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Discriminating Against Sameness: A Case for Readjusting Racial Bonuses and Ability Score Increases
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<blockquote data-quote="snickersnax" data-source="post: 7146307" data-attributes="member: 6888204"><p><span style="color: #000000"><span style="font-family: 'Arial'"><strong></strong>Humans and non-humans have been differentiated by their ability scores since the beginning of D&D. Non-humans are supposed to excel at one or two particular ability scores, and in older D&D editions non-humans often had penalties in one score (halflings were weak, elves had penalties on constitution and dwarves and half-orcs had low charisma). Humans were average, but they didn’t suck.</span></span></p><p> </p><p><span style="color: #000000"><span style="font-family: 'Arial'">Surprisingly, in the current system, non-humans are effectively the same as humans in their primary scores (due to ability modifiers only increasing on even scores and standard array or 27-point buy). When compared to human variants, the human variants are now the ones with weak traits. </span></span></p><p> </p><p><span style="color: #000000"><span style="font-family: 'Arial'">Sameness between races is further compounded by Ability Scores Increases as characters level up eventually red-lining several ability scores at 20 ( ie no differentiation)</span></span></p><p> </p><p><span style="color: #000000"><span style="font-family: 'Arial'">It is interesting that when ability scores are listed for non-human races in the Monster Manual (or Volo’s) the ability scores tend to be double what player characters would receive (differentiation is preserved in those texts)</span></span></p><p> </p><p><span style="color: #000000"><span style="font-family: 'Arial'">My homebrewed rules for racial ability score bonuses ramp up the distinct flavor of racial modifiers by making them more meaningful. The additional rules needed to balance this are simple and contribute in flavorful ways to the game. </span></span></p><p> </p><p><span style="color: #000000"><span style="font-family: 'Arial'">1) Racial differentiation is preserved for player characters </span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">2) Ability Score Increases are limited and Feats are special.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">3) 1st level characters are slightly buffed, possibly improving survivability</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">4) At high levels secondary abilities are not easily maxed creating more Ability Score </span></span><span style="color: #000000"><span style="font-family: 'Arial'">variation at high levels.</span></span></p><p> </p><p><span style="color: #000000"><span style="font-family: 'Arial'">General Rules:</span></span></p><p></p><ol> <li data-xf-list-type="ol"><strong>Humans don’t suck at anything</strong>: Humans get +1 on <strong>all</strong> ability scores<strong> AND</strong> a starting feat</li> <li data-xf-list-type="ol"><strong>Elves are nimble, dwarves are hardy</strong>: Racial bonuses are generally doubled for a total of +6 (see specifics below). Non-humans do not start with a bonus feat.</li> <li data-xf-list-type="ol"><strong>And they stay that way</strong>: If a racial bonus is +4 the maximum ability score is 22, if it is -2 the maximum ability score is 18. (0, +1 and +2 all have a maximum of 20)</li> <li data-xf-list-type="ol"><strong>Multiple ability scores are not maxed at 20 at high levels</strong>: Ability Score Increases are +1 (down from RAW of +2)</li> <li data-xf-list-type="ol"><strong>Feats are cool, but when everyone has them everything starts to feel the same</strong>: Feats cannot be substituted for Ability Score increases.