steeldragons
Steeliest of the dragons
hmmmm...42?
Nah. I'm going to say...a species needs... what did I do in my own system/setting?... I think I do a solid 4...but then a couple of those have multiple "sub-elements"...and the Ability adjustments...so, let's say, 6.
I think that's enough/solid to make non-human species FEEL (and hopefully, play) "non-human." No "just humans with pointed ears" here!
Breaking it down in general categories, off the top of my head, I go with something like this...
They all feel different. They have, as far as I've seen, play differently.
Nah. I'm going to say...a species needs... what did I do in my own system/setting?... I think I do a solid 4...but then a couple of those have multiple "sub-elements"...and the Ability adjustments...so, let's say, 6.
I think that's enough/solid to make non-human species FEEL (and hopefully, play) "non-human." No "just humans with pointed ears" here!
Breaking it down in general categories, off the top of my head, I go with something like this...
- Trait 1: Ability Adjustment: +1 to two abilities, -2 to one ability. Every non-human species operate and have aspects of their physiology and/or psychology/mentality that are not the same as the "baseline" human (who are granted +1 to their class' Primary ability and +1 to another ability of their choice).
- Trait 2: Size...but this is really only applicable to/for the Small species. Or very rare "Large" ones which in my game only really applies to/for PC Centaurs.
- Trait 3: Senses: for most this involves a
- 3a) Vision (lowlight, superior lowlight, dark, superior dark); and
- 3b) one other situational Perception roll bonus: a dwarf's "Stonecunning," an elf's "Keen Senses," etc... Something that relates to/is not necessarily dependent on sight, but some other sensitivity of the species.
- Trait 4: Save Bonus: there is some element of the innate species physiology, mentality, or [predominant] society that affords the species a situational bonus to certain saves or ability checks. Elves are "Sure-Footed" granting a bonus to Dex-based ability/save rolls for maintaining balance (as on ice or traversing a tree bough), saves involving difficult terrain (e.g. as made by the Entanglement or Soften Earth spells), or (I think) climbing. Halflings (and dwarves and gnomes) have "Stoutfolk Resistance" granting them a bonus to Con-based save rolls and against Arcane magic attacks (Divine and Nature magic effect them normally)... and so on.
- Trait 5: Let's call this one, as a category, "Culture"...for lack of something better. This can, but doesn't always, involve more than one element. A Dwarf's are "Ancestral Warriors" attack or weapon bonus would go here. Halflings in my setting have something called "Affable Charm" giving them a bonus to interactions using Persuasion (and Deception, if using that as a separate skill. But not "Intimidate.") for creatures with whom the halfling can communicate (generally a shared language... but, ya know, magic happens, so not necessarily.).
- Trait 6: I guess we'll just call "Miscellany." There's something else specific to the species that other species do not have/get/can do. Or, at least, can not do innately. This would be where -using 5e as an example now, not my own game- something like a Dark Elf or Tiefling's innate magic would go. Dragonborn breath weapon. That sort of thing. My Elves are "Star-Blooded" which gives them ye olde immunity to ghoul paralysis and Enchantment/Charm effects (compulsions work normally). Satyrs have, obviously, "Caprine Form" giving them a Headbutt attack (with their horns), Jumping/Kicking with their haunches, and Dex bonuses for balance.
They all feel different. They have, as far as I've seen, play differently.
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