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What races are left for D&D to do?
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<blockquote data-quote="Dualazi" data-source="post: 7485047" data-attributes="member: 6855537"><p>And in that same sentence I also requested "broad mechanical viability" which clashes with being heavily slanted for a particular role. The half-orc could likewise keep much of its distinction (damage dealer/berserker) simply by adding a few rules for how their features can also apply to spells while also expanding the number of character archetypes it supports.</p><p></p><p></p><p></p><p></p><p></p><p>I bet they get some odd stares when they roll into a new town. On topic, I don't even think that it's impossible to balance large PCs, but we haven't even seen them <em>attempt</em> it. The playtesting feature of Unearthed Arcana seems criminally underused since they never put up anything really 'out there'.</p><p></p><p></p><p></p><p></p><p></p><p>At least the ones in Volo's come with a blurb that says "Some of these races are unusual in that they have a reduction to an ability score, and some are <strong>more or less powerful</strong> than the typical D&D races-additional reasons for the monstrous races to be used in a campaign with care." (page 118) So even as far back as the release as Volo's, we've seen that they're willing to to go back to old paradigms when they feel like it (score penalties) and also willing to put out options that are out of line with their established narrow framework (+/- power). Yet even the way they break their own rules is boring! If they're willing to put out yuan-ti for potential play, with innate spellcasting, immunity to possibly the most common damage type in the game, and magic resistance, the least they can do is try to put out some alternate rules for running tiny/large humanoids, or other off-beat options.</p></blockquote><p></p>
[QUOTE="Dualazi, post: 7485047, member: 6855537"] And in that same sentence I also requested "broad mechanical viability" which clashes with being heavily slanted for a particular role. The half-orc could likewise keep much of its distinction (damage dealer/berserker) simply by adding a few rules for how their features can also apply to spells while also expanding the number of character archetypes it supports. I bet they get some odd stares when they roll into a new town. On topic, I don't even think that it's impossible to balance large PCs, but we haven't even seen them [I]attempt[/I] it. The playtesting feature of Unearthed Arcana seems criminally underused since they never put up anything really 'out there'. At least the ones in Volo's come with a blurb that says "Some of these races are unusual in that they have a reduction to an ability score, and some are [B]more or less powerful[/B] than the typical D&D races-additional reasons for the monstrous races to be used in a campaign with care." (page 118) So even as far back as the release as Volo's, we've seen that they're willing to to go back to old paradigms when they feel like it (score penalties) and also willing to put out options that are out of line with their established narrow framework (+/- power). Yet even the way they break their own rules is boring! If they're willing to put out yuan-ti for potential play, with innate spellcasting, immunity to possibly the most common damage type in the game, and magic resistance, the least they can do is try to put out some alternate rules for running tiny/large humanoids, or other off-beat options. [/QUOTE]
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