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General Tabletop Discussion
*Pathfinder & Starfinder
What are your core races?
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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 6243450" data-attributes="member: 1165"><p>I'd go with a short list. It's easier to add than to subtract.</p><p></p><p>Human</p><p>Dwarf</p><p>Elf (keep subraces to a bare minimum)</p><p>Halfling</p><p></p><p>From the LotR and early D&D days, dwarves have undergone the least change and halflings the most. Fortunately halfling changes can be either embraced or ignored as they're generally not rules-relevant. (4e halflings don't get a bonus to Stealth though. I am disappointed.)</p><p></p><p>In practice, half-elves have a "hook" (flavor), but not a "niche" (mechanic). There are RP reasons to play a half-elf, but not really mechanical reasons. Even 4e base half-elves didn't have a good niche, but the Essentials redesign is pretty cool. (I don't think Constitution makes a good stat boost for half-elves though.)</p><p></p><p>Half-orcs didn't make the list because I don't think they have a good hook. (They were probably removed from some earlier core rulesets because their origins implied a negative hook. Implied, not required, and specifically addressed positively in Eberron.) Mechanically they're basically humans with greater Strength. Their 4e version isn't more interesting, having abilities with a more "first round" usage than orcs, but that's about it.</p><p></p><p>Another race that didn't make the cut were gnomes. Of all gnome variants that I'm familiar with, only 4e gnomes have a good mechanical niche. When it comes to a hook, there is no universal gnome hook. Eberron, Golarion and to a lesser extent Points of Light/Nentir Vale gnomes have a good hook, but settings such as Dragonlance give them a negative hook.</p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 6243450, member: 1165"] I'd go with a short list. It's easier to add than to subtract. Human Dwarf Elf (keep subraces to a bare minimum) Halfling From the LotR and early D&D days, dwarves have undergone the least change and halflings the most. Fortunately halfling changes can be either embraced or ignored as they're generally not rules-relevant. (4e halflings don't get a bonus to Stealth though. I am disappointed.) In practice, half-elves have a "hook" (flavor), but not a "niche" (mechanic). There are RP reasons to play a half-elf, but not really mechanical reasons. Even 4e base half-elves didn't have a good niche, but the Essentials redesign is pretty cool. (I don't think Constitution makes a good stat boost for half-elves though.) Half-orcs didn't make the list because I don't think they have a good hook. (They were probably removed from some earlier core rulesets because their origins implied a negative hook. Implied, not required, and specifically addressed positively in Eberron.) Mechanically they're basically humans with greater Strength. Their 4e version isn't more interesting, having abilities with a more "first round" usage than orcs, but that's about it. Another race that didn't make the cut were gnomes. Of all gnome variants that I'm familiar with, only 4e gnomes have a good mechanical niche. When it comes to a hook, there is no universal gnome hook. Eberron, Golarion and to a lesser extent Points of Light/Nentir Vale gnomes have a good hook, but settings such as Dragonlance give them a negative hook. [/QUOTE]
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What are your core races?
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