</li> <li data-xf-list-type="ol"><strong>Fighters are loved and everyone else is a little less Lucky</strong>: Fighters get a Bonus Feat at level 6 and 14 instead of an ASI</li> <li data-xf-list-type="ol"><strong>Except Rogues</strong>: Rogues get a Bonus Feat at level 10 instead of an ASI</li> </ol><p><span style="color: #000000"><span style="font-family: 'Arial'">Yes... Level one humans, fighters and rogues are the only ones who get feats with this modification</span></span></p><p> </p><p><span style="color: #000000"><span style="font-family: 'Arial'"><strong>Races</strong>: </span></span><span style="color: #000000"><span style="font-family: 'Arial'"> Having a +6 total to work with for ability scores means there is a little more leeway to fine-tune racial bonuses. I have taken liberties and adjusted races according to how I feel they should be.</span></span></p><p> </p><p><strong><span style="color: #000000"><span style="font-family: 'Arial'">Dwarves</span></span></strong><span style="color: #000000"><span style="font-family: 'Arial'">: +4 constitution</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"> Hill Dwarf: +2 wisdom</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"> Mountain Dwarf: +2 strength </span></span><span style="color: #000000"><span style="font-family: 'Arial'">(not really sure why they got the boost in RAW)</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"> Grey Dwarf (Duergar): +2 strength</span></span></p><p><strong><span style="color: #000000"><span style="font-family: 'Arial'">Elves</span></span></strong><span style="color: #000000"><span style="font-family: 'Arial'">: +4 dexterity</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"> High elves: +2 charisma </span></span><span style="color: #000000"><span style="font-family: 'Arial'">(IMO elves should have charisma not intelligence)</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"> Wood elves: +2 wisdom</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"> Drow: females( +2 charisma), males (+2 intelligence)</span></span></p><p><strong><span style="color: #000000"><span style="font-family: 'Arial'">Halflings</span></span></strong><span style="color: #000000"><span style="font-family: 'Arial'">: +2 dexterity, +2 constitution, +2 wisdom, - 2 strength </span></span><span style="color: #000000"><span style="font-family: 'Arial'">(Yes, halflings are </span></span><span style="color: #000000"><span style="font-family: 'Arial'">weaker than larger races, but there are also hardy, mentally tough </span></span><span style="color: #000000"><span style="font-family: 'Arial'">and quick)</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"> Lightfoot: +2 dexterity (+4 total)</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"> Stout: +2 constitution (+4 total)</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"> Ghostwise: +2 wisdom (+4 total)</span></span></p><p><strong><span style="color: #000000"><span style="font-family: 'Arial'">Dragonborn</span></span></strong><span style="color: #000000"><span style="font-family: 'Arial'">: +2 strength, +2 constitution, +2 charisma</span></span></p><p><strong><span style="color: #000000"><span style="font-family: 'Arial'">Gnome</span></span></strong><span style="color: #000000"><span style="font-family: 'Arial'">: +2 intelligence, +2 wisdom, +2 charisma, -2 strength </span></span><span style="color: #000000"><span style="font-family: 'Arial'">(gnomes are small too)</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"> Forest: +2 dexterity</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"> Rock: +2 constitution</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"> Deep: +2 strength (0 total), -2 charisma (0 total), +2 dexterity</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"> River: +2 wisdom (+4 total)</span></span></p><p><strong><span style="color: #000000"><span style="font-family: 'Arial'">Half-elves</span></span></strong><span style="color: #000000"><span style="font-family: 'Arial'">: +2 dexterity, +1 charisma, +1 wisdom, two scores by +1 </span></span><span style="color: #000000"><span style="font-family: 'Arial'">(No longer need a </span></span><span style="color: #000000"><span style="font-family: 'Arial'">weird story about how nobody likes them so they worked really hard to </span></span><span style="color: #000000"><span style="font-family: 