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General Tabletop Discussion
*Dungeons & Dragons
Reworking the D&D 5E Races (WIP)
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<blockquote data-quote="Yaarel" data-source="post: 7271815" data-attributes="member: 58172"><p>@<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=6777454" target="_blank">TheHobgoblin</a></u></strong></em></p><p></p><p>I agree strongly the Elf is primarily a Charisma race. In comparison, Dexterity is a dispensable auxiliary. The idea is to split away the Drow (Elf) from the Eladrin (Elf), thus using the Drow as the inheritor of the Dexterity tradition, allowing the Eladrin to develop more fully and coherently the Charisma aspects of the Elf flavor. Given a split between two kinds of Elf - Eladrin v Drow - it is important that they compare well to each other.</p><p></p><p>Notice, many of the race traits are delayed until higher levels, using the format of the PH Drow Elf. The intention is, all player races will be able to unlock potent traits at higher levels.</p><p></p><p>D&D is a combat-centered game, so it is important to think clearly about combat implications, especially when thinking about balance.</p><p></p><p></p><p></p><p>I agree the insertion of weapon and armor proficiencies is pointless for a race design. Its a D&D ‘tradition’ that is hard to overcome, because some of the weapon associations have become iconic for the race. For example, many players automatic think Drow when they see a handbow or think longsword when they see an Elf − even in contexts where that wouldnt make sense.</p><p></p><p>Since I prefer elegant design, I will personally dispense with weapon/armor proficiencies, and let the fighting styles of various classes handle them − as they do anyway.</p><p></p><p></p><p></p><p>Regarding your point about the Elf that creates an abundance of food. The design space where I want to see this is Backgrounds. Each race should have its own set of iconic backgrounds that establishes the cultural flavors peculiar to that race.</p><p></p><p>I want Backgrounds to become a more central feature of the D&D game, most of which happens outside of combat.</p><p></p><p></p><p></p><p>One way for a DM to help players invest in the setting is to have them decide why the party members are working together. Maybe they are all students at a local wizard school, or hired as the bodyguards of a particular noble, or hands at a particular farm, or whatever. By deciding this at the time of character creation, the players are thinking about where their characters fit in in the world ... and by extension what their ambitions might be that they want to accomplish within this world. Most of this is entirely outside of combat.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 7271815, member: 58172"] @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=6777454"]TheHobgoblin[/URL][/U][/B][/I] I agree strongly the Elf is primarily a Charisma race. In comparison, Dexterity is a dispensable auxiliary. The idea is to split away the Drow (Elf) from the Eladrin (Elf), thus using the Drow as the inheritor of the Dexterity tradition, allowing the Eladrin to develop more fully and coherently the Charisma aspects of the Elf flavor. Given a split between two kinds of Elf - Eladrin v Drow - it is important that they compare well to each other. Notice, many of the race traits are delayed until higher levels, using the format of the PH Drow Elf. The intention is, all player races will be able to unlock potent traits at higher levels. D&D is a combat-centered game, so it is important to think clearly about combat implications, especially when thinking about balance. I agree the insertion of weapon and armor proficiencies is pointless for a race design. Its a D&D ‘tradition’ that is hard to overcome, because some of the weapon associations have become iconic for the race. For example, many players automatic think Drow when they see a handbow or think longsword when they see an Elf − even in contexts where that wouldnt make sense. Since I prefer elegant design, I will personally dispense with weapon/armor proficiencies, and let the fighting styles of various classes handle them − as they do anyway. Regarding your point about the Elf that creates an abundance of food. The design space where I want to see this is Backgrounds. Each race should have its own set of iconic backgrounds that establishes the cultural flavors peculiar to that race. I want Backgrounds to become a more central feature of the D&D game, most of which happens outside of combat. One way for a DM to help players invest in the setting is to have them decide why the party members are working together. Maybe they are all students at a local wizard school, or hired as the bodyguards of a particular noble, or hands at a particular farm, or whatever. By deciding this at the time of character creation, the players are thinking about where their characters fit in in the world ... and by extension what their ambitions might be that they want to accomplish within this world. Most of this is entirely outside of combat. [/QUOTE]
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