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PHB Humans are the most mechanically boring race. How do we fix this?
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<blockquote data-quote="Tinker-TDC" data-source="post: 8379209" data-attributes="member: 6802653"><p>Just had this conversation with my group a few days ago. We focused on evolutionary traits that separated humans from other animals so there's no way to tell whether a fantasy species would have these. The big human advantages in no particular order are: </p><p>Tool Use: Can't make this the prime thing as it is clearly a big thing among the other ancestries and some (dwarves) are particularly known for making the best stuff.</p><p>Sweat: Allows humans to walk far longer than other species and literally chase prey to death. A neat thing but hard to design game mechanics around.</p><p>Body Proportions: Longer legs and shorter arms allow for throwing with some amount of force. Where other primates can sort of toss things they don't exactly have the potential to aim and throw hard enough to weaponize a thrown object. Now, the problem with this one is fantasy art depicting other ancestries with basically the same arm to leg proportion but it might be a fun little thing to play with.</p><p>Intelligence: By far the most important trait (though definitely aided by the other ones). However, in a post-Tasha's system simply giving the ASI to INT seems unmemorable. The main human ability should be somehow based around this and useful in general situations. </p><p></p><p>Final Results</p><p>Human</p><p>Asi: Tasha's 3-point system </p><p>Endurance Predator: You have advantage on saving throws and ability checks to resist exhaustion. </p><p>Versatile: Gain 1 skill proficiency, 1 tool proficiency, and 1 language proficiency. </p><p>Intuitive: When you fail an ability check, attack roll, or saving throw you may choose to reroll it. The reroll has neither advantage or disadvantage. Recharge 1/short rest or prof/long rest.</p><p></p><p>I prefer once per short rest, but it looks like 5e is heading in the direction of proficiency per long rest for class features (though I haven't seen the change go into racial features so maybe 1/short rest is the way to go.)</p><p>Originally Intuitive increased the number of inspiration a character could have but everyone plays (or doesn't play) inspiration wildly differently so I wanted to make it clearly separate. </p><p>Endurance Predator is the other unique feature but with the number of things in 5e that call for saves or checks against exhaustion it feels more like a ribbon. </p><p>I also considered a bonus to ranges of thrown weapons but ultimately it felt a little clunky and got cut. </p><p></p><p>Shout out to Tier-Zoo on youtube for applying game-logic to explain real-life things.</p></blockquote><p></p>
[QUOTE="Tinker-TDC, post: 8379209, member: 6802653"] Just had this conversation with my group a few days ago. We focused on evolutionary traits that separated humans from other animals so there's no way to tell whether a fantasy species would have these. The big human advantages in no particular order are: Tool Use: Can't make this the prime thing as it is clearly a big thing among the other ancestries and some (dwarves) are particularly known for making the best stuff. Sweat: Allows humans to walk far longer than other species and literally chase prey to death. A neat thing but hard to design game mechanics around. Body Proportions: Longer legs and shorter arms allow for throwing with some amount of force. Where other primates can sort of toss things they don't exactly have the potential to aim and throw hard enough to weaponize a thrown object. Now, the problem with this one is fantasy art depicting other ancestries with basically the same arm to leg proportion but it might be a fun little thing to play with. Intelligence: By far the most important trait (though definitely aided by the other ones). However, in a post-Tasha's system simply giving the ASI to INT seems unmemorable. The main human ability should be somehow based around this and useful in general situations. Final Results Human Asi: Tasha's 3-point system Endurance Predator: You have advantage on saving throws and ability checks to resist exhaustion. Versatile: Gain 1 skill proficiency, 1 tool proficiency, and 1 language proficiency. Intuitive: When you fail an ability check, attack roll, or saving throw you may choose to reroll it. The reroll has neither advantage or disadvantage. Recharge 1/short rest or prof/long rest. I prefer once per short rest, but it looks like 5e is heading in the direction of proficiency per long rest for class features (though I haven't seen the change go into racial features so maybe 1/short rest is the way to go.) Originally Intuitive increased the number of inspiration a character could have but everyone plays (or doesn't play) inspiration wildly differently so I wanted to make it clearly separate. Endurance Predator is the other unique feature but with the number of things in 5e that call for saves or checks against exhaustion it feels more like a ribbon. I also considered a bonus to ranges of thrown weapons but ultimately it felt a little clunky and got cut. Shout out to Tier-Zoo on youtube for applying game-logic to explain real-life things. [/QUOTE]
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PHB Humans are the most mechanically boring race. How do we fix this?
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