'Arial'">be likable and as a result are the most socially influential race and most </span></span><span style="color: #000000"><span style="font-family: 'Arial'">powerful charisma based casters)</span></span></p><p><strong><span style="color: #000000"><span style="font-family: 'Arial'">Half-orcs</span></span></strong><span style="color: #000000"><span style="font-family: 'Arial'">: +2 strength, +2 constitution, +1 wisdom, +1 dexterity</span></span></p><p><strong><span style="color: #000000"><span style="font-family: 'Arial'">Tiefling</span></span></strong><span style="color: #000000"><span style="font-family: 'Arial'">: +2 intelligence, +2 dexterity. +2 charisma</span></span></p><p><strong><span style="color: #000000"><span style="font-family: 'Arial'">Goliath</span></span></strong><span style="color: #000000"><span style="font-family: 'Arial'">: +4 strength, +2 constitution</span></span></p><p><strong><span style="color: #000000"><span style="font-family: 'Arial'"> Aasimar</span></span></strong><span style="color: #000000"><span style="font-family: 'Arial'">: +4 charisma, +2 wisdom</span></span></p></blockquote><p></p>
[QUOTE="snickersnax, post: 7146307, member: 6888204"] [COLOR=#000000][FONT=Arial][B][/B]Humans and non-humans have been differentiated by their ability scores since the beginning of D&D. Non-humans are supposed to excel at one or two particular ability scores, and in older D&D editions non-humans often had penalties in one score (halflings were weak, elves had penalties on constitution and dwarves and half-orcs had low charisma). Humans were average, but they didn’t suck.[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]Surprisingly, in the current system, non-humans are effectively the same as humans in their primary scores (due to ability modifiers only increasing on even scores and standard array or 27-point buy). When compared to human variants, the human variants are now the ones with weak traits. [/FONT][/COLOR] [COLOR=#000000][FONT=Arial]Sameness between races is further compounded by Ability Scores Increases as characters level up eventually red-lining several ability scores at 20 ( ie no differentiation)[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]It is interesting that when ability scores are listed for non-human races in the Monster Manual (or Volo’s) the ability scores tend to be double what player characters would receive (differentiation is preserved in those texts)[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]My homebrewed rules for racial ability score bonuses ramp up the distinct flavor of racial modifiers by making them more meaningful. The additional rules needed to balance this are simple and contribute in flavorful ways to the game. [/FONT][/COLOR] [COLOR=#000000][FONT=Arial]1) Racial differentiation is preserved for player characters [/FONT][/COLOR] [COLOR=#000000][FONT=Arial]2) Ability Score Increases are limited and Feats are special.[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]3) 1st level characters are slightly buffed, possibly improving survivability[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]4) At high levels secondary abilities are not easily maxed creating more Ability Score [/FONT][/COLOR][COLOR=#000000][FONT=Arial]variation at high levels.[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]General Rules:[/FONT][/COLOR] [LIST=1] [*][B]Humans don’t suck at anything[/B]: Humans get +1 on [B]all[/B] ability scores[B] AND[/B] a starting feat [*][B]Elves are nimble, dwarves are hardy[/B]: Racial bonuses are generally doubled for a total of +6 (see specifics below). Non-humans do not start with a bonus feat. [*][B]And they stay that way[/B]: If a racial bonus is +4 the maximum ability score is 22, if it is -2 the maximum ability score is 18. (0, +1 and +2 all have a maximum of 20) [*][B]Multiple ability scores are not maxed at 20 at high levels[/B]: Ability Score Increases are +1 (down from RAW of +2) [*][B]Feats are cool, but when everyone has them everything starts to feel the same[/B]: Feats cannot be substituted for Ability