Of Chitin And Creativity Part IV: The Quest For Peace
Well, my planned update schedule didn’t go as… er… planned. So it goes. But, hey, it’s not quite next week yet, unless you’re a Seventh Day Adventist, and, if you are, don’t you have some confusing billboards to set up, or something?
Today, we’ve got to round out the race with some feats and maybe some other goodies. I am a big, big, fan of race-specific feats, weapons, powers, and so on. I feel it really adds a lot to the distinctive feel of a race, and fulfills what I consider to be an extremely important design goal — mirroring fluff with mechanics. A lot of games, and I have to say 4e is often guilty of this, give you a bunch of fluff about races, usually very grandiose and extreme, and then don’t back it up in any meaningful way. Dwarves are stubborn, but get no bonuses to resisting mental command or sly words. Elves are magical, but don’t actually make better wizards than anyone else. Everyone hates ogres, but they get no penalties to social skills. Etc, etc, etc. I see this all the time. I also have heard the excuses: "Well, you should roleplay that!", "I want my elf to be different!", "That leads to munchkinism", blah, blah, blah. This idiocy reached it’s extreme, IMO, in a thread on RPG.net which proclaimed even racial stat mods ought to go, since they (gasp!) led to some races being marginally better at some classes than others. Wow, short, agile, halflings make better Artful Dodger rogues than stumpy-legged barrel chested dwarves! What’s up with that, huh? But I digress.
Rant over. On to the feats!