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No More "Humans in Funny Hats": Racial Mechanics Should Determine Racial Cultures
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<blockquote data-quote="Malmuria" data-source="post: 8375823" data-attributes="member: 7030755"><p>In 5e, when it comes to character creation you have three groups. Let's replace the terms race, class, and background with Groups A, B, and C, respectively. In terms of design, if those groups were all concentric circles, how large should each one be, and how much should they overlap? Right now, Group B is by the far the largest, and had considerable overlap with Groups A and C. Ability score increases come mostly from B, but can also come from A. Skill proficiencies come from B and C, but can also come from A. Cantrips/spells mostly come from B, but can also come from A. </p><p></p><p>So to make race more distinctive, you don't need to make it a larger circle necessarily, but just have it overlap less with class (and background). The current logic for race is that you can simulate the archetype by using features of the game that are available to other circles (class and background)--ASI, skill, armor, and weapon proficiencies, and cantrips. But this actually makes them less distinctive at the table. Instead, to make them distinctive, race should be given abilities that cannot be gained from the other areas.</p></blockquote><p></p>
[QUOTE="Malmuria, post: 8375823, member: 7030755"] In 5e, when it comes to character creation you have three groups. Let's replace the terms race, class, and background with Groups A, B, and C, respectively. In terms of design, if those groups were all concentric circles, how large should each one be, and how much should they overlap? Right now, Group B is by the far the largest, and had considerable overlap with Groups A and C. Ability score increases come mostly from B, but can also come from A. Skill proficiencies come from B and C, but can also come from A. Cantrips/spells mostly come from B, but can also come from A. So to make race more distinctive, you don't need to make it a larger circle necessarily, but just have it overlap less with class (and background). The current logic for race is that you can simulate the archetype by using features of the game that are available to other circles (class and background)--ASI, skill, armor, and weapon proficiencies, and cantrips. But this actually makes them less distinctive at the table. Instead, to make them distinctive, race should be given abilities that cannot be gained from the other areas. [/QUOTE]
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No More "Humans in Funny Hats": Racial Mechanics Should Determine Racial Cultures
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