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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Do Player Characters Have Average Population Stat Distributions?
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<blockquote data-quote="Phoebasss" data-source="post: 8069653" data-attributes="member: 7025876"><p>I think a lot of people here are missing examples of races differentiated much beyond their ASIs because they mostly play 5e or 3.5, so I'm gonna provide a partial list of the racial features from 13th age, a game designed by a mix of 3e and 4e designers and which I think is basically an alternative 5e. These are examples of things which could serve to differentiate races without encouraging specific race/class combos. Whether these fit your specific view of the racial tendencies, I think they are far and away more interesting and more flavorful than a simple +2/+1 tied to race. Notably 13th age also made it so every build wants at least 4 ability scores, so the ASI problem doesn't exist there as much anyway. Hopefully you can see why I think these are far superior to ASIs as race differentiators.</p><p></p><p>Human: </p><p>Quick to Fight (Racial Power)</p><p>At the start of each battle, roll initiative twice and choose the</p><p>result you want.</p><p></p><p>High Elf:</p><p>Highblood Teleport (Racial Power)</p><p>Once per battle as a move action, place yourself in a nearby</p><p>location you can see.</p><p></p><p>Dwarf:</p><p>That’s Your Best Shot? (Racial Power)</p><p>Once per battle as a free action after you have been hit by an</p><p>enemy attack, you can heal using a recovery. (Basically you get to use a hit die)</p><p></p><p>Gnome: (Gnomes get 2!)</p><p>Confounding (Racial Power)</p><p>Once per battle, when you roll a natural 16+ with an attack, you</p><p>can also daze the target until the end of your next turn.</p><p>Minor Illusions (Racial Power)</p><p>As a standard action, at-will, you can create a strong smell or a</p><p>sound nearby. Nearby creatures that fail a normal save notice the</p><p>smell or sound. Creatures that make the save may notice it but</p><p>recognize it as not exactly real.</p><p></p><p>Half-Orc:</p><p>Lethal (Racial Power)</p><p>Once per battle, reroll a melee attack and use the roll you prefer</p><p>as the result.</p><p></p><p>Halfling:</p><p>Evasive (Racial Power)</p><p>Once per battle, force an enemy that hits you with an attack to</p><p>reroll the attack with a –2 penalty.</p></blockquote><p></p>
[QUOTE="Phoebasss, post: 8069653, member: 7025876"] I think a lot of people here are missing examples of races differentiated much beyond their ASIs because they mostly play 5e or 3.5, so I'm gonna provide a partial list of the racial features from 13th age, a game designed by a mix of 3e and 4e designers and which I think is basically an alternative 5e. These are examples of things which could serve to differentiate races without encouraging specific race/class combos. Whether these fit your specific view of the racial tendencies, I think they are far and away more interesting and more flavorful than a simple +2/+1 tied to race. Notably 13th age also made it so every build wants at least 4 ability scores, so the ASI problem doesn't exist there as much anyway. Hopefully you can see why I think these are far superior to ASIs as race differentiators. Human: Quick to Fight (Racial Power) At the start of each battle, roll initiative twice and choose the result you want. High Elf: Highblood Teleport (Racial Power) Once per battle as a move action, place yourself in a nearby location you can see. Dwarf: That’s Your Best Shot? (Racial Power) Once per battle as a free action after you have been hit by an enemy attack, you can heal using a recovery. (Basically you get to use a hit die) Gnome: (Gnomes get 2!) Confounding (Racial Power) Once per battle, when you roll a natural 16+ with an attack, you can also daze the target until the end of your next turn. Minor Illusions (Racial Power) As a standard action, at-will, you can create a strong smell or a sound nearby. Nearby creatures that fail a normal save notice the smell or sound. Creatures that make the save may notice it but recognize it as not exactly real. Half-Orc: Lethal (Racial Power) Once per battle, reroll a melee attack and use the roll you prefer as the result. Halfling: Evasive (Racial Power) Once per battle, force an enemy that hits you with an attack to reroll the attack with a –2 penalty. [/QUOTE]
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Level Up: Advanced 5th Edition (A5E)
Do Player Characters Have Average Population Stat Distributions?
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