Homebrew Human

Trazzm
Level 3
3 weeks ago (edited)

What is the chance we could get a homebrew human? The SRD human has little appeal and lags behind all the other available subraces in terms of utility. Humans are already boring in a fantasy setting, they need some oomph to attract people to play them, that is why they introduced the variant human. Here is a rough statistical idea for a more viable human (that doesn't copy the PHB):

  • Ability Score Improvement: increase choice of one ability score by +2 and another choice by +1
  • Bonus Skills: Choose any 2 skills
  • Languages: Common and two languages of your choice
  • Some other minor trait appropriate


Thanks!

Tactical Myzzrym
Level 14
Tactical Adventures Dev
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3 weeks ago

We... don't really want to go into adding something that could be considered a Human Sub-race. It's a very touchy subject, as you very well know.

Dross
Visitor
2 weeks ago

Is the Optional Human +1 x2 abiliities, +1 skill, +1 feat) going to be implemented. it'll allow the above Q unofficially if people want to view it that way.

I also find it a bit more interesting than the +1 to each ability.


Dross

Trazzm
Level 3
2 weeks ago (edited)

This post has been deleted.

shout27
Level 4
2 weeks ago (edited)

Personally, as I read through the Lore of the world, I'd give the humans a culture bonus of 1 free Cleric/Divine Cantrip based on wisdom. 


It provides the Lore counter to Elves and Wizardry, and will allow the player to pick what he/she feels is most important for the human to have from the current choices of: Spare the Dying, Light, Guidance, and Sacred Flame. I'd add a Patron God choice as well that might open up other cantrips that would otherwise be Wizard only (like Fire Bolt), depending on he domain of the god in question.


It won't be perfect, but it'd fit IMO.


edit: Was also thinking about the Orcs, I could see a non-wizard/Sorcerer Human having an easier time interacting with them and not getting a 'Tribe Attack!' response.

I'd probably give orcs that 'sixth sense' when they're around arcane casters that amps their mind up into the stages of an animal facing a threat. Which means all encounters with high elves would trigger that fight or flight response due to the race wide Wizard Cantrip they have. Maybe being near a human can mitigate it to some degree? Dunno.

I picture it mostly as the humans are just big enough as a race that they don't have disadvantage on diplomacy rolls for having what might look like a weaker racial stock. Maybe the Dwarves would fit under this? Just a thought.

Trazzm
Level 3
2 weeks ago

OK, sub-race is a bad term to use, instead, could we have a better implementation of the human race? 

As is, the human race in the game is significantly inferior to every other race option in Solasta.

shout27
Level 4
2 weeks ago

OK, sub-race is a bad term to use, instead, could we have a better implementation of the human race? 

As is, the human race in the game is significantly inferior to every other race option in Solasta.

Yes and no, in terms of significant inferiority. I mean, 90% of the games I played never made a big deal of lighting and it's effects (excepting the long running pnp table-top of Fantastyc Adventures that Ed ran). So in any game that is going to make a big deal about light and the lack thereof no darkvision or low-light vision can be a significant detriment. 

The real question is how many 'soft limitations' are going to be placed on non-humans as well as how much work they're going to put into restricted areas and/or how many areas might not even allow the player to let a high elf in unless they're disguised or stealthily moving through or whatever.

Then you might have more things in the world like that plot weapon/object I came up with that would be a perfect L15+ secret boss's weapon. If the entire party consists of Dwarves, Elves, and Halflings against that thing, then you're kinda boned.


Don't get me wrong, I'd like to see them add something like that extra Divine Cantrip I mentioned above... But there really are ways to balance that sort of thing out in-game if it becomes a significant problem.



shout27
Level 4
2 weeks ago

OK, sub-race is a bad term to use, instead, could we have a better implementation of the human race? 

As is, the human race in the game is significantly inferior to every other race option in Solasta.

Yes and no, in terms of significant inferiority. I mean, 90% of the games I played never made a big deal of lighting and it's effects (excepting the long running pnp table-top of Fantastyc Adventures that Ed ran). So in any game that is going to make a big deal about light and the lack thereof no darkvision or low-light vision can be a significant detriment. 

The real question is how many 'soft limitations' are going to be placed on non-humans as well as how much work they're going to put into restricted areas and/or how many areas might not even allow the player to let a high elf in unless they're disguised or stealthily moving through or whatever.

Then you might have more things in the world like that plot weapon/object I came up with that would be a perfect L15+ secret boss's weapon. If the entire party consists of Dwarves, Elves, and Halflings against that thing, then you're kinda boned.


Don't get me wrong, I'd like to see them add something like that extra Divine Cantrip I mentioned above... But there really are ways to balance that sort of thing out in-game if it becomes a significant problem.



edit: Honestly, just adding a trait that allows them to choose a single tool/gaming kit they are proficient with might be enough since the Dwarves don't seem to have that anymore in the demo.

Trazzm
Level 3
1 week ago

Significantly inferior for two reasons:

  1. No darkvision and since this game is mostly about tactical situations, we have seen how big a problem in the demo.
  2. A +1 to all attributes isn't very helpful unless you use the standard point buy or standard array for your character. No other features for the race. All you have to do is take a casual glance at the races and their benefits and you can easily see how inferior the human is.
shout27
Level 4
1 week ago

Significantly inferior for two reasons:

  1. No darkvision and since this game is mostly about tactical situations, we have seen how big a problem in the demo.
  2. A +1 to all attributes isn't very helpful unless you use the standard point buy or standard array for your character. No other features for the race. All you have to do is take a casual glance at the races and their benefits and you can easily see how inferior the human is.

1. Just because the game is going to focus on the bonuses or penalties of light vs no light is no reason to say that it's a significant penalty. Humans never had darksight in any of the editions of DnD and 90% of the games out there ignored bonuses and penalties for light level anyways. Saying that a human is inferior because this game happen to focus on what the lack of darkvision means is like saying that just because a 3e Paladin is in Ravenloft, they shouldn't be immune to fear. A focus of this game is going to be on light vs darkness, while the focus of Ravenloft is horror. Just because some characters may get powers to combat a key element of the campaign, is no reason to justify nerfing the power or weakening the benefit thereof by giving it to everyone regardless.

Second, it's not as amazing because most of the primary abilities have been tied to each class instead of making it an interlocking assortment. no more strength for melee touch attacks, dex for ranged touch attacks, and class stat for saving throws. instead, your primary stat affects 90% of what you do for any class. it's still useful in a jack of all trades manner, it's just that the system itself doesn't heavily support that sort of thing at this point, imo. I personally think that stat arrays are to blame over the long run of their use.


If anything, for 5e it's the saving death throws that bug me about the system. Your constitution really should affect whether you make those, but it doesn't.


But I'm getting off-topic, because from what I can tell what you really want are some cultural benefits to being a human vs another non-human so that things at least optically look even. Because, really, high elves? Take away the weapons and wizard cantrip and suddenly they are a lot more underwhelming. Why? This game isn't going to focus one the passage of 500 years.

Arguably, at that point, you might as well go back to original DnD and make the race/class/background of the elf, ELF. That'll surely be balanced, right?