Another iteration of races for YARC. Like the Races Part I this relies heavily on the house brewed Skill Rules. It’s just my take on Races that they shouldn’t have lots of moving parts but they should have some natural aptitudes. This keeps things very simple and doesn’t create too strong incentive to match certain races with certain classes to get an even more powerful character. It’s the same reason I’m overly fond of racial stat bonuses.
Any distinction between your standard human and the other races should come from role playing and any specifics from the world. Not the game rules.
Half Orc
Darkvision
+1 Damage with melee attacks
+1 Athletics or Survival
Gnome
+1 Tinker or Banter
+1 Save Vs Illusions
Kenku
+1 Appeal, Skullduggery, and Stealth
Tabaxi
Claws: 1d4 Damage
+1 Athletics and Stealth
So what’s happening next? Well, I plan on a few more races that aren’t quite “standard” and a couple more classes. I just might do the Bard and Barbarian (or at least my take on them). And maybe more.
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