Humans in Solasta (Proposal)

ULTMX
Level 3
4 months ago (edited)

Hello,

I, and I think others, feel that using the basic human from SRD is very limiting.

I appreciate there are issues with using Variant Human, however as TacticalAdventures has already made customized sub-race variants as well as sub-classes I don't see any reason why this can't be done to improve the lot of Humans.

Here is something I came up with relatively quickly, the goal being to improve humans as a racial choice within the lore & flavor of Solasta

Humans


Ancestry Features

  • Move: 6
  • Ability Score Increase: +1 to All ability scores
  • Languages: Common, Old Tirmarian and one language of your choice
  • Human Adaptability: Animal Handling, Survival, One of Choice
  • Scion of Tirmar: Choose one of the following Cleric Cantrips (Light, Resistance, Guidance)


Why Human Adaptability & Scion of Tirmar?

"Unlike the elves, they knew how to build, farm, and survive without magic, which was a great advantage in a mana-depleted world, and even their divine magic relied on the power of the gods instead of the mana of the world."

"Tirmar was a world of gods. Instead of studying arcane magic, humans worshipped the gods, and strengthened them through their devotion. There were gods for every aspect of life on Tirmar, even for the darkest purposes. In return, they gained a mastery of divine magic."

From here: https://www.solasta-game.com/news/32-the-orcs-humans-of-solasta-reddit-ama



Stabbey
Level 8
Kickstarter Backer
3 months ago

Sure, something like this seems fine. There are a lot of options which are more interesting and more suited to the world of Solasta than a +1 to all attributes and nothing else.

Although perhaps 3 additional skills is a little much.

J
Level 7
Kickstarter Backer
3 months ago

Honestly, the easiest solution is just to create some kind of knock-off variant human that allows you to customize your racial benefits. Flat +1s aren't that great, particularly when there aren't an abundance of MAD classes in the game, and a more modular approach to humans fits with the trope of humans being more varied as a race.

Baraz
Level 12
Steam Link Newsletter Link Kickstarter Backer Weaponsmith (Bronze)
3 months ago (edited)

Note that +1 to all Abilities is a big deal / big bonus overall, BUT I agree it is boring. 

Maybe instead allow : 

  • +2 to an Ability of your choice 
  • +1 to an Ability of your choice and 1 extra Skill of your choice
    OR 1 Feat at level 1 (not a second Feat at level 1 if already given).
     

EDIT : nevermind, the Variant Human in the official rules already exist and is more official and balanced.
https://www.dndbeyond.com/races/human#HumanTraits


Steam profile : https://steamcommunity.com/id/baraz/

ekimami
Level 6
3 months ago

I proposed this in my suggestions thread. I did not add any skills (maybe History or Arcana could be appropriate) as I wanted to distance myself from the variant human. I believe any optimizers wanting to play human will find this appealing. 

Heroic Ancestry:

You are descended of ancient Tirmerian kings and heroes, their legendary blood infusing you with prodigious prowess.

Ability Score Increase: +1 to three ability scores of your choice.

Fighting Style: Choose a fighting style available to the fighter class.

Heroic Bloodline: You have access to a 1st level spell from the Paladin spell list. You may cast this spell once using this feature, and must finish a long rest before you can do so again. At 5th level you can use this feature twice between long rests. Charisma is your spellcasting ability for this spell.

Mike Donais
Level 2
3 months ago

Lots of good stuff here. People like being human in games because it is the most identifiable so we should make an extra effort to make sure it is viable.


3 months ago (edited)

It's also a very easy way to add setting specific subraces to the game without needing extra models.


Some ideas:

Folk of the Mountains (human subrace)

These hardy folk are at home in the wilds, and it is said that giant blood runs in their veins.

Move: 6

Ability score increase: +2 STR, +1 CON

Languages: Common, Giant

Survivalist: Proficient in Survival skill, resistant to cold damage

Mountain: At home in mountain terrain


3 months ago

Folk of the caves (human subrace)

These people where driven underground by the cataclysm, and have only recently found their way back to the surface. They are adroit, cunning and have keen senses.

Move: 6

Ability score increase: +1 DEX, +1 INT, +1 WIS

Languages: Common, Old Tirmarian

Dark adapted: Proficient in perception skill, Darkvision

3 months ago

Folk of the Plains (human subrace)

These mystic folk are in tune with the natural world and the great herds they follow.

Move: 6

Ability score increase:  +2 WIS, + 1 CHA

Languages: Common, Old Tirmarian

Mystic: Proficient in Handle Animal skill, know one cleric cantrip

3 months ago

On a similar vein

Rock Dwarves (dwarf subrace)

These dwarves have more than a passing resemblance to the gnomes of other worlds...


Lineage features

Ability Score Increase: +2 INT

Strong willed: You have advantage on INT, WIS and CHA saving throws against spells.

Tinker: You are proficient with Thieves' Tools and the Manacalon Rosery

Languages: Common, Dwarfish


TomReneth
Level 9
2 months ago

Some great ideas in here!


Typos happen. More so on the phone.