Racial Abilities: What would you like to see?

I want race to count. Be meaningful beyond 1st level, but I am not sure of adding complicated 'ranks' etc.

I certainly don't think each race should follow the same framework of abilities either.

I would like to see a minor bonus AND penalty or two to Ability Scores. Some inherent bonuses, such as Low-Light Vision and then a Talent Tree or Two for the cultural stuff (or even improving inherent bonuses, like a dwarf's resistance to poison).

So a character can choose from their 1-2 Racial TT's, 1-2 for Theme, and several for classes. (I would have several for classes, but character's must limit to 3 TT's).

That way you can advance class, race OR theme. ALSO, it would be easy to SWAP out the cultural/racial TT's for ones particular to the setting.

Elves don;t live in the woods? Don't grant access to the Woodsman TT as part of their race. It would be very easy to tinker and write your own TT;s too.
 

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Heavy on usefull generic fluff,lite on crunch,lots of feats to take at all levels,Im nuetral on the yea or nay to penalties(MAJORITY RULES ON THIS)
 

To revise/revive this with a few things I've been thinking and taking into account some of the other intriguing comments/ideas...

Dwarf
(Except where noted, All Dwarf Bonuses begin @ +1 @ 1st level and increase every other level, as follows: +2 @ 3rd, +3 @ 5th, +4 @ 7th, +5 @ 9th)
Automatic/Given Traits
(PCs receive all of the following Traits regardless of Class and/or Theme)
Darkvision 60'
Resistance (Bonus to saves against): Toxins (which, yes [MENTION=5868]Olgar Shiverstone[/MENTION], would include alcohol ;)
Movement: 1 category slower than normal ("medium" creature) movement due to size. Ignore movement penalty for the use of Heavy armors.
Stonecunning: Always know direction and distance below ground; "Passive" detection involving stonework traps and stonework hidden doors within 10' (1 in 6 chance), "Active" searches receive a +2 bonus.
Selected/Optional/Cultural Traits:
(PC chooses 1 @ first level and may take up additional Options every 3rd level- 4th/7th/10th)
Giant Hunter: Bonus to AC and "To Hit" against ogres, trolls & giantkind; +1 to all checks involving knowledge of giants and giantkin.
Goblin Slayer: Bonus to "To hit" and Damage against goblins, hobgoblins & bugbears.
Skilled Craftsman: Bonus to appraisal of items involving metals, gems, weaponry and armor. Bonus also applied using skills in the making of such items. Bonus to all interactions with other Dwarves.
Clan Champion: Bonus to "To Hit" and "Damage" with Axes. "Active" Stonework detection searches increase to +4. Bonus to all interactions with other Dwarves.

Elf
(Except where noted, All Elf Bonuses begin @ +1 @ 1st level and increase every third level, as follows: +2 @ 4th, +3 @ 7th, +4 @ 10th, +5 @ 12th)
Automatic/Given Traits
(PCs receive all of the following Traits regardless of Class and/or Theme)
Low-light vision 60'
Resistance (Bonus to saves against): Enchantment (Charm-based) magic
Woodcunning: Always know direction outdoors; "Passive" detection involving natural traps (pits, snares, etc.) within 10' (1 in 6 chance), "Active" searches receive a +2 bonus.
Elvin Senses: Danger sense (only surprised 1 in 6); "Passive" detection of hidden doors within 10' (chance of 1 in 10), "Active searches receive a +2 bonus
Elvin Reflexes: Bonus to all "Reflex" saves and Dex. checks.
Selected/Optional/Cultural Traits:
(PC chooses 1 @ first level and may take up additional Options every 5th level- 5th/10th/15th)
Nature Wanderer: Bonus to AC within wooded/forest areas. Bonus to reactions with other Elves, normal animals, sylvan and fey creatures (centaurs, satyrs, dryads, pixies, etc.). +1 to all checks involving tracking, animal/plant/fey lore and survival skills.
Orc Hunter: Bonus to AC, "To hit" and Damage when fighting orcs, regardless of weapon or armor. Gain Orc as an understood/spoken language. +1 to checks involving knowledge of orcs (society, religion, combat styles, etc.)
Arcane Affinity: Bonus to saves against all arcane magic effects (stacks with Enchantment Resistance). Bonus to checks regarding the identification, use and creation of (arcane) spells and magical items.
Woodland Champion: Bonus to "To Hit" and Damage with long or short bows, spears and staves. Bonus to AC within wooded/forest areas. Nature-trap detection searches increases to +4. Bonus to all interactions with other Elves, normal animals, sylvan & fey creatures.

