was the set up and draw for the players to interact with as they saw fit. NPCs and monsters had things they wanted to accomplish and the PCs interacted with that. The number of different adventures that could come out of a given scenario were as numerous as the number of players that could potentially play it. That is why the classic TSR scenarios are remembered so fondly. There is a sense of a shared experience ( the same scenario) but so many different ways it can unfold that it becomes interesting enough to experience multiple times. [/QUOTE]
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