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How many mechanical features does a race need to feel "right"?
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<blockquote data-quote="steeldragons" data-source="post: 8511629" data-attributes="member: 92511"><p>hmmmm...42?</p><p></p><p>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.</p><p></p><p>I think that's enough/solid to make non-human species FEEL (and hopefully, play) "non-human." No "just humans with pointed ears" here!</p><p></p><p>Breaking it down in general categories, off the top of my head, I go with something like this...</p><p></p><ul> <li data-xf-list-type="ul"><strong>Trait 1: Ability Adjustment: </strong>+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).</li> <li data-xf-list-type="ul"><strong>Trait 2: Size</strong>...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.</li> <li data-xf-list-type="ul"><strong>Trait 3: Senses</strong>: for most this involves a<ul> <li data-xf-list-type="ul">3a) Vision (lowlight, superior lowlight, dark, superior dark); and</li> <li data-xf-list-type="ul">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.</li> </ul></li> <li data-xf-list-type="ul"><strong>Trait 4: Save Bonus:</strong> 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.</li> <li data-xf-list-type="ul"><strong>Trait 5</strong>: Let's call this one, as a category, <strong>"Culture"</strong>...for lack of something better. This can, but doesn't always, involve more than one element. A Dwarf's are "<em>Ancestral Warriors</em>" attack or weapon bonus would go here. Halflings in my setting have something called <em>"Affable Charm"</em> 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.). </li> <li data-xf-list-type="ul"><strong>Trait 6:</strong> I guess we'll just call <strong>"Miscellany."</strong> 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 <em>"Star-Blooded</em>" which gives them ye olde immunity to ghoul paralysis and Enchantment/Charm effects (compulsions work normally). Satyrs have, obviously, <em>"Caprine Form"</em> giving them a Headbutt attack (with their horns), Jumping/Kicking with their haunches, and Dex bonuses for balance. </li> </ul><p></p><p>They all feel different. They have, as far as I've seen, play differently.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 8511629, member: 92511"] 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... [LIST] [*][B]Trait 1: Ability Adjustment: [/B]+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). [*][B]Trait 2: Size[/B]...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. [*][B]Trait 3: Senses[/B]: for most this involves a [LIST] [*]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. [/LIST] [*][B]Trait 4: Save Bonus:[/B] 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. [*][B]Trait 5[/B]: Let's call this one, as a category, [B]"Culture"[/B]...for lack of something better. This can, but doesn't always, involve more than one element. A Dwarf's are "[I]Ancestral Warriors[/I]" attack or weapon bonus would go here. Halflings in my setting have something called [I]"Affable Charm"[/I] 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.). [*][B]Trait 6:[/B] I guess we'll just call [B]"Miscellany."[/B] 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 [I]"Star-Blooded[/I]" which gives them ye olde immunity to ghoul paralysis and Enchantment/Charm effects (compulsions work normally). Satyrs have, obviously, [I]"Caprine Form"[/I] giving them a Headbutt attack (with their horns), Jumping/Kicking with their haunches, and Dex bonuses for balance. [/LIST] They all feel different. They have, as far as I've seen, play differently. [/QUOTE]
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