HUMANS: THE HUMAN RACEMost roleplaying games, of necessity, are human centric. That is, humans tend to be the center of the game, and most things in the game are patterned after real human cultures in the real world. Even non-human races and cultures are likely so patterned. We can scarcely avoid this. Yet many fun to play non-human or demi-human races have advantages humans do not have. This is a game balance problem unless these demi-human races also have at least a few serious disadvantages. In truth, it's a game design nightmare to make the system both balanced and reasonable without adding one artificial constraint upon another or giving humans dubious advantages that make little sense and are inconsistent with other rules. I feel 3e has done just that. So I wish to propose a better solution. Humans must have some advantages most other races do not. But it need not be huge or earth shattering, or seem artificial, or require special sub rules that apply only to humans but not to other races. So what are they? First, there is the matter of simple INTELLIGENCE. One may argue that Modern Man eventually beat out the Neanderthal Man for the simple reason that Modern Man may have had a slight edge in intelligence, or new way of thinking about their world or their culture. This didn't mean Modern Man instantly dominated Neanderthal Man, nor did it mean each individual Modern man was superior to each individual Neanderthal man. Indeed, they shared the world for thousands of years. So too will Since the game itself defines INTELLIGENCE as the ability to learn, remember, and figure things out or reason, tossing in other factors that affect these issues without affecting the basic INT score makes little sense, particularly if one is allowed to roleplay their PCs learning, remembering, and figuring things out without penalty during play. If you wish a race to learn faster or slower, adjust their INT ability score. If you wish a race to have higher or lower INT, give it to them. It is that simple. So I do give it to them. All Humans get +2 INT as a racial adjustment for their starting statistics (18 Max). The normal rules for acquiring new skill points each level will be used. Humans no longer get a bonus +1 skill point/level. They no longer need a special, artificial rule to boost them up since their edge in INT will do it and the regular rules for bonuses due to INT will handle the problem of their own accord. Also, the advantages humans get here for INT based skills and spell casting is part of the overall advantage humans have over demi-humans (and about the most we can do to replace the advantage they used to have due to level limits on demi-humans). This all works out fairly well, as game balance is concerned. It may seem subtle, but it makes a huge difference to roleplayers that their demi-humans are no longer required to be slow to master specialized skills and unvaried in their talents, no matter how high their INT score, and human characters are no longer required to be quick to master specialized skills and varied in their talents, no matter how low their INT score. 3e's justifications for WHY humans got various bonuses did suggest this, but it doesn't have the consistency for which many roleplayers were looking. Now you just play your character's INT and don't have to worry about other artificial constraints due to race, on learning or not learning, imposed by silly and artificial rules. The other advantage humans have is their willingness to accept a diversity in climate. Most demi-humans have very definite preferences for where they live, such as forest, mountains, deserts, the underdark, sea coasts, rivers or lakes, tropical areas, arctic conditions, etc. Most demi-human races will live in only one such area, never any other. Individual demi-humans may come and go, but as a race, they tend toward very limited regions. A few demi-human races may live in several areas. But only one race, Humans, makes their home in any of these places, and this provides them with a unique cultural advantage. Humans span the entire globe, will go anywhere, will do anything, and must, therefore, interact with nearly anyone and might learn almost anything. Yet, despite this, these widely spread human communities freely stay in contact and trade with one another, sharing many skills that first developed out of necessity for a particular climate, but later found applications elsewhere as these innovations propagated from human culture to human culture via their trade routes. This is a huge cultural advantage. However, even though this is a characteristic of human cultures, it is not racial. This is a cultural oddity. And still other factors come into play. The human life span is comparatively short, so they are exposed to many things while younger and when their learning curve is high. They may learn many things while young, and since they are human, other humans make these things freely available to them. Conversely, a demi-human growing up in a human culture may or may not get these things. If they are short-lived, like humans, they will get some due to quicker learning as 'young adults.' But they will not get all if they grow up in a human culture since their access is limited by feelings of racism and distrust. And if they are long-lived, most of this time is spent in a child-like state (not one of impending adulthood where the desire to learn quickly and join the ranks of the adult world are high). And the racist feelings still limit their access, though not completely. HUMANS: THE HUMAN RACEHumans come in a variety of skin colors, eye colors, hair colors (whatever you can find on earth, for example, is fine, and the DM may allow even more choices, but ask first). They stand from 4.5 to 7 feet tall, but typically range from 5 to 6.5 feet and generally weigh 125 to 250 pounds, the men a bit taller and heavier than woman, on average. They reach majority in a short 15 years and typically live between 60 and 80 years, but sometimes they may reach as much as 110 or more. HUMAN RACIAL TRAITS
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