Racial Abilities: What would you like to see?

steeldragons

Steeliest of the dragons
Heh. heh. Oops. This was intended to be its own thread...not posted to the "Classes/Themes/Races" thread.

Anywho...here it is.
-----------------------------------
Just cuz I'm in a racial thinkin' frame so far today, from various other threads.

What would you count/want to see as Race Abilities/Bonuses? How flavor/fluff specific, or not, would you want them?

Should dwarf abilities be stone-related or elf abilties woods-related, for example?

How many (if any) of the "traditional" racial abilities be inculded: dark-/infra-/low-light vision, size bonuses to AC against large creatures, +1 to use bows and swords, etc. ?

I'm curious what people are thinking are "broad" or "common" enough to warrant a race's initial abilities should be. Which are capable of being increased over level (whether you gain them at 1st level or later)? Which are totally "separate" or "specialized" abilities that could optionally be picked later in the character's development?

What's (or should be considered) genetic? i.e. Is automatic to the race and can't be changed or increased...it's just something that any "X" has.

I'm thinking there could be some things like this (just examples here, not exhaustive lists):

Dwarves
-Stonecraft: know distance and direction below ground (automatic).
Be able to discern construction and/or detect stonework secret doors and/or stonework traps with, I dunno, say...50% accuracy (at 1st level)..which gets bumped +5% every other or every 3rd level...or must be chosen to be bumped?
-Darkvision out to 60'. Automatic. Increase by 10' for each additional racial "bump" selected.
-Bonus to AC (and/or to hit and/or damage) when fighting Ogres, Trolls and Giantkind. Must be chosen/gained-not automatic. Bonus +1 when first taken and increases +1 (to a max of +4) for each additional "bump" chosen as you increase in level.
-Similar bonus to above but applied to Orcs.
-Appraisal skill as related to items of metal, gemstones and weaponry/armor. Automatic at 30% at 1st level. Increase by 10% for each "bump" chosen.
-+1 Reaction adjustment to dealings with Dwarves. Additonal +1 (to a max of +4) for each time selected.

Now, this could be presented in numerous ways: you get +1 "Racial rank" to place as you like each level. Or every other or every third. Or +however many points you have as bonus to your primary ability (which then starts blurring Race with Class, but it's a possibility).

For the purposes of this example, let's say 1 "Race rank" for every level above 1st:

So a 10th level dwarf, of any class with any theme could conceivably have:
-Darkvision
-Stonecraft skills at 75% (5 "ranks/bumps" chosen as he increased level)
-+2 to his AC against Ogres,Trolls and Giantkind.
-+1 to his "to hit" and damage rolls against Orcs.
-+1 to his interactions with other Dwarves.

For Elves, I'd go with options lke the following:
-Low light vision out to 60'. Scales/additional 10' per added rank.
-A, say, 50% resistance to enchantment magics. Increases by 5% per added rank. (So, in theory, a 10th level elf might be entirely immune to enchantment spells)
-bonus to bow use +1 per rank, to max of +4.
-bonuses (AC or attack) against Orcs and Goblinoids
-Woodcraft skills (hunting, foraging, detection of naturally made traps-pits, snares, etc.)
-Reaction adjustments/bonuses for dealings with any race (each race must be chosen separately). So an Elf could conceivably be +3 with other elves, +2 gnomes, +1 humans, etc. Or specify it to being elves only or Elves & Fey or Sylvan creatures only, etc.

You get the idea?

How about Gnomes, Halflings, Dragonborn, race(s) of your choice?...and/or what you'd think/like to see for elves and dwarves too.
--SD
 

log in or register to remove this ad

I'll have to think out a good long post for later, but for now I just want to say that I want the races to feel like they stepped out of the pages of a fantasy novel. The good novels, I mean, not most of the garbage out there.
 

I would like to have only a few but significant racial traits.
Star Wars Saga has the +2/-2 to ability scores and about two special traits, like Darkvision or resistance to poison.
It's not much, but I think far better than just adding +2 bonuses to ten different things like dwarves and gnomes get in 3rd Edition. No tiny adjustments please, only things that really make a difference.
 

