August
12, 2001
Why
Humans Suck in RPGs
This seems to be one of
those things that game designers do just because
this is the way it's always been done.
Problem is, it has always
been the Wrong Way To Do It. It's an approach
that has never worked, and never will work. The
basic premise is flawed, so every possible
permutation of this approach is equally flawed.
Every single time this is attempted, in worlds
where humans are typically the
"predominant" species, the humans wind
up sucking at everything.
Here's the deal: You want
multiple species. Let's keep things simple and
say we want Dwarves, Elves and Humans.

Humans are our baseline
standard. We determine what bonus to give to
other species based on how they compare to
Humans.
Dwarves are stronger than
humans, so we give them a +1 strength. Elves are
more agile than humans, so we give them a +1
dexterity.
But we want to keep
things balanced, so we examine the other species'
shortcomings as well (technically Elves would be
a race of the Human species, rather than a
seperate species, but that's a topic for another
day). Dwarves aren't as agile as Humans, so we
give them a -1 dexterity. Elves aren't as hardy
as humans, so we give them a -1 constitution.
Then we make a
second pass and do this again. Dwarves are also
hardier than humans, +1 constitution. And Elves
are also smarter than humans, so +1 intelligence.
We'll "balance" it out by giving
Dwarves a -1 to intelligence and we'll pop elves
with a -1 to their strength.
The above is just an
example. Any resemblance to any real game system
is purely coincidental. And, incidentally, this
also applies to Sci-Fi RPGs with multiple
species: Humans, Greys and those Acid-for-blood
Aliens that explode out of your stomache, let's
say. Whatever.
In the end, the Game
Designer puts these numbers in a little
speadsheet and totals up all the numbers. Like
this:
| Species |
+ Stat Mods |
- Stat Mods |
TOTAL |
| Human |
+0 |
-0 |
0 |
| Dwarf |
+2 |
-2 |
0 |
| Elf |
+2 |
-2 |
0 |
| All
Species |
+4 |
-4 |
0 |
The
Game Designer takes a look at that big bold ZERO
in the lower right-hand corner and concludes,
"Ah ha, I have achieved a balanced
game system."
'Course, she's
wrong. The first Game Designer to take this
approach was wrong, and every Game Designer that
has followed in his footsteps and utilized the
above approach has been wrong too.
There are mainly
two reasons why this doesn't work. The first has
to do with the way the rest of the game system
works (no matter what the rest of the game system
is, incidentally). The second has to do with the
way players min-max in order to achieve the best
possible character to suit their playstyle (which
is really what results in "Gee, Humans
suck.").
First, this method makes
the erroneous assumption that all stats are equal
in value to the player. Whether this is true or
not, or rather to what degree it isn't true
(since there has never been a game system created
yet in which all stats are equal in
value), depends on the exact game system.
Regardless of how wrong it is, in any case, it is
always wrong. Always. One point of strength never
has the same value as one point of
intelligence. It's more, or it's less, but it is never
the same. RPG systems are too complex for this,
but the problem is further exacerbated by the
skill or class selection process: Even if one
point of strength is worth the same as
one point of intelligence overall - it's
highly unlikely that a point of strength is equal
to a point of intelligence to, say, a warrior.
The Intelligence is Nigh Useless, and the
Strength is paramount.
This approach is
typically defended by saying that Humans are the
Versatile Species. Sure, they aren't as strong as
Dwarves nor as Agile as Elves, but by golly, they
are Versatile. They're also not as weak as Elves,
nor as clumsy as Dwarves, or whatever.
I've yet to see
a game system where Versatility is all that great
a boon. Put another way, it means that Humans are
tied-for-second-place with all the other species,
in terms of which species is "best" at
which profession. The first-place-species is the
one with the bonuses to stats most important to
that class. The last place species might not be
Human, but only masochists and True Foaming
Role-Players will ever choose the oddball
mis-matched species and profession selections.
To make things
even worse, in some game systems you can't
choose the odd-ball mismatch: In 1st and 2nd
Edition D&D, for example, Dwarves couldn't
choose to be Magic-Users even if the player begged
for a second-rate, handicapped character. Now
that's some nice game design there for an RPG: Punish
the Role Players and, failing that, just
tell them "No".
Even with just
three species, we already have a world in which
Humans are the worst Magic Users (unless we allow
dwarves to be magic-users, in which case they'll
be so rare that humans will still be the de
facto worst). Humans are also the lousiest
Warriors (except for elves, but then if you
wanted to be a warrior, why did you pick Elf as
your species in the first place? Well, no matter,
you'll just be punished for that decision by
taking a -1 to the stats that are most important
to you, in exchange for a +1 to stats that
probably don't matter all that much).
This could still
be defended, if Dwarves, Elves and Humans are the
only species that players have to choose from.
The imbalance is still there, but it really isn't
all that much of a disparity. So we'll throw in
some other species: Gnomes, Halflings, several
different flavors of Elves and Dwarves. Heck, how
about an Ogre, Troll, Half-Elves, Dragons and
whatever else we can pull out of our hats? With
each species we add, humans get one more species
with which they are (at best) "tied
with", in terms of being the wrong species
to play for any given profession.
This doesn't
even begin to address species-specific abilities,
such as infravision, regeneration,
multi-lingualism, and so on. Each species gets a
boon in some area, some trivial and infrequently
applied penalty (Dwarves can't swim, let's say),
and Humans get Jack.
This doesn't
result in humans being the "most
versatile" species. It just results in
humans always being the wrong species to choose
for your class. Want to be a warrior? Don't be an
Elf or a Human. Want to be a magic-user? Don't be
a Dwarf or a Human. In reward for picking the
"right" species, we'll also give you
some species-specific abilities that will no
doubt come in handy (heck, we'll even give you
some perks if you do choose the wrong
species: As long as you don't pick Human!). In
exchange for these perks, you'll lose some points
of stats that don't matter, and maybe face an
obstacle in some rare circumstances that you
almost never have to face in the first place.
The Solution to this
problem depends on the exact game system. Is it
skill or class-based? Just how many other species
are there? Will more species be added later? How
much is a point of Charisma worth, really?
Are the species-specific abilities applicable to
multiple environments, or are they only really
useful in the species' primary habitats? Are the
species-specific penalties broadly applicable, or
are they handicaps that are almost never applied?
The main thing
to do here would be: Don't Do This! It has never
worked. If you want multiple species, start over
and come up with some other solution. If you want
Humans to be "The Versatile Species"
then you should consider giving Humans more stats
overall, then using at least enough of a
skill-based system so that all stats are useful,
regardless of which "profession" the
player is pursuing.
That'd be a
start, anyway.
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