Gnome
(Except where noted, All Gnome Bonuses begin @ +1 @ 1st level and increase every third level, as follows: +2 @ 4th, +3 @ 7th, +4 @ 10th, +5 @ 12th)
Automatic/Given Traits
(PCs receive all of the following Traits regardless of Class and/or Theme)
Low-light vision 60'
Resistance (Bonus to saves against): Phantasmal (Illusion-based) magic
Size & Speed: Bonus to AC against all opponents larger than human-sized.
Gnome-cunning: Always know direction outdoors or underground; "Passive" detection involving traps (of any kind/design) within 10' (1 in 6 chance), "Active" searches receive a +2 bonus.
Gnomish Nose: "Smell Danger" (surprised 1-2 in 6), "Smell Stones" Passive detection of gems or precious metals within 10', "Active" search receive +2 bonus.
Selected/Optional/Cultural Traits:
(PC chooses 1 @ first level and may take up additional Options every 3rd level- 4th/7th/9th)
Master Miner: Bonus to "To Hit" with picks or hammers. "Smell Stones" passive ability extends to 30', Active searches receives +4 bonus. Vocal Communication with burrowing mammals. Bonus to reactions with Gnomes and burrowing mammals. +1 to identification, appraisal of types and value and crafting of items of precious metals, gemstones and jewelry.
Kobold Killer: Bonus to "To hit" and Damage when fighting kobolds, regardless of weapon or armor. +1 to innate trap detection, +1 to innate "Smell Danger" (surprised 1 in 6).
Fey Affinity: Bonus to saves against all Enchantment and Illusion magic effects (stacks with Phantasmal Resistance). Bonus to interactions with Fey creatures.
Warren Defender: Bonus to "To Hit" and Damage with short bows, pick-axes and hammers. Bonus to AC within wooded/forest and underground areas. Trap detection searches increases to +4. Bonus to all interactions with other Gnomes, burrowing mammals and woodland creatures.

Halfling
(Except where noted, All Halfling Bonuses begin @ +1 @ 1st level and increase every other level, as follows: +2 @ 3rd, +3 @ 5th, +4 @ 7th, +5 @ 9th)
Automatic/Given Traits
(PCs receive all of the following Traits regardless of Class and/or Theme)
Low-light vision 60'
Resistance (Bonus to saves against): Fear effects
Movement: Halflings may maintain their normal ("small" creature) movement rate regardless of their encumbrance. Halflings may also be Encumbered up to the same level as a Dwarf of the same strength without having their movement rate effected.
Size & Speed: Bonus to AC against all opponents larger than human-sized
Halfling Hiding: All halflings are uncanny in their ability to make themselves unnoticeable in any environment given a minimal amount of cover or objects/obstacles. "Hiding" Halflings will only be noticed on a 1 in 10 chance. Any movement or sound (such as to attack) will negate the Hiding
Selected/Optional/Cultural Traits:
(PC chooses 1 @ first level and may take up additional Options every 2nd level- 3rd/5th/7th)
Land Lover: Bonus to AC within wooded/forest, fields and rolling hill areas. Bonus to reactions with Halflings, Gnomes, Elves and Humans.
Skilled Missileer: Bonus to "To hit" and Damage when using slings, short bows and other small thrown weapons (knives, darts, etc.).
Talented Gardener: Bonus to checks (including saves vs. ingested plant-based poisons or effects) regarding the identification, use and proper growing of plants, herbs and plant/herb-based products, including potions.
Dale Defender: Bonus to "To Hit" and Damage with short bows, short swords, hand axes and daggers. No movement penalty for heavy armor. Nature-trap detection "active searches" 1-2 in 6 chance. Bonus to all interactions with other Halflings and Gnomes.
 

Half-Elf
(Except where noted, All Half-Elf Bonuses begin @ +1 @ 1st level and increase every other level, as follows: +2 @ 3rd, +3 @ 5th, +4 @ 7th, +5 @ 9th)
Automatic/Given Traits
(PCs receive all of the following Traits regardless of Class and/or Theme)
Low-light vision 30'
Resistance (Bonus to saves against): Enchantment (Charm-based) effects OR Disease
Human Versatility: Gain 1 Skill of Player's choice. OR Elvin Senses: Danger sense (surprised 1-2 in 6); "Passive" detection of hidden doors within 10' (chance of 1 in 10), "Active searches receive a +1 bonus
Elvin Accuracy: Bonus to "To hit" with Missile and single-handed Melee weapons.
Selected/Optional/Cultural Traits:
(PC chooses 1 @ first level and may take up additional Options every 2nd level- 3rd/5th/7th)
Natural Affinity: Bonus to AC within wooded/forest areas. Nature-trap detection "Passive" within 10' (1 in 6), "Active" searches +1. +1 to all checks involving tracking, animal/plant/fey lore and survival skills.
Urban Affinity: Bonus to AC in urban environs. +1 to all checks involving interactions with Humans and information gathering.
City Slicker: Bonus to interactions with all races. Bonus to "To Hit" and Damage with single-handed weapons. +1 to all checks involving tracking/tailing in an urban environment and local knowledge.
Lone Wanderer: Bonus to "To Hit" and Damage with long or short bows and long or sword swords. Nature-trap detection "passive" searches (1-2 in 6 chance.), "active" searches +1.

