Peter Schaefer's Blog - Racial Traits and Classes

F4NBOY

First Post
http://forums.gleemax.com/showpost.php?p=13703120&postcount=6

"Races' special traits complement their suggested classes without being exclusively useful to those classes. Being really lucky, for example, works with the halfing rogue really well, and being durable is perfect for the dwarven fighter. But they're still useful for other race/class combinations - who doesn't want a little extra luck or endurance? There are places where I wish there were a little more combined functionality, and we'll look into that as the development cycle progresses."
 

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F4NBOY said:
http://forums.gleemax.com/showpost.php?p=13703120&postcount=6

"Races' special traits complement their suggested classes without being exclusively useful to those classes. Being really lucky, for example, works with the halfing rogue really well, and being durable is perfect for the dwarven fighter. But they're still useful for other race/class combinations - who doesn't want a little extra luck or endurance? There are places where I wish there were a little more combined functionality, and we'll look into that as the development cycle progresses."


It sounds a lot like now, but moreso, and without the favored class gibberish.
 

Merlion said:
It sounds a lot like now, but moreso, and without the favored class gibberish.
Which works.

I suspect we'll see a lot of stuff that, if it's not identical to the racial paragon classes, is very much in the same spirit. (Although hopefully the half-races won't have lame stuff like "pick an orc or human ability at this level!")
 

I think that the benefits should work across classes, and be something that will be useful to any class. I think that a good question to ask is what typifies or is symbolic of a race.

Thus, if dwarves are associated with the element of Earth, some abilities might work well if they are useful to all characters. (Perhaps a +2 to balance checks while on stone, the ability to draw on the earth for some form of power -- be it for damage or a bonus to a save or some healing might work.)

I never cared too much for prefered classes, as they seemed to be a hold over from some 1st edition concepts, where some races such as dwarves could not have clerics. My advice on sacred cows is to see if they serve a purpose in enhancing enjoyment of the game. If not, it might be time to put the sacred cow on the barbecue grill. ;)
 

The way races work in the new edition is something I'll be watching closely, as it's a fairly large issue for me. If it works similar to the way racial levels worked in Arcana Unearthed or the WoW RPG, I'm stoked. I wouldn't mind if races were set up to give extra abilities to characters as they leveled, such as a growing stat bonus, extra things like stability and whatnot, that's fine. As a matter of fact, I kind of like that.

For some reason, however, it seems from the previews I've read that it's not general abilities, it seems like they're more tailored to a certain role. 3E did this a bit, but many things were still left open. With Dwarves, everyone could use a higher constitution. Sure, for the fighter niche they were nice, but they were okay at everything. What I wouldn't be excited about is if a large section of the racial abilities got specifically tailored to their 'main class'. The article on elves helped my worry, as I got a distinct feeling most of their racial bonuses would be to bows and wilderness related things...in 3rd it's okay for that sort of thing, because racial choice isn't a big impact overall, but if the bonuses get spread over numerous levels, the difference between a race tailored for that role and one not could get staggering.
 

Halflings' luck - good for rogues
Dwarves' durability - good for fighters
Elves' evasion - good for rangers (fireballs will come this way).

What else has been mentioned?

Personal wish: I hope they do away with racial stat modifiers and find other means to give elves a seemingly high wis score. -As in an elf's wisdom, at character creation, must be higher than the same elf's intelligence. (Elves are reported to be dumb, right?)
 
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Frostmarrow said:
-As in an elf's wisdom, at character creation, must be higher than the same elf's intelligence. (Elves are reported to be dumb, right?)

Ugh, I hope not. That completely removes player choice and roleplaying from the equation.
 

William Ronald said:
Thus, if dwarves are associated with the element of Earth,

Please don't. I have to work hard enough as it is to purge the cliched notion of four elements from my games. It doesn't need to be expanded even a tiny bit.

I toss aside any fiction that makes earth, air, fire, and water as a mystical cornerstone. I'll do the same for any RPG. It's been done to death and I hate it like Talislanta players hate elves.
 

Mercule said:
Please don't. I have to work hard enough as it is to purge the cliched notion of four elements from my games. It doesn't need to be expanded even a tiny bit.

I toss aside any fiction that makes earth, air, fire, and water as a mystical cornerstone. I'll do the same for any RPG. It's been done to death and I hate it like Talislanta players hate elves.


That must be pretty tough to deal with, considering how uibiquitious the idea is, in one form or other.
 

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