Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Unearthed Arcana: Gothic Lineages & New Race/Culture Distinction
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Scott Christian" data-source="post: 8201279" data-attributes="member: 6901101"><p>With floating ASIs the halfling paladin will be <em>more</em> similar to the half-orc paladin. Apples to apples. With floating ASIs, they will increase in similarity because most players max out their two primary attributes. So they do increase in similarity. But there will also be an increase in halflings paladins, which could be a good thing. It is a give and take.</p><p></p><p><strong>I want races to have a difference between one another.</strong> ASIs are one way to do that. There are only so many <em>mechanical </em>factors one can adjust:</p><ul> <li data-xf-list-type="ul">HP</li> <li data-xf-list-type="ul">Movement</li> <li data-xf-list-type="ul">Proficiencies</li> <li data-xf-list-type="ul">Language</li> <li data-xf-list-type="ul">Vision/Hearing</li> <li data-xf-list-type="ul">Skills</li> <li data-xf-list-type="ul">Size (for carrying capacity)</li> <li data-xf-list-type="ul">Quirks (like dragon's breath or lucky)</li> <li data-xf-list-type="ul">and Attributes</li> </ul><p></p><p>That's it. So will you please look at this list and tell me which one has the greatest mechanical impact on gameplay? For me, attributes is probably the greatest, although HP, quirks and movement are important as well. The point being, if we remove attributes from the things race modifies, then you are removing one of the tools used to make a difference between the races. Fewer differences makes them similar. This is why I say it was clunky.</p><p></p><p>Because feats can be determined by culture. Please note, I am not talking about culture, as in: "Those dwarves make the sourest of sourdoughs around." I am talking about the bread and butter of this conversation - mechanical impacts of race - ASIs.</p><p></p><p>Like I said, I am all for doing it a different way. If you use floating ASIs, I can't understand why. Just increase the point buy. It is literally the same exact thing. Remove the extra step. But if there is another way to show difference between race, then it must be feats. But I can't see feats being agnostic when it comes to class, or at least very few of them will maintain their neutrality. Then you have the entire debate again - why does the halfling get this cultural/racial feat that is so good for paladins? Why can't my half-orc get that feat?</p><p></p><p>And then to take it a step further, if you make all feats available to all races, then you have almost zero mechanical difference between the races. (I'd still like to see a list of racial feats though.)</p><p></p><p>Those are awesome! I like them. You should definitely continue to develop them. They are worth fleshing out.</p><p></p><p>I agree, none of them require a specific ASI bonus.</p><p></p><p>I like the question. In any way shape or form, I like the diverse culture better.</p><p></p><p>That said, I also like a baseline for PCs and for them to be mechanically different from their tree friends who live down the road. I guess from my logic, people are not travelling 30-40 miles to get to work. You live by the ocean, you learn to clean a fish because that is what you are eating five times a week. You live in the forest, you learn to climb trees.</p><p></p><p>I have stated it before: I would be fine giving regions the ASI and cultural feat bonuses instead of race. I would not care one bit, as long as they are mechanically different and players get to choose. So the dragonborn that grows up next to the halfling in the city of Verlay, where every child dreams of becoming a knight, gets proficiency with shields and a bonus in strength. Of course the problem with this is someone will come along and say, "I want my desert human to have the shield proficiency and the bonus in strength. Why can't I be an outlier and be like those people from Verlay." And then the conversation starts all over again.</p></blockquote><p></p>
[QUOTE="Scott Christian, post: 8201279, member: 6901101"] With floating ASIs the halfling paladin will be [I]more[/I] similar to the half-orc paladin. Apples to apples. With floating ASIs, they will increase in similarity because most players max out their two primary attributes. So they do increase in similarity. But there will also be an increase in halflings paladins, which could be a good thing. It is a give and take. [B]I want races to have a difference between one another.[/B] ASIs are one way to do that. There are only so many [I]mechanical [/I]factors one can adjust: [LIST] [*]HP [*]Movement [*]Proficiencies [*]Language [*]Vision/Hearing [*]Skills [*]Size (for carrying capacity) [*]Quirks (like dragon's breath or lucky) [*]and Attributes [/LIST] That's it. So will you please look at this list and tell me which one has the greatest mechanical impact on gameplay? For me, attributes is probably the greatest, although HP, quirks and movement are important as well. The point being, if we remove attributes from the things race modifies, then you are removing one of the tools used to make a difference between the races. Fewer differences makes them similar. This is why I say it was clunky. Because feats can be determined by culture. Please note, I am not talking about culture, as in: "Those dwarves make the sourest of sourdoughs around." I am talking about the bread and butter of this conversation - mechanical impacts of race - ASIs. Like I said, I am all for doing it a different way. If you use floating ASIs, I can't understand why. Just increase the point buy. It is literally the same exact thing. Remove the extra step. But if there is another way to show difference between race, then it must be feats. But I can't see feats being agnostic when it comes to class, or at least very few of them will maintain their neutrality. Then you have the entire debate again - why does the halfling get this cultural/racial feat that is so good for paladins? Why can't my half-orc get that feat? And then to take it a step further, if you make all feats available to all races, then you have almost zero mechanical difference between the races. (I'd still like to see a list of racial feats though.) Those are awesome! I like them. You should definitely continue to develop them. They are worth fleshing out. I agree, none of them require a specific ASI bonus. I like the question. In any way shape or form, I like the diverse culture better. That said, I also like a baseline for PCs and for them to be mechanically different from their tree friends who live down the road. I guess from my logic, people are not travelling 30-40 miles to get to work. You live by the ocean, you learn to clean a fish because that is what you are eating five times a week. You live in the forest, you learn to climb trees. I have stated it before: I would be fine giving regions the ASI and cultural feat bonuses instead of race. I would not care one bit, as long as they are mechanically different and players get to choose. So the dragonborn that grows up next to the halfling in the city of Verlay, where every child dreams of becoming a knight, gets proficiency with shields and a bonus in strength. Of course the problem with this is someone will come along and say, "I want my desert human to have the shield proficiency and the bonus in strength. Why can't I be an outlier and be like those people from Verlay." And then the conversation starts all over again. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Unearthed Arcana: Gothic Lineages & New Race/Culture Distinction
Top