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Less-than-Basic D&D: Races
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<blockquote data-quote="steeldragons" data-source="post: 6666265" data-attributes="member: 92511"><p>Well...alright then. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /> </p><p></p><p>I think just letting the player call themselves "X Race" and still keeping the +1 to all 6 abilities is...well, pointless. There is no benefit or price for such a declaration. No actual (however fluffy/flavorful a story might be woven), "in game" difference. It...well, yeah, it's pointless.</p><p></p><p>If you want to do "simple packages", then fine, but Darkvision and 1 other thing simply isn't going to cut it. That's not really going to give the "diffeerent races" flavor folks should be looking for. Because at that point, dwarves and elves anyway, are really only differentiated by 1 trait.</p><p></p><p>If you want to do pre-set "packages" but not as "complex" (or complete) as the PHB, then make them "give up" 3 of their +1's and give the races a package of 3 traits. People are good with "3's" most of the time. If the players can not remember/keep track of 3 friggin' things...then...well, they really have no business being anything but human in D&D anyway.</p><p></p><p>SO, that in mind...Take 2:</p><p></p><p><strong>Dwarf:</strong> Twilight vision to 60' (I like my dwarves to still need/use torches and firepits. "Sides spending most of your time around a fiery forge all of the time isn't going to put you in "darkness."), Stonecraft/-cunning, Dwarven Constitution (as detailed above).</p><p> </p><p><strong>Elf:</strong> Twilight vision to 60', Keen Senses, Faerfolk Heritage (as detailed above).</p><p></p><p>IF you want to [absolutely <em>must</em>] offer the High Elf/Wood Elf divide, then replace the Faerfolk Heritage with, either Elf Magic [High] or Woodstealth [Wood]. I'm old school, so I think only in "the default elf is a High elf" kind of way. Drow have NO BUSINESS being player characters and I won't buy it til my dying day. But who knows what you're players like.</p><p></p><p><strong>Halfling: </strong>Twilight vision to 30' [cuz, why not? It harkens back to 1e/gives the Stouts a shout out and keeps this race package in line with the others], Halfling Hiding (as detailed above), Stoutfolk Resistance (as detailed above).</p><p></p><p>If you are going this simple...might as well add a few others to make things interesting:</p><p></p><p><strong>Gnome:</strong> Twilight vision to 60', Easy to Miss (as detailed above), Faerfolk Heritage.</p><p></p><p><strong>Half-Elf: </strong>Twilight vision to 30', Keen Senses, Fair Countenance (as Hairfoot Charm, detailed above).</p><p></p><p><strong>Half-Orc</strong> [meh]: Darkvision to 60', Savage Attack (as per the PHB), Orcish Constitution (same as Dwarven, above).</p></blockquote><p></p>
[QUOTE="steeldragons, post: 6666265, member: 92511"] Well...alright then. :( I think just letting the player call themselves "X Race" and still keeping the +1 to all 6 abilities is...well, pointless. There is no benefit or price for such a declaration. No actual (however fluffy/flavorful a story might be woven), "in game" difference. It...well, yeah, it's pointless. If you want to do "simple packages", then fine, but Darkvision and 1 other thing simply isn't going to cut it. That's not really going to give the "diffeerent races" flavor folks should be looking for. Because at that point, dwarves and elves anyway, are really only differentiated by 1 trait. If you want to do pre-set "packages" but not as "complex" (or complete) as the PHB, then make them "give up" 3 of their +1's and give the races a package of 3 traits. People are good with "3's" most of the time. If the players can not remember/keep track of 3 friggin' things...then...well, they really have no business being anything but human in D&D anyway. SO, that in mind...Take 2: [B]Dwarf:[/B] Twilight vision to 60' (I like my dwarves to still need/use torches and firepits. "Sides spending most of your time around a fiery forge all of the time isn't going to put you in "darkness."), Stonecraft/-cunning, Dwarven Constitution (as detailed above). [B]Elf:[/B] Twilight vision to 60', Keen Senses, Faerfolk Heritage (as detailed above). IF you want to [absolutely [I]must[/I]] offer the High Elf/Wood Elf divide, then replace the Faerfolk Heritage with, either Elf Magic [High] or Woodstealth [Wood]. I'm old school, so I think only in "the default elf is a High elf" kind of way. Drow have NO BUSINESS being player characters and I won't buy it til my dying day. But who knows what you're players like. [B]Halfling: [/B]Twilight vision to 30' [cuz, why not? It harkens back to 1e/gives the Stouts a shout out and keeps this race package in line with the others], Halfling Hiding (as detailed above), Stoutfolk Resistance (as detailed above). If you are going this simple...might as well add a few others to make things interesting: [B]Gnome:[/B] Twilight vision to 60', Easy to Miss (as detailed above), Faerfolk Heritage. [B]Half-Elf: [/B]Twilight vision to 30', Keen Senses, Fair Countenance (as Hairfoot Charm, detailed above). [B]Half-Orc[/B] [meh]: Darkvision to 60', Savage Attack (as per the PHB), Orcish Constitution (same as Dwarven, above). [/QUOTE]
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