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What To Do With Racial ASIs?
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<blockquote data-quote="Helldritch" data-source="post: 8047272" data-attributes="member: 6855114"><p>We are at a point in RPG where lore is the cause of Racial ASI and where Racial ASI support the lore. Which came first? The chicken or the proverbial egg? (rethorical question here, do not answer please). By removing Racial ASI you remove a bit of the lore. Up to which point, lore will no longer apply. After a time, since race can do anything in any combination, you remove the surprise element from doing something out of the expected since nothing is ever expected.</p><p></p><p>In the long run, this will punish the players that want to play the underdog because of the surprise factor it will give them (I know that until the dwarven wizard has cast two or three spells, his enemies assume he has used a magical item). No longer will a DM play the surprise factor on the foes of the players because nothing is unexpected (or expected). If you have no reasons to assume X because the rules do not suport it a tiny bit, then the world should not assume X either.</p><p></p><p>Again, in the begining you will see a wide variety of races and classes combination. Then, after a few games when the novelty wears off, you start to see patterns in the characters your players will make. It will not be that evident at first. Then after a little while, you'll realise that sometimes, a restriction is a big bonus in its application. Racial ASI are there to make character's creation richer and not the opposite. Yes it makes it harder (but not much) to make certain class combinations, but in doing so, it makes these combinations all the more interesting. </p><p></p><p>As for playing the same race all the time is wrong...</p><p>Up to a certain point, it is not. Players are entitled to play their favorite race and again I see nothing wrong in that. But knowing that playing your elf might gimp you in doing a strength base barb might force you to leave your comfort zone to do something else and make you realise that: "Hey! Half-Orcs are not so bad after all!" or "Good lord! That Dragonborn was something to play!" It gives you a chance, a reason, a motivation to explore something new. Sure you can make an elf and make it a barb, a paladin, a monk or any class you want. But you know that certain combinations are a wee bit better. We are lucky that in 5ed, a character is not really punish to make unusual combo. Try to do that with the 1ed racial maximums and we'll see. The goal in RPG is to explore and pretend we are something else. Always pretending the same thing seems to go against this exploration of variety that I love so much.</p></blockquote><p></p>
[QUOTE="Helldritch, post: 8047272, member: 6855114"] We are at a point in RPG where lore is the cause of Racial ASI and where Racial ASI support the lore. Which came first? The chicken or the proverbial egg? (rethorical question here, do not answer please). By removing Racial ASI you remove a bit of the lore. Up to which point, lore will no longer apply. After a time, since race can do anything in any combination, you remove the surprise element from doing something out of the expected since nothing is ever expected. In the long run, this will punish the players that want to play the underdog because of the surprise factor it will give them (I know that until the dwarven wizard has cast two or three spells, his enemies assume he has used a magical item). No longer will a DM play the surprise factor on the foes of the players because nothing is unexpected (or expected). If you have no reasons to assume X because the rules do not suport it a tiny bit, then the world should not assume X either. Again, in the begining you will see a wide variety of races and classes combination. Then, after a few games when the novelty wears off, you start to see patterns in the characters your players will make. It will not be that evident at first. Then after a little while, you'll realise that sometimes, a restriction is a big bonus in its application. Racial ASI are there to make character's creation richer and not the opposite. Yes it makes it harder (but not much) to make certain class combinations, but in doing so, it makes these combinations all the more interesting. As for playing the same race all the time is wrong... Up to a certain point, it is not. Players are entitled to play their favorite race and again I see nothing wrong in that. But knowing that playing your elf might gimp you in doing a strength base barb might force you to leave your comfort zone to do something else and make you realise that: "Hey! Half-Orcs are not so bad after all!" or "Good lord! That Dragonborn was something to play!" It gives you a chance, a reason, a motivation to explore something new. Sure you can make an elf and make it a barb, a paladin, a monk or any class you want. But you know that certain combinations are a wee bit better. We are lucky that in 5ed, a character is not really punish to make unusual combo. Try to do that with the 1ed racial maximums and we'll see. The goal in RPG is to explore and pretend we are something else. Always pretending the same thing seems to go against this exploration of variety that I love so much. [/QUOTE]
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