Half-Orc
(Except where noted, All Half-Orc Bonuses begin @ +1 @ 1st level and increase every third level, as follows: +2 @ 4th, +3 @ 7th, +4 @ 10th, +5 @ 15th)
Automatic/Given Traits
(PCs receive all of the following Traits regardless of Class and/or Theme)
Darkvision 30'
Resistance (Bonus to saves against): Disease and Poison
Human Versatility: Gain 1 Skill of Player's choice.
Orcish Strength: Bonus to Damage regardless of weapon. +1 to all Strength related checks and abilities.
Selected/Optional/Cultural Traits:
(PC chooses 1 @ first level and may take up additional Options every 2nd level- 3rd/5th/7th)
Sly Spy: Bonus to "To Hit" with short swords and daggers. +1 to all checks involving trailing/tracking in an Urban, Natural or Underground environment and information gathering.
Urban Affinity: Bonus to AC in urban environs. +1 to all checks involving interactions with Humans and information gathering.
City Slicker: Bonus to "To Hit" and Damage with single-handed weapons. +1 to all checks involving tracking/tailing in an urban environment and local knowledge.
Savage Champion: Bonus to "To Hit" and Damage with any melee weapon. +1 to interactions with Orcs and Goblinoids.

Human
(Except where noted, All Human Bonuses begin @ +1 @ 1st level and increase every level, as follows: +2 @ 2nd, +3 @ 3rd, +4 @ 4th, maxing at +5 @ 5th)
Automatic/Given Traits
(PCs receive all of the following Traits regardless of Class and/or Theme)
Resistance (Bonus to saves against): Disease
Human Versatility: Gain 1 Skill of Player's choice.
Selected/Optional/Cultural Traits:
(PC chooses 1 @ first level and may take up additional Options every level)
Nature Affinity: Bonus to AC in wooded/hilly/fields/outdoor environs. +1 to all checks involving interactions with Elves and Halflings.
Urban Affinity: Bonus to AC in urban environs. +1 to all checks involving interactions with Humans and Dwarves and information gathering.
Arcane Affinity: Bonus to all saves against magic effects. Bonus to checks regarding the identification, use and creation of (arcane) spells and magical items. +1 to interactions with Elves and Gnomes.
Soul Affinity: Bonus to Will saves. Bonus to checks regarding the identification, use and creation of "divine" spells and magical items. +1 to interactions regardless of race.
 

As I've said elsewhere, the only things I want set in stone for the races is stuff that distinguish the race physically from the other races (biologically, genetically, whatever). Everything else, being cultural, should either be the domain of class and theme, or something else that can be swapped out as needed.
 

Personally, while I would like to see Races be significantly mechanically different from one another… I would LOVE to see the separation of Race and Culture.

Not every elf lives in the woods and plays with bows. Not every dwarf is born with a battle-axe in hand and has a knack for masonry. Those are cultural adaptations. What about city-born elves or desert dwelling dwarves? Underdark elves and forest dwarves?

Race and Culture should be Separated for all races including Humans, and IMHO, Racial Mechanics should be purely genetic in origin.

On STAT Mods:
I believe there can still be some room for stat mods for different races based purely on genetics, but they shouldn’t be a necessity. They should also be more culturally influenced.

For instance, elves are simply not born with as much muscle mass as a dwarf, and a dwarf's physical build being stocky, stout and short-legged doesn't make them the most graceful. Yet at the same time, not every Elf or Dwarf is born the same – not all Dwarves are can drink a gallon of ale and still stand and not all Elves are Olympic gymnasts.

Additionally, a dwarf who grows up as a stereotypical miner/smith dwarf is going to be physically stronger than a dwarf who grew up the apprentice of the clan priests, but the priest would more intellectual and spiritual. A stereotypical dwarf may be raucous, stubborn, and fierce of personality, but a dwarf raised in closer proximity to humans might be much more reserved and have a less fiery personality.

This leads to the idea what each race should provide some choices in stat mods while still allowing stat mods to show racial proclivity toward certain stats as well as have stat mods come from cultural influence as well.

Here is just a very rough and basic idea for how this could be done.

