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*Dungeons & Dragons
Playable races: few or plenty, common or variable, native or outsiders?
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<blockquote data-quote="jmartkdr2" data-source="post: 8541685" data-attributes="member: 7017304"><p>Either very few or plenty. If you're whitelisting more than, say six, you aren't really creating a curated thematic set to drive home the tone of the campaign, you're just picking favorites. If you're not gonna commit, don't bother. A wide array lets players do clever and interesting stuff with the characters, and a game with boring characters is a boring game.</p><p></p><p>I'm also bored with "traditional" races - it feels more cliché than classic to me. But that's just an opinion.</p><p></p><p>I don't like how 5e uses subraces - outside of elves, either there shouldn't be spit mechanics or there should be multiple races. I'm actually liking the direction their going with the new book (if my impressions are correct; I don't have the book yet.)</p><p></p><p>Basically, all dwarves are dwarves, I don't need four sets of minor rules changes for hill, mountain, shield and gold dwarves. Duergar are different enough because they're psychic, but take that away and dwarf subraces are not useful. Edit; and duergar should just be treated as a different race if they keep the psychic element.</p><p></p><p>Some races will have internal variety based on biology - ie dragonborn have damage types, tieflings have spells - but these aren't handled with subraces and that's a good thing.</p><p></p><p>I've been doing / pushing for race-independent ASIs for years now. I've never felt it helped the game to use them.</p><p></p><p>Depends on the setting - barring a good thematic core to the setting, I prefer to let players do what they want. Not having plasmoids in FR isn't making it more coherent. The Star Wars approach gives players more agency.</p><p></p><p>Now there are exceptions but they're specific settings or campaigns that want a tightly controlled list of acceptable options - if I'm running an all-dwarf campaign, then all pc's are dwarves.</p><p></p><p>I usually chalk these up to "internal variations within a race" - if humans can have any feat, then goblins don't all have the same bonus action options.</p></blockquote><p></p>
[QUOTE="jmartkdr2, post: 8541685, member: 7017304"] Either very few or plenty. If you're whitelisting more than, say six, you aren't really creating a curated thematic set to drive home the tone of the campaign, you're just picking favorites. If you're not gonna commit, don't bother. A wide array lets players do clever and interesting stuff with the characters, and a game with boring characters is a boring game. I'm also bored with "traditional" races - it feels more cliché than classic to me. But that's just an opinion. I don't like how 5e uses subraces - outside of elves, either there shouldn't be spit mechanics or there should be multiple races. I'm actually liking the direction their going with the new book (if my impressions are correct; I don't have the book yet.) Basically, all dwarves are dwarves, I don't need four sets of minor rules changes for hill, mountain, shield and gold dwarves. Duergar are different enough because they're psychic, but take that away and dwarf subraces are not useful. Edit; and duergar should just be treated as a different race if they keep the psychic element. Some races will have internal variety based on biology - ie dragonborn have damage types, tieflings have spells - but these aren't handled with subraces and that's a good thing. I've been doing / pushing for race-independent ASIs for years now. I've never felt it helped the game to use them. Depends on the setting - barring a good thematic core to the setting, I prefer to let players do what they want. Not having plasmoids in FR isn't making it more coherent. The Star Wars approach gives players more agency. Now there are exceptions but they're specific settings or campaigns that want a tightly controlled list of acceptable options - if I'm running an all-dwarf campaign, then all pc's are dwarves. I usually chalk these up to "internal variations within a race" - if humans can have any feat, then goblins don't all have the same bonus action options. [/QUOTE]
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Playable races: few or plenty, common or variable, native or outsiders?
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