Chapter 2: Races
Ability Modifiers
Note that all racial ability modifiers are even numbers.
This is because the changes in the ability score table occur every 2 numbers.
If you create a race that has a combination of ability score modifiers that
are odd (such as +1 Strength, -1 Dexterity), it means that a player that
chooses to make a character of that race can assign an odd ability score
to Strength and Dexterity, which means the Strength bonus makes a difference
and the Dexterity penalty doesn’t. In effect, that race has a +2 Strength
modifier and a +0 Dex modifier. While the game was in development, the designers
called this "create a bonus, hide a penalty."
If you want a race to have a +2/+0 combination, create
it that way. Giving odd modifiers only allows a player to "legally" cheat.
In the D&D game, all PC races (and all creatures) must have even ability
score modifiers.
Human and Half-Elf Favored Class
Human Bonus Skill Points
Human bonus skill points should be applied after
any Intelligence penalties to skills. It’s more advantageous to the character
to do the +1 human point after the Intelligence penalty, because a human
character with a big Intelligence penalty would reduce you to 1 skill point
(the minimum), and then your human bonus would bring that up to 2.
If you applied the bonus point first, that would penalize
the low-Int guys even more than they already are. Applying it first, in effect,
negates the advantage that humans get for their bonus skill points. It’s
a corner case, but an important point.
Speed
By default, a humanoid Medium creature should
have speed 30. Dwarves are an exception, as they are on the extreme low end
of their size category.
Small characters default to speed 20.
Languages
The PC races all speak their own racial language and
Common. All characters in an adventuring group of normal PCs should be able
to communicate with each other, as dealing with interpreters and pantomime
grows old quickly.