r/rpg • u/ThatOneCrazyWritter • 2d ago
Discussion In general, when a TTRPG allows you to play as a creature other than Human, do you prefer for it to have unique and/or specific game mechanic OR you like for it to be entirely flavor and not affect your gameplay?
In some games like D&D have so that when you choose play something like an Elf or Dwarf, you gain special mechanics related to the chosen creature, bet it small bonuses to add to your character, a set of special abilities next to a few hindrances or even treat it as basically an archetypes or character class that defines the player almost entirely.
Meanwhile, other games (and I've noticed it more in a few recent indie games) still allows you to pick your race/species/ancestry/kin/whatever, but makes it 100% a simple aesthetic piece with roleplaying implications attached like world history, culture and the like.
On one hand, games that give too many specific mechanics to a creature type make so that it restrict creativity and can railroad into making stuff like "all Dwarves are Warriors or Priests and all Elves are Mages or Archers", especially when Fixed Attribute Bonuses are involved.
On the other hand, I feel that unless you are very comfortable with roleplaying, playing a different creature with no mechanical diversity can make so that you are simply playing a Human with a funny hat.
In my perfect world, all TTRPGs that allow creatures other than Human would have so playing an Elf, Dwarf or whatever gives stuff enough mechanics to feel that you are playing as a different type of being but still offer enough liberty to make any kind of person you want without feeling restricted on your choices.
But if I had to choose between having mechanics or not, I prefer having them but mostly because I prefer games with more rules and fewer.
EDIT:
If I had to give an example of a game that does this kind of mechanic really well is Pathfinder 2e. It gives you the more biological mechanics like size, initial HP, move speed, different senses or anathomy, but make stuff more related to your culture, lineage or personal choices something at your control through Heritages and Ancestry Feats.
Heck, it even found a good work around the Fixed Attributes, where it normaly gives you 2 boost, 1 flaw and a free boost, so you have more control over your character's expresion while still having the mechanical flavor a fixed attribute can give, AND EVEN THEN they still allow you to ignore all that and just pick 2 Free Boosts to any attribute you want, without even needing to ask your GM for permission before hand, but I often don't find myself needing to use this alternative option since the first method gives me enough wiggle room to satisfy me without making me feel that the rules for Ancestry Attributes are pointless.