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Less-than-Basic D&D: Races
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<blockquote data-quote="Li Shenron" data-source="post: 6665916" data-attributes="member: 1465"><p>The first time I've run a 5e game during the playtest, all the players except one were new to RPGs, so I decided to simplify character creation as much as possible. As part of that, I did the unthinkable: I ran the game <em>without</em> races. Meaning that I didn't tell the players that they could choose a race, and so we didn't include any racial benefit in the character sheet.</p><p></p><p>If you completely skip races, the game works just fine, but clearly the PC have a few things <em>less</em> than normal. This was not an issue in our game, because <em>everyone</em> was like this. </p><p></p><p>But what if you want this super-simple option for <em>some</em> players only (beginners, presumably), while others at the same table are using the regular rules?</p><p></p><p>The solution is already there in Basic D&D, and it's incredibly simple: <strong>use the Human race as "any" race</strong>. The beginner player can choose to be an Elf or a Dwarf or whatever, but still uses the Human racial benefits (i.e. +1 to all 6 ability scores). Now the PC is balanced with the rest of the party, but has no complexity added by racial features.</p><p></p><p>---</p><p></p><p>This solution however might be a bit too extreme for many, because you literally get <em>zero</em> mechanical traits to make that Elf or Dwarf feel at least a little bit elvish or dwarvish...</p><p></p><p>If that's the case, you can take an additional step and add just one or two racial features, in exchange for some of those +1 to ability scores.</p><p></p><p>So the matter becomes, which features to make the three races distinctive but still very simple, and how many +1s you should ask the player to give up in order to get such features. </p><p></p><p>Here are the features I have selected (in addition to these you also know the racial language, but I purposefully avoided bonus proficiencies):</p><p></p><p><strong>Dwarf</strong>: Darkvision and Stonecunning</p><p></p><p><strong>Elf</strong>: Darkvision and either one Cantrip (High Elf) or Mask of the Wild (Wood Elf)</p><p></p><p><strong>Halfling</strong>: Lucky and Naturally Stealthy (Lighfoot Halfling)</p><p></p><p>I think these are enough to give a 'feel' to those races, while keeping complexity minimal.</p><p></p><p>---</p><p></p><p>I am not sure how many +1s should these cost. I am thinking something like:</p><p></p><p><em>"You get <em>three</em> +1s to different ability scores, and the 2 features of the chosen race"</em></p><p></p><p>But is this too much, too little, or quite right? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6665916, member: 1465"] The first time I've run a 5e game during the playtest, all the players except one were new to RPGs, so I decided to simplify character creation as much as possible. As part of that, I did the unthinkable: I ran the game [I]without[/I] races. Meaning that I didn't tell the players that they could choose a race, and so we didn't include any racial benefit in the character sheet. If you completely skip races, the game works just fine, but clearly the PC have a few things [I]less[/I] than normal. This was not an issue in our game, because [I]everyone[/I] was like this. But what if you want this super-simple option for [I]some[/I] players only (beginners, presumably), while others at the same table are using the regular rules? The solution is already there in Basic D&D, and it's incredibly simple: [B]use the Human race as "any" race[/B]. The beginner player can choose to be an Elf or a Dwarf or whatever, but still uses the Human racial benefits (i.e. +1 to all 6 ability scores). Now the PC is balanced with the rest of the party, but has no complexity added by racial features. --- This solution however might be a bit too extreme for many, because you literally get [I]zero[/I] mechanical traits to make that Elf or Dwarf feel at least a little bit elvish or dwarvish... If that's the case, you can take an additional step and add just one or two racial features, in exchange for some of those +1 to ability scores. So the matter becomes, which features to make the three races distinctive but still very simple, and how many +1s you should ask the player to give up in order to get such features. Here are the features I have selected (in addition to these you also know the racial language, but I purposefully avoided bonus proficiencies): [B]Dwarf[/B]: Darkvision and Stonecunning [B]Elf[/B]: Darkvision and either one Cantrip (High Elf) or Mask of the Wild (Wood Elf) [B]Halfling[/B]: Lucky and Naturally Stealthy (Lighfoot Halfling) I think these are enough to give a 'feel' to those races, while keeping complexity minimal. --- I am not sure how many +1s should these cost. I am thinking something like: [I]"You get [I]three[/I] +1s to different ability scores, and the 2 features of the chosen race"[/I] But is this too much, too little, or quite right? :) [/QUOTE]
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