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How many mechanical features does a race need to feel "right"?
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<blockquote data-quote="ART!" data-source="post: 8510244" data-attributes="member: 79926"><p><span style="font-size: 15px">Prompted by the discussion/debate over in the </span><a href="https://www.enworld.org/threads/list-of-all-33-races-in-mordenkainens-monsters-of-the-multiverse.685247/" target="_blank"><span style="font-size: 15px">List of All 33 Races in MMotM</span></a><span style="font-size: 15px"> thread, I'm curious:</span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px"><strong>For your tastes</strong>, how many mechanical features does a race in D&D need to feel "right", worthwhile, not-oversimplified, or whatever? One? Three? Five? More? None?</span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px">Does it matter what the features <em>are</em>? Do they need to include ASIs? Do they need to include movement? Save modifiers? AC modifiers? Proficiencies? Advantage or Disadvantage? Languages? Feat-like abilities? Innate spellcasting?</span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px">Do the races need to be balanced with <em>each other</em>, insofar as the rule system allows?</span></p><p><span style="font-size: 15px">Do the races need to be balanced <em>with themselves</em>, i.e. do drawbacks like "this race has a slower-than-average movement speed" need to be balanced by an extra bonus or feature?</span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px">As a not-D&D-but-very-D&Dish example, races in <strong>13th Age</strong> have ASIs just like D&D 5E, plus <em>one</em> racial feature. That's it! Well, there's also racial feats that are available when the character reaches each tier of play. But that's all there is. In fact, races are so simple in 13th Age that to some I added damage resistances, save bonuses, AC bonuses, etc.</span></p></blockquote><p></p>
[QUOTE="ART!, post: 8510244, member: 79926"] [SIZE=4]Prompted by the discussion/debate over in the [/SIZE][URL='https://www.enworld.org/threads/list-of-all-33-races-in-mordenkainens-monsters-of-the-multiverse.685247/'][SIZE=4]List of All 33 Races in MMotM[/SIZE][/URL][SIZE=4] thread, I'm curious: [B]For your tastes[/B], how many mechanical features does a race in D&D need to feel "right", worthwhile, not-oversimplified, or whatever? One? Three? Five? More? None? Does it matter what the features [I]are[/I]? Do they need to include ASIs? Do they need to include movement? Save modifiers? AC modifiers? Proficiencies? Advantage or Disadvantage? Languages? Feat-like abilities? Innate spellcasting? Do the races need to be balanced with [I]each other[/I], insofar as the rule system allows? Do the races need to be balanced [I]with themselves[/I], i.e. do drawbacks like "this race has a slower-than-average movement speed" need to be balanced by an extra bonus or feature? As a not-D&D-but-very-D&Dish example, races in [B]13th Age[/B] have ASIs just like D&D 5E, plus [I]one[/I] racial feature. That's it! Well, there's also racial feats that are available when the character reaches each tier of play. But that's all there is. In fact, races are so simple in 13th Age that to some I added damage resistances, save bonuses, AC bonuses, etc.[/SIZE] [/QUOTE]
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