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General Tabletop Discussion
*Dungeons & Dragons
Human racial abilty modifiers
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<blockquote data-quote="DonAdam" data-source="post: 6082120" data-attributes="member: 2446"><p>Either way, but it probably makes sense to put it with the race. Then there could be a sidebar about how it would be ok if a human picked any one of these abilities rather than the one associated with a particular class.</p><p></p><p></p><p></p><p>Well, the goal was to take away that incentive, though like I said I recognize that it clashes with others' goals of making other races explicitly exceed human potential on some margins.</p><p></p><p>The reason I like it is this: a human can get a really good score in any class's prime ability, so it's obvious why they're a good fit. That makes human the default, "simple" way to make sure your character is effective.</p><p></p><p>With non-humans, I would make them shine in particular classes through more involved/fiddly special abilities. So for instance, Dwarves currently increase their weapon die size with axes. That's a pretty good incentive to play a dwarf fighter, especially if (as the recent Google Hangout indicated) combat expertise dice become expressed in terms of weapon die. Halflings could have an easier time finding hiding spots. High elves might get to extra spell slots. </p><p></p><p>Basically these just have to be good enough options to make it a hard choice between having the highest possible prime stat and the racial options; it's strange to me that non-humans get both.</p><p></p><p>All that said, there are *lots* of options for assigning racial ability mods that are better than the current system. Hopefully we'll see one of them.</p></blockquote><p></p>
[QUOTE="DonAdam, post: 6082120, member: 2446"] Either way, but it probably makes sense to put it with the race. Then there could be a sidebar about how it would be ok if a human picked any one of these abilities rather than the one associated with a particular class. Well, the goal was to take away that incentive, though like I said I recognize that it clashes with others' goals of making other races explicitly exceed human potential on some margins. The reason I like it is this: a human can get a really good score in any class's prime ability, so it's obvious why they're a good fit. That makes human the default, "simple" way to make sure your character is effective. With non-humans, I would make them shine in particular classes through more involved/fiddly special abilities. So for instance, Dwarves currently increase their weapon die size with axes. That's a pretty good incentive to play a dwarf fighter, especially if (as the recent Google Hangout indicated) combat expertise dice become expressed in terms of weapon die. Halflings could have an easier time finding hiding spots. High elves might get to extra spell slots. Basically these just have to be good enough options to make it a hard choice between having the highest possible prime stat and the racial options; it's strange to me that non-humans get both. All that said, there are *lots* of options for assigning racial ability mods that are better than the current system. Hopefully we'll see one of them. [/QUOTE]
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