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General Tabletop Discussion
*Dungeons & Dragons
What it means for a race to end up in the PHB, its has huge significance
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<blockquote data-quote="jmartkdr2" data-source="post: 9359668" data-attributes="member: 7017304"><p>There's always a set of players wo want to play against type; even if they've never played the game before they want to try the weirdest thing possible. So if half-elves exists, they'll look to play the strangest multiracial combo that the dm doesn't shut down immediately. Dragonborn/aarakokra is a good example, or goliath/gnome, but they probably not orc/kenku because only one of those lays eggs. Most such players will also try to powergame it (flying + fire breath) but a few just want to be weird. </p><p></p><p>The rules can respond in a few ways:</p><p></p><p>1. Classic: present a couple of the more obvious options, and leave anything else to homebrew. So half-elves, half-orcs, and say gnome-halflings (half-gnomes?) get a writeup and perhaps dragonborn-kolbolds get used as an example of making your own race in the DMG.</p><p></p><p>2. Complex: create a big chart of half-race features and let players pick two and add them together. You'll need to include half-race options for every new race added. (for some reason the Rolemaster books are coming to mind)</p><p></p><p>3. Don't: just don't include any as official ancestry mechanics options. Admit they exist in-universe, give a simple answer ("use whatever stats best reflect your concept") and wash your hands of the consequences of all the weird homebrew that's coming. </p><p></p><p>Phrasing it that way, I'm pro-Classic. I have no issue with the designers saying "Your unusual idea requires homebrew to use" since they also say "If you have an idea we haven't covered, you can and should homebrew it."</p></blockquote><p></p>
[QUOTE="jmartkdr2, post: 9359668, member: 7017304"] There's always a set of players wo want to play against type; even if they've never played the game before they want to try the weirdest thing possible. So if half-elves exists, they'll look to play the strangest multiracial combo that the dm doesn't shut down immediately. Dragonborn/aarakokra is a good example, or goliath/gnome, but they probably not orc/kenku because only one of those lays eggs. Most such players will also try to powergame it (flying + fire breath) but a few just want to be weird. The rules can respond in a few ways: 1. Classic: present a couple of the more obvious options, and leave anything else to homebrew. So half-elves, half-orcs, and say gnome-halflings (half-gnomes?) get a writeup and perhaps dragonborn-kolbolds get used as an example of making your own race in the DMG. 2. Complex: create a big chart of half-race features and let players pick two and add them together. You'll need to include half-race options for every new race added. (for some reason the Rolemaster books are coming to mind) 3. Don't: just don't include any as official ancestry mechanics options. Admit they exist in-universe, give a simple answer ("use whatever stats best reflect your concept") and wash your hands of the consequences of all the weird homebrew that's coming. Phrasing it that way, I'm pro-Classic. I have no issue with the designers saying "Your unusual idea requires homebrew to use" since they also say "If you have an idea we haven't covered, you can and should homebrew it." [/QUOTE]
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What it means for a race to end up in the PHB, its has huge significance
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