bitter lily wrote:
This is sort of a YMMV thing. The party I play in includes an elf and two half-orcs, one of them mine! (I admit, I haven't seriously looked at the elemental races to see if they're interesting.) That said, I wanted to read through what you'd done. Unfortunately I'm not feeling well enough to get through all the details tonight, so all I have for you are a few initial observations.
Honestly, I think the simplest and most effective way to encourage a race is to improve its Favored Class Bonuses -- if a player consistently passes it by, chances are that the FCB is weak for the classes they like. And I saw that you don't address the FCBs.
I also noticed that to a certain extent, you simply picked and chose options already given under the Alternate Racial Trait sections in the ARG. (For instance, your write-up of Dwarves subbed out Greed in favor of Craftsman, which I hardly consider to be a more interesting option.) I think it's easier to leave the Core traits in and suggest that players check the ARG's alternate traits for themselves.
Finally, I can deduce that you did make some actual homebrew changes in order to reach a near-equal total number of RP. It would help a great deal in evaluating what you changed if you found a way to indicate it. For instance, after the total description you could discuss what you eliminated, swapped, or added. Or :) post here a spoilered discussion of those points!
OK! The document is really cold and boring so, I will reorientate it following your feedback. I take only racial traits that were under Alternate Racial Traits in order to not disturb the general flavour of races. If a player wants to take another alternative just switch the new added for another that substitutes. EX: You want to play a dwarf that wasn't born in mountains and you like the Relentless trait. So as both traits replaces the stability trait in the original version simply replace Mountaineer for Relentless.
Thanks you for your words I appreciate it!! Feedback is always welcome!