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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Where to put ability bonuses during character creation
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<blockquote data-quote="Tales and Chronicles" data-source="post: 8068388" data-attributes="member: 6871653"><p>I now that most D&D players love to have mechanics that go with the fluff, but I myself have a huge love for narrative-first, storytelling systems. So having the race only be relevant for the story or, maybe sometime leveraged for an advantage if it fits the in-game description of the character actions using its fluff to deal with a situation is not a deal breaker for me.</p><p></p><p>Use the physical traits of the PC to give flavor to the in-fiction description of your action. Elves generally have good sight, so if you want to play that interesting angle of the elves race, train yourself in perception, dont dump wis and describe how you use your super elven eyes when you make a perception check. You cannot see better than most human, but still cant see in darkness: seeing in the dark is the domain of magic or class features. You aaracokra has wings that help him in long jump: when you describe your PC making a long jump, describe him as spreading its wing to glide to the spot he wants to. If you dump Str, well you are a physically weak aaracokra, your wings are mangy, or twisted and wont help you much in reaching high or distant places. You still wont be soaring the sky at first level, again, this is from the domain of magic and class feature. </p><p></p><p>If you want to say you developed your aarakocra flight aptitude, boost your Str, be a Eagle Bard, be a Storm sorcerer, a Monk with step of the wind, a Fighter with Remarkable athlete, a Thief rogue, a Celestial warlock with ascendant step etc, and describe the flight feature as being not only from your magic features, but also from developing your inherent fluff with said class aptitude.</p><p></p><p>Now, this will never be a thing in D&D, but many game does that just fine. If the game is built around it, you do not need mechanical rules for races.</p></blockquote><p></p>
[QUOTE="Tales and Chronicles, post: 8068388, member: 6871653"] I now that most D&D players love to have mechanics that go with the fluff, but I myself have a huge love for narrative-first, storytelling systems. So having the race only be relevant for the story or, maybe sometime leveraged for an advantage if it fits the in-game description of the character actions using its fluff to deal with a situation is not a deal breaker for me. Use the physical traits of the PC to give flavor to the in-fiction description of your action. Elves generally have good sight, so if you want to play that interesting angle of the elves race, train yourself in perception, dont dump wis and describe how you use your super elven eyes when you make a perception check. You cannot see better than most human, but still cant see in darkness: seeing in the dark is the domain of magic or class features. You aaracokra has wings that help him in long jump: when you describe your PC making a long jump, describe him as spreading its wing to glide to the spot he wants to. If you dump Str, well you are a physically weak aaracokra, your wings are mangy, or twisted and wont help you much in reaching high or distant places. You still wont be soaring the sky at first level, again, this is from the domain of magic and class feature. If you want to say you developed your aarakocra flight aptitude, boost your Str, be a Eagle Bard, be a Storm sorcerer, a Monk with step of the wind, a Fighter with Remarkable athlete, a Thief rogue, a Celestial warlock with ascendant step etc, and describe the flight feature as being not only from your magic features, but also from developing your inherent fluff with said class aptitude. Now, this will never be a thing in D&D, but many game does that just fine. If the game is built around it, you do not need mechanical rules for races. [/QUOTE]
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Where to put ability bonuses during character creation
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