D&D race restructure
In reply to PCO.Spvnky (msg # 1):
The flippant answer is to argue that ‘evil’ races are just people too. #greenlivesmatter
Politics aside, I think it is a good idea to have the option of more heavily modifying a PC to reflect the concept you have in mind. Maybe more racial variants in each racial category, to give a player more options. All equally good/bad in terms of their abilities, but with enough variety to get what you want.
An option could be to add ability modifiers to class as well as race. Maybe a Fighter gets +1 STR and CON, a Paladin gets +1 WIS and CHA. The risk here is further min/maxing a PC, but that is going to happen anyway if the player and GM allow it.
One simple way of moving away from the concept of specific races as ‘evil’ is to change your campaign setting, as often it is a point of view. If all PCs are orcs, ogres, trolls, kobolds and goblins living in a multicultural mountain community that is being attacked by land-grabbing humans and their hired mercenary thugs, then the humans are the ‘bad guys’ in this setting.
In terms of game mechanics, I think that the rules should be expanded to enable the playing of all races as PCs, without having to apply labels. The campaign setting determines good and evil, not the rule book.
This message was last edited by the user at 13:45, Tue 30 June 2020.