A potential player for a game I may start running has expressed an interest in playing a tiny race. I've done a quick Google search and found some homebrew stuff but I'm reluctant to start adding a host of rules just to cover this one character.
I'm considering using NO EXTRA OR ADJUSTED RULES AT ALL. So AC, damage, to hit, etc. all remain the same. The existing rules around encumbrance and moving through the space of larger creatures will work fine. The race itself I'm going to fluff but mechanically I'll just use wood elf.
Is there anything else I should consider before giving this player the OK on the concept?
The character creation rules are designed for small and medium characters. You can't just take those rules and expect them to work with a tiny creature. Tiny creatures usually have extremely low STR scores; using the rules for regular characters won't give that result. The weapons in the equipment tables also aren't meant for tiny creatures; tiny creatures usually deal 1 damage if they're extremely tiny, or 1d4 + modifiers damage if they're close to being small. Tiny creatures usually have very low hit points as well.
You're going to have to make some changes or just suggest they play a small race.
So it's not done but I have a section in the campaign guide I'm working on with a section for playing tiny races and a few playable tiny races. You'll have to scroll past new player/monster PC races.
This concern is relevant to me, as I had the idea of playing a Fairy of some description, played as a knight (so probably Fighter into Cavalier). It would be riding a Corgi, along the lines of Celtic folklore (the black splotch on a Pembroke Corgi's back is referred to as a "Fairy Saddle").
No... Dave the lost.... Spiders DO NOT have 5 ft reach, unless its a, quite large tarantula. Quit going by statistics, and think a little...
RAW they do.
Just to back this up a bit with concrete examples:
Bat - tiny beast - Bite. Melee Weapon Attack:+0 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.
Cat - tiny beast - Claws. Melee Weapon Attack:+0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Owl - tiny beast - Talons. Melee Weapon Attack:+3 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Spider - tiny beast - Bite. Melee Weapon Attack:+4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison damage.
So ... even tiny creatures have a 5' reach RAW. Swarms would be the exception oddly enough :). Swarms of these same creatures are considered size Medium and have a reach of 0 feet. This is likely because they attack as a swarm and not individually so they move into the same location as their target ... though this does introduce some potential logical inconsistencies. :)
a tiny creature could move through a medium or large creature's 'space' as if it were difficult terrain, but they cannot end in that space. why? because the G in RPG stands for game and a game has rules. session zero is a good place/time to discuss which rules to bend and when. regarding the space a creature controls and their non-zero range, if this was a videogame you might see a 5ft range attack translated into attack animations that seem step outside of that bounds, attack, and then step back in (but mechanically not spending any movement). sometimes you have to use the narrative to enhance the plausibility of the bare mechanisms. same as "your sword pokes them in the eye!" is something you might get narratively rather than roll for mechanically.
I don't know how balanced you can make it but you could take some inspiration from the quickling. Trade strength and size for more speed and dexterity. As I said in the beginning though it may be tough to make it balanced.
As a GM, I will allow players to run tiny creatures, after I have fully informed them and the other players of the limitations of their choice, and the player proves willing and able to play within those limitations.
Example: A falcon is a fast and nimble flyer, hard to catch, and deadly to animals of similar mass and low HP values, but its damage and carry capacity is minuscule compared to that of a medium sized creature, or a human warrior wielding a weapon. Depending on the creature type, one may grant the tiny creature clear communications ability with others in the party, but a talking falcon or crow, or house cat, or rat, or . . . can carry maybe a ring of keys or a pouch of thieves' tools with it, but not a loaded backpack, or a pouch holding 200GP. They will never effectively swing a human-sized long sword or mace, etc. Many magic items may be difficult or impossible for that particular creature's body to wear and utilize.
Should a GM grant the tiny PC normal HP values to work with, the tiny PCs relative small size severely limits stats like strength, constitution, and armor class. Even high-fantasy play should have some pseudo-logical limits like "No 4oz/113gram gerbil may wield the strength of normal humans, let alone possess double-digit strength scores," and "Though being a hummingbird gives you a great armor class due to your amazing maneuverability, if you're somehow held immobile, your AC (reverts to) the delicate and squishy side of the range. Your maximum carrying capacity is limited to 1 pebble, 1 key, 1 gem, ..." Trade and (other) interactions with NPCs should also not be easily accomplished, without thoughtful role play on the player's part.
I a GM wants to allow Mighty Mouse to be able to grapple an orc by one foot, then swing him around and throw him at another enemy, more power to them, and the player group. I'd rather not join said game.
A potential player for a game I may start running has expressed an interest in playing a tiny race. I've done a quick Google search and found some homebrew stuff but I'm reluctant to start adding a host of rules just to cover this one character.
I'm considering using NO EXTRA OR ADJUSTED RULES AT ALL. So AC, damage, to hit, etc. all remain the same. The existing rules around encumbrance and moving through the space of larger creatures will work fine. The race itself I'm going to fluff but mechanically I'll just use wood elf.
Is there anything else I should consider before giving this player the OK on the concept?
Has the player expressed interest in a particular tiny race? Like a sprite?
