I think there should be a damage type associated to every weapon, but applying it should be an optional rule. Weapon damage type should also be relevant how effective they deal damage against specific types of armor.
View full commentI think there should be a damage type associated to every weapon, but applying it should be an optional rule.
Weapon damage type should also be relevant how effective they deal damage against specific types of armor.
Weapon damage types are fine so long as they are not over-used. A character shouldn't be expected to carry three different weapons depending on the type of armor their enemy is wearing.
The amount of importance race should carry should be somewhat important. Probably the difference between a human, an elf, an orc, a hobgoblin and a dwarf should not be terribly large. However, once one starts talking about halflings, gnomes, goblins, kobolds or even pixies... or talks about something gigantic such as a Dragonborn or Golliath or Ogre... those difference should be extremely significant. The difference between extremely small and quick races and large, thunderous, powerful...
View full commentThe amount of importance race should carry should be somewhat important. Probably the difference between a human, an elf, an orc, a hobgoblin and a dwarf should not be terribly large. However, once one starts talking about halflings, gnomes, goblins, kobolds or even pixies... or talks about something gigantic such as a Dragonborn or Golliath or Ogre... those difference should be extremely significant.
The difference between extremely small and quick races and large, thunderous, powerful ones needs to be made very distinct. However, I also don't want to see a large list of massive advantages for the "core" races that make playing something that isn't "core" an exercise in futility nor having to spend hours upon hours trying to construct something that is properly balanced.
Also-- try to avoid a situation where there is a "correct" race to play each class as.
As I examine each edition of the game, I like to apply what I refer to as the "Dwarven Wizard" test. In almost every edition of the game, the mechanics of race serve as a sort of straitjacket in terms of which classes a person is forced to choose from unless he or she is willing to settle for a mechanically suboptimal character. I find this stifling to player creativity, and I also feel that it promotes a bland uniformity where every halfling is a rogue, every dwarf is a fighter or cleric, and...
View full commentAs I examine each edition of the game, I like to apply what I refer to as the "Dwarven Wizard" test. In almost every edition of the game, the mechanics of race serve as a sort of straitjacket in terms of which classes a person is forced to choose from unless he or she is willing to settle for a mechanically suboptimal character. I find this stifling to player creativity, and I also feel that it promotes a bland uniformity where every halfling is a rogue, every dwarf is a fighter or cleric, and every elf is a ranger or wizard. In short, the system should allow a person to create the type of character that he or she imagines without incurring undue penalties from a mechanical perspective. Race is a very important component of character identity, but it should not serve as a stratijacket in terms of other character creation choices such as class.