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No More "Humans in Funny Hats": Racial Mechanics Should Determine Racial Cultures
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<blockquote data-quote="Faolyn" data-source="post: 8450057" data-attributes="member: 6915329"><p>You haven't actually read the DMG, have you? Because the "how to make a race" section of chapter 9 (page 286) specifically says <strong>"Since we want aasimar to be effective paladins and clerics, it makes sense to improve their Wisdom and Charisma instead of Intelligence and Charisma."</strong></p><p></p><p>Also note that the DMG is specifically saying that you want that ASI to be effective. So no matter what Scribe et al like to claim, the actual game wants you to put the +2 in your class's main attributes.</p><p></p><p>(I don't picture angels as charismatic. I go for more traditional "wheels of fire covered in eyes" and "many-headed beasts covered in eyes" type. And I'll always pick a D&D bestial angel like a couatl or shedu or lamassu or kirin over a bishounen angel, any day.)</p><p></p><p></p><p>Wrong edition. The attribute is Charisma, not Comeliness. </p><p></p><p>From the PHB, page 12, <em><strong>Charisma. </strong>Measures:</em> Confidence, eloquence, leadership. </p><p></p><p>I don't see "appearance" anywhere in that list. </p><p></p><p>But speaking of appearance, as with tieflings, they've been horribly limited since 2e. They had a very interesting NPC aasimar assassin in one of the books who was clearly descended from a planetar, because she was green and bald. The <em>Planewalker's Handbook </em>said that some aasimar could have eagle- or lion-like legs, "regal looking tails." They also got +1 Strength and +1 Wisdom, and -2 Con--although you could choose to swap out Strength for +1 Cha instead.</p><p></p><p></p><p>And thus penalizing my character by not letting me better in some other way. </p><p></p><p>But that <em>is </em>one of the benefits of rolling for stats. You get much different arrays than you normally would and have to think about what they mean. Even if you assign rather than roll in order, the numbers can be so unusual as to really make things interesting. As we all know Raistlin was created when the player rolled a 3 for Con. You can't get <em>that </em>with point buy/stat array either.</p><p></p><p></p><p>Or try this (deliberately putting the +2 in Int):</p><p></p><p><strong>Dwarf: </strong>Str 10, Dex 8, Con 13, Int 17, Wis 13, Cha 14 (nice guy, tends to bump into things and drop spell components, not at all good with a hammer which is why he got shunted into Magic School). (+1 Wis)</p><p></p><p><strong>Elf: </strong>Str 13, Dex 12, Con 10, Int 17, Wis 14, Cha 9 (jerk, although smart enough to keep his mouth shut before he says something <em>too </em>rude, likes to practice swordplay and so has some decent physical skills, smart enough to stay out of a fight). (+1 Cha)</p><p></p><p>See how, other than their Intelligence, they are both completely different? </p><p></p><p>Also, why claim that characters are going to be the same if you let them put the +2, when you say you focus on Dex or Con (as the PHB says to do). <em>That </em>would ensure the stats are similar, because it means you're always <em>dumping </em>the same stats as well. </p><p></p><p>Maybe that's where the disconnect is. You assume that I am also always dumping the same stats as you are.</p><p></p><p></p><p>The table RPs primarily in 1st person, especially since two of the players are avid LARPers. But the reasons that the attributes aren't that important are as follows: Attributes are mostly mechanical. Ideals/Personality Traits/Bonds/Flaws are far more important than attributes (and in earlier editions, a well-developed personality and backstory did the same thing). And playing a smart character doesn't mean "seeming" smart. You don't have to use big words to RP an intelligent person. You don't have to put on swagger to RP a charismatic person. There are a hundred ways to play any one attribute. </p><p></p><p></p><p>So let's say you're right. Say that everyone really wants that +3 in their stat of choice. </p><p></p><p>Why is this bad? </p><p></p><p>Can you actually prove it hurts the feel of the game? Can you prove it makes the races more alike? Or is just a feeling with no actual basis in reality? Would my dwarf and elf above be better if they were more like every other dwarf and elf?