DWARF
Ability Modifier: Gain +4 to Strength or Constitution, but suffer a -2 to Dexterity. Dwarven physiology gifts them with the potential for great muscle mass as well as incredible fortitude. However, their stocky build makes them less agile.
Speed: 4 squares or 20 ft. - Due to their stout build, dwarves are slightly slower than other humanoids.
Encumbered Speed: Your innate strength and fortitude allow you to move at normal speed even when encumbered by armor or heavy loads.
Endurance: You gain a +2 bonus to Endurance based Constitution checks. Dwarves have an innate level of constitution higher than most other races.
Impaired Swimmer: You are never considered trained in Swimming. The sheer stocky mass of the dwarven physiology makes swimming an incredibly difficult task.
Improved Stability: You are considered 1 size large for carrying capacity and resisting any effect that would forcibly move you (such as Bull Rush) so long as you are standing on the ground and not climbing or flying.
Low-Light Vision: Dwarves are born with the innate ability to see well even with little light, and thus gain the low-light vision quality.

UNDERGROUND CULTURE - Worker
Ability Modifier: Gain +1 to Strength or Constitution. You have spent your life working in the mines or smithies of your people and have built up either a heightened fortitude or strength of iron.
Enlightened Crafting: You gain a +2 bonus to Crafting oriented Intelligence checks.
Terrain Master: You gain a +2 bonus to Dungeoneering oriented Wisdom checks. You are intimately familiar with the ways of the underground terrain.
Weapon Training: You gain proficiency with all Hammers.

UNDERGROUND CULTURE – Spiritualist (Cleric, Priest, Shaman, etc.)
Ability Modifier: Gain +1 to Wisdom or Charisma. You have spent your life studying the religious ways of your people and helping to influence them in their spiritual lives.
Encouraging: Once per (X period), you gain a power to grant a saving throw bonus to allies.
Field Medicine: You gain a +2 bonus to Heal/Medicine oriented Intelligence checks.
Iron Will: You gain a +2 bonus to all saving throws to resist emotion and mind affecting abilities.

DESERT CULTURE
Ability Modifier: Gain +1 to Constitution or Wisdom. You have spent your life surviving in a harsh environment.
Cast-Iron Stomach: You gain a +5 bonus to all saving throws to resist poisons and disease.
Terrain Master: You gain a +2 bonus to Survival oriented Wisdom checks. You are intimately familiar with the ways of the desert terrain.
Weapon Training: You gain proficiency with all Axes.
 

I would like no mechanics.

If you want to play a dwarf former miner, just make strength his highest ability score

If he can't swim, just write that down on his sheet, or if applicable, don't take any skill points in swimming. If he make stuff, give him more points in crafting.

Especially for the races from folklore, like the elf and dwarf and gnome, there are a lot of different stereotypes. Are elves mysterious magical beings that live inside mounds? Are they an idealized form of medieval society? Do they live in trees and bake cookies?

Let the player come up with the concept that fits what he wants to play (and if it fits the campaign), don't force it upon him with game mechanics.
 

What about city-born elves or desert dwelling dwarves? Underdark elves and forest dwarves?

Made me think of Small World, a board game I love.

As for what I like about races, I like adding options to them (think racial feats), and perhaps restrictions in the allowed range of stats.

On racial abilities, I like them to be rather weak unless you develop them. So all elves have night vision, but this ability is not very significant until you invest in it somehow.

1E had attribute ranges for race, humans had a 3-18 range in all attributes, but other races were limited, so for example (and without checking the rulebook), elves had an allowed Dexterity of 10-19 - you simply were not allowed to be an elf if you had sub-par dexterity. In a point-bye system (which I generally favor) a stat minimum on a race is actually quite severe a limitation.

The worst race to stat up is almost always humans. We have quite a clear idea of how other races are compared to humans, but describing the baseline human in game terms without making them bland is hard. I think 4E did a pretty decent job here - offering +2 to any one stat - individual humans are not so very versatile, but as a race, humans have the ability to fill almost every niche.
 

Another thing as I want racial importance to move away for ability score adjustments and towards D&D aspects that all classes and characters appreciate.

Movement
Extra speed-Elves
Climb and swim speed- Halfling
Armor training-Dwarves
Teleport- Some fey race

HP
Second wind (or third wind if all PCs get second wind)-Dwarves
Bonus HP- Gnomes and Dwarves

AC
Size bonuses- Small races

Attack rolls
Attack Rolls Rerolls- Elves
Opportunity attacks- Tiefling

Saving throws

Saving throw rerolls-Halfing
Resistances- Many

Bonus attacks
Breath weapons- Dragonborn
Free spells- Gnomes and Elves
Free weapon attacks- Half-orc
 

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