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Old April 27th, 2018, 09:51 PM
Originally Posted by ShadowChemosh View Post
So to build on this. Does this mean all the "statblock" abilities that LW thinks are racial will come along also? In example for a Space Goblin will Tinker (Ex) & Unstable Junklaser (Ex) abilities come along?

What about for something more complex like the Drow. Will any abilities for Spell-Like abilities also come along?
No. I am not suggesting that LW decide what does/doesnt get included. It should be what is included when it is listed within the defined player race statblock. For instance.

If I wanted to create an enemy NPC CR3 Space Goblin Mechanic, I would ideally expect to do it in the following order:

1. Race - Space Goblin
1.1 Autoset Creature Type - Humanoid(Goblin)
1.2 Autoset languages - Common, Goblin
1.3 Autoset Creature Type Graft - Humanoid
1.4 Autoset Creature Subtype Graft - Goblinoid
2. Set CR to 3
3. Array - Expert
4. Class Graft - Mechanic
5. Choose the stat settings you want set

Etc.. filling in remaining details. As a Goblin created under this method I would expect the following racial "statblock" elements as listed on pg 55 of AA:
Ability Adjustments: +4 Dex, –2 Cha
Hit Points: 2
Size and Type: Space goblins are Small humanoids with the goblinoid subtype.
Darkvision: Space goblins have darkvision with a range of 60 feet.
Fast: Space goblins are fast for their size and have a base speed of 35 feet.
Scrounger: Space goblins receive a +2 racial bonus to Engineering, Stealth, and Survival checks.
Tinker: See page 54.

This is the current process to create this creature.

The issue is when you create something from the CRB. Making this same character, but as a Android would follow this path:

1. Race - custom
2. Set CR to 3
2. Array - Expert
3. Creature Type Graft - Humanoid
4. Creature Subtype Graft - Android
5. Class Graft - Mechanic
6. Choose the stat settings you want set

Both paths get nearly the same result, but the 1st route is significantly more intuitive to how you would expect to create a NPC for an existing race. You would not intuitively think to create a custom race NPC for a existing race in the game. I do not understand why instead all races couldn't just be managed from the Race selection and in the bare version, would not set any stat bonuses until the GM decides what they want set. (just like custom race) but without having to go through the multi-step custom race process.

Maybe I am misunderstanding the reasons employed here, but it just doesn't make sense that 'some' player races are functional as NPCs as a race selection, but other player races(specifically the ones from the CRB are only functional as a selection from a custom race creation)

As for the question on what abilities should come to an NPC as part of a class graft process, I would expect the elements listed under the racial traits for the PC class, not including items under specific monster creations in the AA book.

So Space Goblins would get Tinker, but not the junk laser as that is gear on the monster(not an actual racial benefit), Drow would get their immunities, magic etc, but not get the "create darkness, fighting styles (arcane assailant), rune of the eldritch knight" for the Enforcer monster or the "envoy improvisations (hidden agenda, improved get ’em, improved hurry, quick dispiriting taunt)" from the Arms dealer as those are defined monsters and should be as is.

Again, this is only my opinion, I am not the developer. Just saying what I believe makes sense for when I would create a NPC myself.

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