I kind of feel you'd be doing the player an injustice just shrinking a normal race.
You could just say no and enciurage them to try a small race like gnome, halfling, goblin, or kobold.
Not an existing race (that I know of) but it may well fit one. They're after one of the Wee Free Men from the Terry Pratchett novels.
Why do you think it would be selling the player short by the way?
The character creation rules are designed for small and medium characters. You can't just take those rules and expect them to work with a tiny creature. Tiny creatures usually have extremely low STR scores; using the rules for regular characters won't give that result. The weapons in the equipment tables also aren't meant for tiny creatures; tiny creatures usually deal 1 damage if they're extremely tiny, or 1d4 + modifiers damage if they're close to being small. Tiny creatures usually have very low hit points as well.
You're going to have to make some changes or just suggest they play a small race.
Speed would be an issue if it can't fly. Would be in the 10-15ft range, which would create issues in combat.
The Nac Mac Feegle, eh? I'm thinkin' they've the Strength, speed, an' carryin' capacity o' a Medium creature, despite bein' Tiny.
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That was my thinking. The actual size limitations would come out more in role play.
Auchtahelweit, it's all in the name of fun.
So it's not done but I have a section in the campaign guide I'm working on with a section for playing tiny races and a few playable tiny races. You'll have to scroll past new player/monster PC races.
https://drive.google.com/file/d/1WPn9IMNZRjEnYD8FmtACPsnzhIUtxxPm/view?usp=sharing
This concern is relevant to me, as I had the idea of playing a Fairy of some description, played as a knight (so probably Fighter into Cavalier). It would be riding a Corgi, along the lines of Celtic folklore (the black splotch on a Pembroke Corgi's back is referred to as a "Fairy Saddle").
Remember that Tiny creatures still control a five-foot space, and have five-foot reach. Even spiders have a 5 foot reach!
Actually, tiny creatures control a 2.5 foot square. They do have a 5 foot reach so they can hit things in thr next square.
No... Dave the lost.... Spiders DO NOT have 5 ft reach, unless its a, quite large tarantula. Quit going by statistics, and think a little...
And, in real life. Snakes can strike double their lengths of their bodies. Think about it that? 5ft snake... 10 ft reach... That makes sense.
RAW they do.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
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-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
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Just to back this up a bit with concrete examples:
Bat - tiny beast - Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.
Cat - tiny beast - Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Owl - tiny beast - Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Spider - tiny beast - Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison damage.
So ... even tiny creatures have a 5' reach RAW. Swarms would be the exception oddly enough :). Swarms of these same creatures are considered size Medium and have a reach of 0 feet. This is likely because they attack as a swarm and not individually so they move into the same location as their target ... though this does introduce some potential logical inconsistencies. :)
a tiny creature could move through a medium or large creature's 'space' as if it were difficult terrain, but they cannot end in that space. why? because the G in RPG stands for game and a game has rules. session zero is a good place/time to discuss which rules to bend and when. regarding the space a creature controls and their non-zero range, if this was a videogame you might see a 5ft range attack translated into attack animations that seem step outside of that bounds, attack, and then step back in (but mechanically not spending any movement). sometimes you have to use the narrative to enhance the plausibility of the bare mechanisms. same as "your sword pokes them in the eye!" is something you might get narratively rather than roll for mechanically.
I don't know how balanced you can make it but you could take some inspiration from the quickling. Trade strength and size for more speed and dexterity. As I said in the beginning though it may be tough to make it balanced.
Not D&D rules specific information.
As a GM, I will allow players to run tiny creatures, after I have fully informed them and the other players of the limitations of their choice, and the player proves willing and able to play within those limitations.
Example: A falcon is a fast and nimble flyer, hard to catch, and deadly to animals of similar mass and low HP values, but its damage and carry capacity is minuscule compared to that of a medium sized creature, or a human warrior wielding a weapon. Depending on the creature type, one may grant the tiny creature clear communications ability with others in the party, but a talking falcon or crow, or house cat, or rat, or . . . can carry maybe a ring of keys or a pouch of thieves' tools with it, but not a loaded backpack, or a pouch holding 200GP. They will never effectively swing a human-sized long sword or mace, etc. Many magic items may be difficult or impossible for that particular creature's body to wear and utilize.
Should a GM grant the tiny PC normal HP values to work with, the tiny PCs relative small size severely limits stats like strength, constitution, and armor class. Even high-fantasy play should have some pseudo-logical limits like "No 4oz/113gram gerbil may wield the strength of normal humans, let alone possess double-digit strength scores," and "Though being a hummingbird gives you a great armor class due to your amazing maneuverability, if you're somehow held immobile, your AC (reverts to) the delicate and squishy side of the range. Your maximum carrying capacity is limited to 1 pebble, 1 key, 1 gem, ..." Trade and (other) interactions with NPCs should also not be easily accomplished, without thoughtful role play on the player's part.
I a GM wants to allow Mighty Mouse to be able to grapple an orc by one foot, then swing him around and throw him at another enemy, more power to them, and the player group. I'd rather not join said game.