Magnus, you completely missed the point I was making about with proactivity vs reactivity. I was not making any comments about combat viability, I'm never opposed to non-combat utility, in fact I think it's actually really great to have as race abilities. That wasn't the problem. However, in hindsight I admit that detection is still proactive, so actually my initial qualm with the ability not being proactive is invalid, so disregard that.
As for the narrative, all you did was basically reiterate exactly what the creators asserted. I didn't say it was completely illogical as is; it definitely fits within the design they set forth. My point was that the abilities are based on what humans ARENT attuned to, not what the ARE attuned to. In general abilities that are flavored around what a race is attuned to make it more satisfying to play. For example, the genasi (while not a particularly powerful class in DND) all have abilities related to the element they DO have affinity with. Their abilities aren't based on what Elements they might resist. The human as is would be like Fire Genasi having resistance to cold damage because they're so hot, and the capacity to detect nearby water elementals because they're the opposite of fire. This is theoretically viable and makes some sense, but what makes the fire genasi more thematic is that they have abilities based on what they ARE attuned with--fire. Furthermore, the active is quite niche, which makes humans less satisfying to play in games that aren't focused on undead, constructs, or extraplanar creatures. So, even if the abilities are still only related to what humans ARENT attuned to, it'd be great to see the active ability broadened a bit so humans could be played in almost any campaign setting, like most races are in ttrpgs.
All that is to say, I understand the logic behind the design, so I didn't need you to explain it to me again, it's quite clear. It even fits within the keywords tactical (detection allows for proactive planning, which I failed to see in my first post), and even cinematic if one imagines a whole party falling victim to a charm from an enemy, while the human is able to shrug it off due to their resistance. All I'm saying is that I wonder if Humans could be taken to the next level if they have abilities based on their attunement to the mundane world (salt of the earth style), not their lack of attunement with the magical world. I left my prompt open ended because I don't know exactly what that looks like, and wanted to see what other people thought, but you in no way responded to my actual prompt. I'm still interested in hearing your thoughts on what it could look like, but I'm not interested in having you explain the theme to me like I didn't understand it to begin with.
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Magnus, you completely missed the point I was making about with proactivity vs reactivity. I was not making any comments about combat viability, I'm never opposed to non-combat utility, in fact I think it's actually really great to have as race abilities. That wasn't the problem. However, in hindsight I admit that detection is still proactive, so actually my initial qualm with the ability not being proactive is invalid, so disregard that. As for the narrative, all you did was basically reiterate exactly what the creators asserted. I didn't say it was completely illogical as is; it definitely fits within the design they set forth. My point was that the abilities are based on what humans ARENT attuned to, not what the ARE attuned to. In general abilities that are flavored around what a race is attuned to make it more satisfying to play. For example, the genasi (while not a particularly powerful class in DND) all have abilities related to the element they DO have affinity with. Their abilities aren't based on what Elements they might resist. The human as is would be like Fire Genasi having resistance to cold damage because they're so hot, and the capacity to detect nearby water elementals because they're the opposite of fire. This is theoretically viable and makes some sense, but what makes the fire genasi more thematic is that they have abilities based on what they ARE attuned with--fire. Furthermore, the active is quite niche, which makes humans less satisfying to play in games that aren't focused on undead, constructs, or extraplanar creatures. So, even if the abilities are still only related to what humans ARENT attuned to, it'd be great to see the active ability broadened a bit so humans could be played in almost any campaign setting, like most races are in ttrpgs. All that is to say, I understand the logic behind the design, so I didn't need you to explain it to me again, it's quite clear. It even fits within the keywords tactical (detection allows for proactive planning, which I failed to see in my first post), and even cinematic if one imagines a whole party falling victim to a charm from an enemy, while the human is able to shrug it off due to their resistance. All I'm saying is that I wonder if Humans could be taken to the next level if they have abilities based on their attunement to the mundane world (salt of the earth style), not their lack of attunement with the magical world. I left my prompt open ended because I don't know exactly what that looks like, and wanted to see what other people thought, but you in no way responded to my actual prompt. I'm still interested in hearing your thoughts on what it could look like, but I'm not interested in having you explain the theme to me like I didn't understand it to begin with.