Newbie Guide to picking race
Posted: Fri Nov 21, 2008 7:37 pm
I think that if you don't understand what you're getting into you can mess up and ruin alot of time. I'm making generalizations that'd I'd have considered useful. There's always exceptions.
First, character's and how they "should" be used are based on how they can improve their stats. This is my summary:
Strength: Dmg given from melee combat
Dexterity: For thief skills
Agility: The amount of chances to hit over a period of time
Constitution: The amount of hp you have
Intelligence: For reading and writing/ casting skills and mana
Wisdom: helps with learning/ ability to use high level miracles
Discipline: performing in battle while hurting, and/or bleeding.
So,
Halflings: Good with dexterity and agility. Bad with constitution. Great if you want to make a light armoured thief. Not so great as a warrior. Bad if you want an armoured tank. Halflings have been proven excellent archers.
Elf: Good agility, Bad Constitution. Good intelligence and wisdom.
Great if you want a "scholar" or "mage" (Mage is a very hard course with little fighting benefits now). Great if you want a light armoured warrior that can sneak around hidden (like a "scout") With wisdom and int elves are Good as a mage/cleric or caster. They are NOT lord of the rings elves. They are weaklings and not good as tanks.
*elves can also become darkelves if they're evil* (cool?)
Half-elf: Middle of the range. Look at human and elf and you can be either.
Human: Decent Everything. Can be pretty much whatever IF you allocate your experience properly. Their constitution is good, agility is good, and strength is good so these make great warriors as well as casters if trained right. I SUGGEST a human to start off with, but make sure you have an idea about the direction your character will head towards (ie heavy armoured tank, light armoured warrior, philosopher)
Dwarf: Good strength, decent agility, Great constitution. Create a dwarf if you don't want to rest alot in between fights and take a good amount of damage. Don't be a dwarf thief or scout. Be a tank and a clerical caster.
Tshahark: Great strength. Great constitution. bad agility and intelligence and wisdom. They are warriors that talk funny and are suppose to be stupid. Plan on a brute warrior with a tshahark, not a politician or scholar.
Also, dwarves and elves can see in the dark, and half-elves can sort of. Not being able to see in the dark doesn't cause much problems because lamps are easy to use and come by.
--RP wise--
Think about how you would like to rp your character:
Sun came up with some good points:
Tshahark: Easy to RP because of their limited intelligence. There's always a simple response if you do not come up with anything better. They have a special position in the world since they are magically created by the humans, who later turned against them. That opens up for some straight-forward RP, and one will also not have a problem dying too often.
Half-elf: I think this might be an interesting pick for RP, but the only reason to play them is to do just racial RP, IMHO.
Dwarf: Somewhat difficult to play well if you want to go away from the sterotype. Easy if you don't, but I always felt that you too easily stick in the sterotype. In either case, I think it does have some unexplored avenues which noone ever took before, so I think you can do much original stuff with them.
Halfling: Somewhat difficult to RP due to their "lack of origin"/culture. I like playing them because they are weak and that forces you to be different and find new solutions, and it also makes combat more interesting.
Human: Easy to relate to (should be for most of us....) and therefore the racial aspects are easy to play. The cultural inheritance is not too hard to grasp and play out, and the race offers good long-term options. It's very free, still you have almost most history dedicated to this race, so you get most of two worlds. Probably the easiest race to play.
Elf: Most difficult to RP because of their rich culture, there are always many factors to consider and it requires much patience, effort, eloquance, good english/grammar, etc. At the same time one of them highest potential to make a deep an interesting character.
First, character's and how they "should" be used are based on how they can improve their stats. This is my summary:
Strength: Dmg given from melee combat
Dexterity: For thief skills
Agility: The amount of chances to hit over a period of time
Constitution: The amount of hp you have
Intelligence: For reading and writing/ casting skills and mana
Wisdom: helps with learning/ ability to use high level miracles
Discipline: performing in battle while hurting, and/or bleeding.
So,
Halflings: Good with dexterity and agility. Bad with constitution. Great if you want to make a light armoured thief. Not so great as a warrior. Bad if you want an armoured tank. Halflings have been proven excellent archers.
Elf: Good agility, Bad Constitution. Good intelligence and wisdom.
Great if you want a "scholar" or "mage" (Mage is a very hard course with little fighting benefits now). Great if you want a light armoured warrior that can sneak around hidden (like a "scout") With wisdom and int elves are Good as a mage/cleric or caster. They are NOT lord of the rings elves. They are weaklings and not good as tanks.
*elves can also become darkelves if they're evil* (cool?)
Half-elf: Middle of the range. Look at human and elf and you can be either.
Human: Decent Everything. Can be pretty much whatever IF you allocate your experience properly. Their constitution is good, agility is good, and strength is good so these make great warriors as well as casters if trained right. I SUGGEST a human to start off with, but make sure you have an idea about the direction your character will head towards (ie heavy armoured tank, light armoured warrior, philosopher)
Dwarf: Good strength, decent agility, Great constitution. Create a dwarf if you don't want to rest alot in between fights and take a good amount of damage. Don't be a dwarf thief or scout. Be a tank and a clerical caster.
Tshahark: Great strength. Great constitution. bad agility and intelligence and wisdom. They are warriors that talk funny and are suppose to be stupid. Plan on a brute warrior with a tshahark, not a politician or scholar.
Also, dwarves and elves can see in the dark, and half-elves can sort of. Not being able to see in the dark doesn't cause much problems because lamps are easy to use and come by.
--RP wise--
Think about how you would like to rp your character:
Sun came up with some good points:
Tshahark: Easy to RP because of their limited intelligence. There's always a simple response if you do not come up with anything better. They have a special position in the world since they are magically created by the humans, who later turned against them. That opens up for some straight-forward RP, and one will also not have a problem dying too often.
Half-elf: I think this might be an interesting pick for RP, but the only reason to play them is to do just racial RP, IMHO.
Dwarf: Somewhat difficult to play well if you want to go away from the sterotype. Easy if you don't, but I always felt that you too easily stick in the sterotype. In either case, I think it does have some unexplored avenues which noone ever took before, so I think you can do much original stuff with them.
Halfling: Somewhat difficult to RP due to their "lack of origin"/culture. I like playing them because they are weak and that forces you to be different and find new solutions, and it also makes combat more interesting.
Human: Easy to relate to (should be for most of us....) and therefore the racial aspects are easy to play. The cultural inheritance is not too hard to grasp and play out, and the race offers good long-term options. It's very free, still you have almost most history dedicated to this race, so you get most of two worlds. Probably the easiest race to play.
Elf: Most difficult to RP because of their rich culture, there are always many factors to consider and it requires much patience, effort, eloquance, good english/grammar, etc. At the same time one of them highest potential to make a deep an interesting character.