</p><p></p><p>And more importantly, if we're playing together, how would <em>my </em>stats affect how <em>you </em>play?</p><p></p><p>Anyway. Here's my weak orc. It's for Level Up, so it's a bit different than o5e. While making playtest characters a while ago, I kept imagining a vast empire of dragon lords ruling over the populace (as either benevolent or cruel dictators), so I built this character to fit in that setting concept. Warlocks in LU can choose between Int, Wis, and Cha as their spellcasting attribute. He's a weak individual whose parents ran a thermopolium (and thus he was raised as a short-order cook) that was always being exploited by a powerful dragonborn captain.</p><p></p><p>Purely by accident, I had decided the bit about his background and that he was going to be an Int-based warlock before I picked the Artisan background (which is what could be used for a cook). That background gives +1 Int, +1 floating. The floating bonus was put in Wisdom.</p><p></p><p>[SPOILER="Spoilered for Size"]</p><p><strong><span style="font-size: 18px">Mazar</span></strong></p><p><em>Heritage: </em>Orc • <em>Culture:</em> Tyrannized • <em>Background:</em> Artisan • <em>Destiny: </em>Revenge</p><p><em>Level, Class, Archetype:</em> 1st-level warlock (alienist)</p><p><strong>Str</strong> 8 (-1), <strong>Dex </strong>12 (+1), <strong>Con </strong>13 (+1), <strong>Int </strong>16 (+3, save +5), <strong>Wis </strong>14 (+2, save +4), <strong>Cha </strong>12 (+1)</p><p><strong>Size:</strong> Medium</p><p><strong>Speed:</strong> 30 ft.</p><p><strong>Max HP:</strong> 9</p><p><strong>Proficiency Bonus:</strong> +2</p><p><strong>Maneuver DC:</strong> 11</p><p><strong>Skills: </strong>Arcana (specialization: dragons), Culture, Deception, Insight (specialization: sensing emotions), Investigation, Persuasion, Stealth</p><p><strong>Tool Proficiencies:</strong> Cook’s utensils, Playing cards</p><p><strong>Armor and Weapons Proficiencies:</strong> Light armor; Dagger, darts, slings, quarterstaffs, light crossbows</p><p><strong>Languages:</strong> Common, Draconic, Elf</p><p></p><p><span style="font-size: 18px"><u><strong>Traits</strong></u></span></p><p><strong><em>Alienist: </em></strong>Alien Curse – I can use a bonus action to place a curse on a creature I see within 30 feet. The curse lasts for 1 minute and ends early if the target or I die or I am incapacitated. While a creature is cursed, when I deal damage to it, it takes +1d4 psychic damage.</p><p><strong><em>Cloak and Dagger. </em></strong>Whenever I or an ally I can see fails a Sleight of Hand or Stealth check, I can use my reaction to spend inspiration and undo the consequences of that failed check.</p><p><strong><em>Connection: </em></strong>A dragonborn captain who exploited my parent’s food stand.</p><p><strong><em>Darkvision:</em></strong> 60 ft. </p><p><strong><em>Expanded Spell List: </em></strong>Bewilderment</p><p><strong><em>Heavy Lifter:</em></strong> I count as Large when determining what I can carry, push, drag, or lift.</p><p><strong><em>Mighty Attacks:</em></strong> When I score a crit with a melee weapon attack, I can roll one additional damage die.</p><p><strong><em>Saving Face (1/rest): </em></strong>If I miss an attack roll or fail an ability check, I can gain a bonus to the roll equal to the number of allies I can see within 30 feet (max +3).</p><p><strong><em>Scars of the Scourge: </em></strong>I have resistance to lightning damage.</p><p><strong><em>Served Cold. </em></strong>I gain inspiration whenever I outwit a foe without the use of Deception or Persuasion checks.</p><p><strong><em>Trade Mark: </em></strong>When in a city or town, I have access to a fully-stocked workshop with everything I need to ply my trade.</p><p></p><p><u><strong><u>Attacks</u></strong></u></p><p><strong><em>Kitchen Knife (Dagger):</em></strong> +3 to hit, reach 5 ft., 1d4 piercing. If I am wielding a dagger in both hands, I can use my bonus action to attack with this weapon.</p><p><strong><em>Eldritch Blast (Eldritch Disturbance): </em></strong>Range 60. Target must make a Wis save (half damage on success) or take 1d10 force damage.</p><p><strong><em>Force Punch (Spell, 2 SP): </em></strong>If I succeed on a melee spell attack roll against a creature or object within 5 feet of me, I inflict 3d8 force damage.</p><p></p><p><span style="font-size: 18px"><strong><u>Spells Known</u></strong></span></p><p><strong>Spell Save DC: </strong>13. <strong>Spell Attack Bonus:</strong> +5. <strong>Spell Points:</strong> 2.</p><p><strong>Cantrips: </strong><em>mage hand, mending </em>(from heritage), <em>pestilence</em></p><p><strong>1st Level (2 points): </strong><em>charm person, color spray, force punch, sleep</em>[/SPOILER]</p></blockquote><p></p>
