The very fact that you hesitate to play a halfling barbarian or a half-orc wizard or even a tiefling wizard or barbarian is an indicator that it's doing its job: it's encouraging archetypes. The limitation of 5e's initial racial stat mods to +2s at most was possibly overkill in terms of trying to keep all the races balanced within the bounded accuracy rules, but it did illustrate that even just the tendency towards one race having higher-than-human-average stat on average, was something that encouraged tendencies. Unless it's my friend Cyndane, who can roll the matrix method multiple times in a row and get not a single option that isn't legally valid for a reroll. An 18 showing up in somebody's stat line usually happens to at least one player per game where my preferred rolling system (matrix method, for those who know what that is) is used, and not too rarely more than one person has at least one. Not always, not even most of the time, but frequently enough as not to be super-rare or "unreasonable" to see. I also like rolled stats, and tend to use a rolling system that skews higher than average, though, so that should hint why I see such numbers a fair amount of the time even without the +2 to a stat at level 1. I have no issues with a half-orc with 18 charisma or intelligence at level 1. And that's why for all the flak it gets, I still think Savage Species was amongst the best Handbooks ever, play pretty much whatever is printed. great.įor me at least, playing a monster creature means getting to play with the features against which I fought in the past. I have this problem, with the supposed Centaurs and Minotaurs, which differ so evidently from the ones I always encounter as NPCs that I woudn't really feel like I'm playing one of those creatures, I'm a Centaur but I can't carry a medium sided humanoid in my back. But don't take away the feature that is common to all Orcs.ĮDIT: And its not about Orcs specifically. If you wanna add extra stuff that the PC's have access to that the MM Orcs don't, that's fine. I said exactly what I said.Īlso, see this post, which captures my idea far better than you badly presented sentence.But the thing is, if you change it from the one you've been fighting to something different, you don't really get to play what you were fighting beforehand. The Rule of So says that you ought to not try to put your words into someone else's mouth. But as long as I keep the money shots, (what do you remember about playing an orc that time you didn't miss by one because +2, or that time you pulled a carrage to safety from a cliff because your drag weight is something like 900 lbs.) I will admit to some anamosity towards this (I think tieflings are kinda dumb and edgy) but people like tieflings, and like that disconnect between biology and action. Now, D&D is trending towards tiefling lore, where the races stuff is less impactful on personallity. So either we are talking, trends (which therefore have dubious truth value), or extremes, which feel like stereotypes that disrupt rather than contribute to verisimilitude.Īnd it is not applied consistently, like say tiefling vs half-orc, a half-orc is decribed as more aggressive, but a tiefling isn't described as more evil (beyond discrimination difficulties) despite being partially malice incarnate. +1 strength vs possibly +1 strength both with max of 20.Īggressive, philosophical, deceptive, malicious, and benevolent.Īll of these are comfortably all human traits. Mountain dwarf - Hale and Hardy: Resistance to Constitution afflictions.It is kinda weird that alot of the race changes apply to the traits that fall within the human range (as defined by the rules):.Boreal dwarf - Hunter's Instincts: 50% of Misses converted to Grazes against Primordial and Wilder enemies.Mountain dwarf - Hale and Hardy: +20 Defense against Poison and Disease.Boreal dwarf - Hunter's Instincts: +15 Accuracy against Primordial and Wilder enemies.In addition, each dwarven sub-race gains a different racial ability: Gameplay ĭwarves are known for their great strength and tenacity, and gain: They are rarely encountered in Aedyr, most often traveling with Vailian trading ships. Mountain dwarves are common in the Vailian Republics and uncommon in the Dyrwood and Readceras. Unlike the similarly diminutive orlans, who are frequently subjugated, the Aptapo have always directly fought back threats posed by larger kith and opted to fortify their residences rather than move on. Aptapo (AHP-tah-po, from aptapolare “goat people,” Vailian) Mountain Dwarves originated on the continent to the east of the Dyrwood, but have spread through the area several times before, with most of the evidence being found in remote mountain ranges.
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