Score increases. [*][B]Fighters are loved and everyone else is a little less Lucky[/B]: Fighters get a Bonus Feat at level 6 and 14 instead of an ASI [*][B]Except Rogues[/B]: Rogues get a Bonus Feat at level 10 instead of an ASI [/LIST] [COLOR=#000000][FONT=Arial]Yes... Level one humans, fighters and rogues are the only ones who get feats with this modification[/FONT][/COLOR] [COLOR=#000000][FONT=Arial][B]Races[/B]: [/FONT][/COLOR][COLOR=#000000][FONT=Arial] Having a +6 total to work with for ability scores means there is a little more leeway to fine-tune racial bonuses. I have taken liberties and adjusted races according to how I feel they should be.[/FONT][/COLOR] [B][COLOR=#000000][FONT=Arial]Dwarves[/FONT][/COLOR][/B][COLOR=#000000][FONT=Arial]: +4 constitution[/FONT][/COLOR] [COLOR=#000000][FONT=Arial] Hill Dwarf: +2 wisdom[/FONT][/COLOR] [COLOR=#000000][FONT=Arial] Mountain Dwarf: +2 strength [/FONT][/COLOR][COLOR=#000000][FONT=Arial](not really sure why they got the boost in RAW)[/FONT][/COLOR] [COLOR=#000000][FONT=Arial] Grey Dwarf (Duergar): +2 strength[/FONT][/COLOR] [B][COLOR=#000000][FONT=Arial]Elves[/FONT][/COLOR][/B][COLOR=#000000][FONT=Arial]: +4 dexterity[/FONT][/COLOR] [COLOR=#000000][FONT=Arial] High elves: +2 charisma [/FONT][/COLOR][COLOR=#000000][FONT=Arial](IMO elves should have charisma not intelligence)[/FONT][/COLOR] [COLOR=#000000][FONT=Arial] Wood elves: +2 wisdom[/FONT][/COLOR] [COLOR=#000000][FONT=Arial] Drow: females( +2 charisma), males (+2 intelligence)[/FONT][/COLOR] [B][COLOR=#000000][FONT=Arial]Halflings[/FONT][/COLOR][/B][COLOR=#000000][FONT=Arial]: +2 dexterity, +2 constitution, +2 wisdom, - 2 strength [/FONT][/COLOR][COLOR=#000000][FONT=Arial](Yes, halflings are [/FONT][/COLOR][COLOR=#000000][FONT=Arial]weaker than larger races, but there are also hardy, mentally tough [/FONT][/COLOR][COLOR=#000000][FONT=Arial]and quick)[/FONT][/COLOR] [COLOR=#000000][FONT=Arial] Lightfoot: +2 dexterity (+4 total)[/FONT][/COLOR] [COLOR=#000000][FONT=Arial] Stout: +2 constitution (+4 total)[/FONT][/COLOR] [COLOR=#000000][FONT=Arial] Ghostwise: +2 wisdom (+4 total)[/FONT][/COLOR] [B][COLOR=#000000][FONT=Arial]Dragonborn[/FONT][/COLOR][/B][COLOR=#000000][FONT=Arial]: +2 strength, +2 constitution, +2 charisma[/FONT][/COLOR] [B][COLOR=#000000][FONT=Arial]Gnome[/FONT][/COLOR][/B][COLOR=#000000][FONT=Arial]: +2 intelligence, +2 wisdom, +2 charisma, -2 strength [/FONT][/COLOR][COLOR=#000000][FONT=Arial](gnomes are small too)[/FONT][/COLOR] [COLOR=#000000][FONT=Arial] Forest: +2 dexterity[/FONT][/COLOR] [COLOR=#000000][FONT=Arial] Rock: +2 constitution[/FONT][/COLOR] [COLOR=#000000][FONT=Arial] Deep: +2 strength (0 total), -2 charisma (0 total), +2 dexterity[/FONT][/COLOR] [COLOR=#000000][FONT=Arial] River: +2 wisdom (+4 total)[/FONT][/COLOR] [B][COLOR=#000000][FONT=Arial]Half-elves[/FONT][/COLOR][/B][COLOR=#000000][FONT=Arial]: +2 dexterity, +1 charisma, +1 wisdom, two scores by +1 [/FONT][/COLOR][COLOR=#000000][FONT=Arial](No longer need a [/FONT][/COLOR][COLOR=#000000][FONT=Arial]weird story about how nobody likes them so they worked really hard to [/FONT][/COLOR][COLOR=#000000][FONT=Arial]be likable and as a result are the most socially influential race and most [/FONT][/COLOR][COLOR=#000000][FONT=Arial]powerful charisma based casters)[/FONT][/COLOR] [B][COLOR=#000000][FONT=Arial]Half-orcs[/FONT][/COLOR][/B][COLOR=#000000][FONT=Arial]: +2 strength, +2 constitution, +1 wisdom, +1 dexterity[/FONT][/COLOR] [B][COLOR=#000000][FONT=Arial]Tiefling[/FONT][/COLOR][/B][COLOR=#000000][FONT=Arial]: +2 intelligence, +2 dexterity. +2 charisma[/FONT][/COLOR] [B][COLOR=#000000][FONT=Arial]Goliath[/FONT][/COLOR][/B][COLOR=#000000][FONT=Arial]: +4 strength, +2 constitution[/FONT][/COLOR] [B][COLOR=#000000][FONT=Arial] Aasimar[/FONT][/COLOR][/B][COLOR=#000000][FONT=Arial]: +4 charisma, +2 wisdom[/FONT][/COLOR] [/QUOTE]
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Discriminating Against Sameness: A Case for Readjusting Racial Bonuses and Ability Score Increases
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