[QUOTE="Faolyn, post: 8450057, member: 6915329"] You haven't actually read the DMG, have you? Because the "how to make a race" section of chapter 9 (page 286) specifically says [B]"Since we want aasimar to be effective paladins and clerics, it makes sense to improve their Wisdom and Charisma instead of Intelligence and Charisma."[/B] Also note that the DMG is specifically saying that you want that ASI to be effective. So no matter what Scribe et al like to claim, the actual game wants you to put the +2 in your class's main attributes. (I don't picture angels as charismatic. I go for more traditional "wheels of fire covered in eyes" and "many-headed beasts covered in eyes" type. And I'll always pick a D&D bestial angel like a couatl or shedu or lamassu or kirin over a bishounen angel, any day.) Wrong edition. The attribute is Charisma, not Comeliness. From the PHB, page 12, [I][B]Charisma. [/B]Measures:[/I] Confidence, eloquence, leadership. I don't see "appearance" anywhere in that list. But speaking of appearance, as with tieflings, they've been horribly limited since 2e. They had a very interesting NPC aasimar assassin in one of the books who was clearly descended from a planetar, because she was green and bald. The [I]Planewalker's Handbook [/I]said that some aasimar could have eagle- or lion-like legs, "regal looking tails." They also got +1 Strength and +1 Wisdom, and -2 Con--although you could choose to swap out Strength for +1 Cha instead. And thus penalizing my character by not letting me better in some other way. But that [I]is [/I]one of the benefits of rolling for stats. You get much different arrays than you normally would and have to think about what they mean. Even if you assign rather than roll in order, the numbers can be so unusual as to really make things interesting. As we all know Raistlin was created when the player rolled a 3 for Con. You can't get [I]that [/I]with point buy/stat array either. Or try this (deliberately putting the +2 in Int): [B]Dwarf: [/B]Str 10, Dex 8, Con 13, Int 17, Wis 13, Cha 14 (nice guy, tends to bump into things and drop spell components, not at all good with a hammer which is why he got shunted into Magic School). (+1 Wis) [B]Elf: [/B]Str 13, Dex 12, Con 10, Int 17, Wis 14, Cha 9 (jerk, although smart enough to keep his mouth shut before he says something [I]too [/I]rude, likes to practice swordplay and so has some decent physical skills, smart enough to stay out of a fight). (+1 Cha) See how, other than their Intelligence, they are both completely different? Also, why claim that characters are going to be the same if you let them put the +2, when you say you focus on Dex or Con (as the PHB says to do). [I]That [/I]would ensure the stats are similar, because it means you're always [I]dumping [/I]the same stats as well. Maybe that's where the disconnect is. You assume that I am also always dumping the same stats as you are. The table RPs primarily in 1st person, especially since two of the players are avid LARPers. But the reasons that the attributes aren't that important are as follows: Attributes are mostly mechanical. Ideals/Personality Traits/Bonds/Flaws are far more important than attributes (and in earlier editions, a well-developed personality and backstory did the same thing). And playing a smart character doesn't mean "seeming" smart. You don't have to use big words to RP an intelligent person. You don't have to put on swagger to RP a charismatic person. There are a hundred ways to play any one attribute. So let's say you're right. Say that everyone really wants that +3 in their stat of choice. Why is this bad? Can you actually prove it hurts the feel of the game? Can you prove it makes the races more alike? Or is