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Unearthed Arcana: Gothic Lineages & New Race/Culture Distinction
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<blockquote data-quote="John Quixote" data-source="post: 8193986" data-attributes="member: 694"><p>Here are a couple of problems/tensions I see going unmentioned in this debate:</p><p></p><p>• There is no mechanic that can ever resolve the tension between gaming groups who want D&D player characters to be mechanically "special" vs. groups who want D&D characters to be mechanically "ordinary" and only special because of what they <em>do</em>. This is a meta issue that depends almost entirely on how each group flavors what it means to be a player character or adventurer. "Anything goes because player characters are always outliers" is not a circle that can ever be squared with "elves have traits A, B, and C, while halflings have traits X, Y, and Z."</p><p></p><p>• There is an inherent tension between fantasy (or sci-fi) species having tendencies/inclinations (whether "inborn" or "cultural") and the game-design objective of opening up the game so that all races are equally good at all classes. This goes far beyond ability score adjustments: if races have any special traits at all, some of them will inevitably synergize with some classes. <em>You cannot have a game where elves are both "especially good at being wizards" and "equally good at all classes."</em> It may very well be for some groups that killing off the former notion (stereotypical elf wizards) is desirable; but that won't hold true for every group. Archetypes in any genre are difficult things to do away with. In games, they're <em>useful</em>.</p><p></p><p>• Does anybody else find it vaguely ridiculous that there's so much digital ink being spilled over a +2 adjustment to an ability score, which is (when you get right down to it) nothing more than a 10% shift in the bell-curve? If we look back to the "commoner average" idea from 3e, the idea that <em>all</em> the scores are predicated on the fundamental, underlying definition that the average human has a 10–11 in all six scores (the top of the bell-curve on a 3–18 range), the whole point of adjustments is to shift that curve <em>slightly</em> for non-humans: a halfling's +2 Dex means nothing more than that the average halfling has a 12–13 Dex, on a 5–20 range. A human rogue with a Dex 18 is still heaps more nimble than the average halfling. A halfling with Str 16 is still loads stronger than the average human. If your problem is that a halfling warrior with Str 16 just isn't jacked and kickass enough… yeah, that might just be a problem with a game system that makes ability scores too important. If the temptation to min/max is <em>that</em> baked into the system (and in the case of 5e, I see no evidence to the contrary), that's not a problem that's going to be solved by making the ability adjustments "float."</p></blockquote><p></p>
[QUOTE="John Quixote, post: 8193986, member: 694"] Here are a couple of problems/tensions I see going unmentioned in this debate: • There is no mechanic that can ever resolve the tension between gaming groups who want D&D player characters to be mechanically "special" vs. groups who want D&D characters to be mechanically "ordinary" and only special because of what they [I]do[/I]. This is a meta issue that depends almost entirely on how each group flavors what it means to be a player character or adventurer. "Anything goes because player characters are always outliers" is not a circle that can ever be squared with "elves have traits A, B, and C, while halflings have traits X, Y, and Z." • There is an inherent tension between fantasy (or sci-fi) species having tendencies/inclinations (whether "inborn" or "cultural") and the game-design objective of opening up the game so that all races are equally good at all classes. This goes far beyond ability score adjustments: if races have any special traits at all, some of them will inevitably synergize with some classes. [I]You cannot have a game where elves are both "especially good at being wizards" and "equally good at all classes."[/I] It may very well be for some groups that killing off the former notion (stereotypical elf wizards) is desirable; but that won't hold true for every group. Archetypes in any genre are difficult things to do away with. In games, they're [I]useful[/I]. • Does anybody else find it vaguely ridiculous that there's so much digital ink being spilled over a +2 adjustment to an ability score, which is (when you get right down to it) nothing more than a 10% shift in the bell-curve? If we look back to the "commoner average" idea from 3e, the idea that [I]all[/I] the scores are predicated on the fundamental, underlying definition that the average human has a 10–11 in all six scores (the top of the bell-curve on a 3–18 range), the whole point of adjustments is to shift that curve [I]slightly[/I] for non-humans: a halfling's +2 Dex means nothing more than that the average halfling has a 12–13 Dex, on a 5–20 range. A human rogue with a Dex 18 is still heaps more nimble than the average halfling. A halfling with Str 16 is still loads stronger than the average human. If your problem is that a halfling warrior with Str 16 just isn't jacked and kickass enough… yeah, that might just be a problem with a game system that makes ability scores too important. If the temptation to min/max is [I]that[/I] baked into the system (and in the case of 5e, I see no evidence to the contrary), that's not a problem that's going to be solved by making the ability adjustments "float." [/QUOTE]
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