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How many mechanical features does a race need to feel "right"?
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<blockquote data-quote="Lanefan" data-source="post: 8530300" data-attributes="member: 29398"><p>Whatever it takes to suit what the species - partcularly the physical aspect - is all about, and to make sense. For some species this might be only one or two mechanics, for others it might be a bunch.</p><p></p><p>Human is always the baseline default.</p><p></p><p>--- Shorter species: lower move rate. Taller species: higher move rate.</p><p>--- All species: baked-in ability bonuses <strong>and penalties</strong> to reflect that species' physicality and-or mental ability relative to a Human, covering however many of the six abilities as are needed. This is one area where a bonus somewhere must be cancelled out by a penalty somewhere else. And yes this specifically means some species will end up being inherently less intelligent than Humans.</p><p>--- All species: language knowledge suitable to the species; e.g all Dwarves speak Dwarvish but not all Dwarves necessarily speak Common.</p><p>--- Some species: different sense abilities e.g. night vision (and a return to splitting out infravision and ultravision for different species is long overdue!), enhanced (or poorer) hearing or sense of smell, etc.</p><p>--- Some species: species-based save modifiers e.g. Dwarves have higher resistance to magic while Elves are vulnerable to it.</p><p></p><p>And so on.</p><p></p><p>Then, if after all this a species turns out not to be vaguely in overall balance with a Human - be it too powerful or not powerful enough - it can't be a PC. Pleasant side effect: this ought to chop down the list of playable species to a more manageable number.</p><p></p><p>Vaguely, yes.</p><p></p><p>This would be necessary in order to preserve the vague balance between species while avoiding rampant power creep, so yes.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8530300, member: 29398"] Whatever it takes to suit what the species - partcularly the physical aspect - is all about, and to make sense. For some species this might be only one or two mechanics, for others it might be a bunch. Human is always the baseline default. --- Shorter species: lower move rate. Taller species: higher move rate. --- All species: baked-in ability bonuses [B]and penalties[/B] to reflect that species' physicality and-or mental ability relative to a Human, covering however many of the six abilities as are needed. This is one area where a bonus somewhere must be cancelled out by a penalty somewhere else. And yes this specifically means some species will end up being inherently less intelligent than Humans. --- All species: language knowledge suitable to the species; e.g all Dwarves speak Dwarvish but not all Dwarves necessarily speak Common. --- Some species: different sense abilities e.g. night vision (and a return to splitting out infravision and ultravision for different species is long overdue!), enhanced (or poorer) hearing or sense of smell, etc. --- Some species: species-based save modifiers e.g. Dwarves have higher resistance to magic while Elves are vulnerable to it. And so on. Then, if after all this a species turns out not to be vaguely in overall balance with a Human - be it too powerful or not powerful enough - it can't be a PC. Pleasant side effect: this ought to chop down the list of playable species to a more manageable number. Vaguely, yes. This would be necessary in order to preserve the vague balance between species while avoiding rampant power creep, so yes. [/QUOTE]
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How many mechanical features does a race need to feel "right"?
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