Bleh. Characters a walking bags of numbers? No thanks. Give me lots of Dwarfy Dwarfiness and you can spread it out over the adventuring career so I don't get too much at level 1.
 


I suppose all abilities could break down as follows (for the "Balance" seekers out there).

Race
-Some kind of special Vision
-A Resistance (whether applied as a % or as a +1 or 2 to rolls for X/additional +1 per added "rank" to a max of +Y)
-A Weapon/Attack Bonus (+1 to racially preferred weapon...or even any weapon of choice? or be defined/applied only against Z-creatures. With additional +X per rank to a max of +Y.)
-A Defense Bonus (+X to AC against creatures of type Z)
-A Cultural Trait (Stonecraft, Woodcraft, etc. which applies a number of specialities or bonuses in the given field)
-A Movement ability/bonus (i.e. the dwarven "not getting knocked down" thing)


And then there are the:
-Optional Truly "Special" Abilities (an Elf getting a "blinking"/teleporting 10' step or a Dragonborn getting a breath weapon or "growing wings", 1/day/X levels but can't take the option until they are 7th level or higher, for example.)

But, assuming there will not be Racial Abilities bonuses or penalties (not that I have a problem with non-humans having scores above/beyond the max of human possibility, mind you. But just assuming...) I do think something like "genetic" traits (vision, resistances, etc) being automatic and then maybe 1 or 2 more to start makes sense.

So any 1st level PC would start with, say, only 3 or 4 Race traits to being with and take on and/or improve other racial abilities as they level up.

Not too many to keep track of or clutter up the character sheet with endless options. But enough to definitely make the different races feel different from the get go...and then they can improve those and/or become more different as they increase/the player feels like keeping track of.

But giving a good selection of varying abilities per race, beyond the genetic stuff, so not every 1st level dwarf, necessarily has all of the same skills/abilities makes sense to me.

Humans, with [if!] their niche being "most versatile/quickest learning" would seem, ironically, to be the most difficult race to suss out.

--SD
 

The way I'd do it is have certain aspects related to race directly and then have racial feats for culture

Each race would get their size, ability mod, speed, vision and senses, resistances, and two or three other genetic racial features. Then they get either a weapon, skill, and enemy feat for free.

So Dwarves would be
Ability Boost: +Con -Cha
Size: Medium
Speed: One increment slower than base
Senses: Darkvision & Stonecutting
Resistance: Poisons
Racial Feature 1: Stability
Racial Feature 2: "Healthy"
Weapon Feat: "good with axes and hammers"
Enemy Feat: "hates goblins and giants"
Skill Feat: "good with metal and stone"

Whereas Halflings would have

Ability Boost: +Dex -Str
Size: Small
Speed: Normal
Senses: Normal
Resistance: Fear
Racial Feature 1: "Lucky" Reroll saving throws
Racial Feature 2: "Hard to hit"
Weapon Feat: "Good with thrown weapons and slings" OMG THAT HALFLING GOT A ROCK!!!
Enemy feat: "hates dragons and vermin"
Skill Feat: "Athletic"
 

Dwarves need "resistance to ale".

Elves need the special ability "Poncey".

Halflings need a special vulnerability to "elevenses".

Gnomes should get free "Proficiency: Lederhosen".
 


Here's my guess.

Half-Orc

Ability score: +1 STR, -1 to INT or CHA (Half orcs are naturally strong, but often shunned)
Skill Training: Athletics. (Half orcs are natural athletes and explorers, learning to jump and climb well at an early age.)
Weapon Training: Axes (Half orcs favor axes over all other types of weapons and gain a +1 training bonus to attack and damage rolls with axes.)
Favored Class: Barbarian

Specials:
Darkvision: Half orcs gain darkvision 60ft.
Some other ability...
 

Pets & Sidekicks

Remove ads

Top