just a feeling with no actual basis in reality? Would my dwarf and elf above be better if they were more like every other dwarf and elf? And more importantly, if we're playing together, how would [I]my [/I]stats affect how [I]you [/I]play? Anyway. Here's my weak orc. It's for Level Up, so it's a bit different than o5e. While making playtest characters a while ago, I kept imagining a vast empire of dragon lords ruling over the populace (as either benevolent or cruel dictators), so I built this character to fit in that setting concept. Warlocks in LU can choose between Int, Wis, and Cha as their spellcasting attribute. He's a weak individual whose parents ran a thermopolium (and thus he was raised as a short-order cook) that was always being exploited by a powerful dragonborn captain. Purely by accident, I had decided the bit about his background and that he was going to be an Int-based warlock before I picked the Artisan background (which is what could be used for a cook). That background gives +1 Int, +1 floating. The floating bonus was put in Wisdom. [SPOILER="Spoilered for Size"] [B][SIZE=5]Mazar[/SIZE][/B] [I]Heritage: [/I]Orc • [I]Culture:[/I] Tyrannized • [I]Background:[/I] Artisan • [I]Destiny: [/I]Revenge [I]Level, Class, Archetype:[/I] 1st-level warlock (alienist) [B]Str[/B] 8 (-1), [B]Dex [/B]12 (+1), [B]Con [/B]13 (+1), [B]Int [/B]16 (+3, save +5), [B]Wis [/B]14 (+2, save +4), [B]Cha [/B]12 (+1) [B]Size:[/B] Medium [B]Speed:[/B] 30 ft. [B]Max HP:[/B] 9 [B]Proficiency Bonus:[/B] +2 [B]Maneuver DC:[/B] 11 [B]Skills:[I] [/I][/B]Arcana (specialization: dragons), Culture, Deception, Insight (specialization: sensing emotions), Investigation, Persuasion, Stealth [B]Tool Proficiencies:[/B] Cook’s utensils, Playing cards [B]Armor and Weapons Proficiencies:[/B] Light armor; Dagger, darts, slings, quarterstaffs, light crossbows [B]Languages:[/B] Common, Draconic, Elf [SIZE=5][U][B]Traits[/B][/U][/SIZE] [B][I]Alienist: [/I][/B]Alien Curse – I can use a bonus action to place a curse on a creature I see within 30 feet. The curse lasts for 1 minute and ends early if the target or I die or I am incapacitated. While a creature is cursed, when I deal damage to it, it takes +1d4 psychic damage. [B][I]Cloak and Dagger. [/I][/B]Whenever I or an ally I can see fails a Sleight of Hand or Stealth check, I can use my reaction to spend inspiration and undo the consequences of that failed check. [B][I]Connection: [/I][/B]A dragonborn captain who exploited my parent’s food stand. [B][I]Darkvision:[/I][/B] 60 ft. [B][I]Expanded Spell List: [/I][/B]Bewilderment [B][I]Heavy Lifter:[/I][/B] I count as Large when determining what I can carry, push, drag, or lift. [B][I]Mighty Attacks:[/I][/B] When I score a crit with a melee weapon attack, I can roll one additional damage die. [B][I]Saving Face (1/rest): [/I][/B]If I miss an attack roll or fail an ability check, I can gain a bonus to the roll equal to the number of allies I can see within 30 feet (max +3). [B][I]Scars of the Scourge: [/I][/B]I have resistance to lightning damage. [B][I]Served Cold. [/I][/B]I gain inspiration whenever I outwit a foe without the use of Deception or Persuasion checks. [B][I]Trade Mark: [/I][/B]When in a city or town, I have access to a fully-stocked workshop with everything I need to ply my trade. [U][B][U]Attacks[/U][/B][/U] [B][I]Kitchen Knife (Dagger):[/I][/B][I] [/I]+3 to hit, reach 5 ft., 1d4 piercing. If I am wielding a dagger in both hands, I can use my bonus action to attack with this weapon. [B][I]Eldritch Blast (Eldritch Disturbance): [/I][/B]Range 60. Target must make a Wis save (half damage on success) or take 1d10 force damage. [B][I]Force Punch (Spell, 2 SP): [/I][/B]If I succeed on a melee spell attack roll against a creature or object within 5 feet of me, I inflict 3d8 force damage. [SIZE=5][B][U]Spells Known[/U][/B][/SIZE] [B]Spell Save DC: [/B]13. [B]Spell Attack Bonus:[/B] +5. [B]Spell Points:[/B] 2. [B]Cantrips: [/B][I]mage hand, mending [/I](from heritage), [I]pestilence[/I] [B]1st Level (2 points): [/B][I]charm person, color spray, force punch, sleep[/I][/SPOILER] [/QUOTE]
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No More "Humans in Funny Hats": Racial Mechanics Should Determine Racial Cultures
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