In Triten, not all men are created equal. While triten tries to balance the races based on the total sum of their Attributes, and thus their total static bonuses, this is not an accurate portrayal of the value of an Attribute.
I will half-ignore racial bonuses. But I do have to ask why turtles don’t get innate DR.
Consider the Experience cost of Attributes. Improving an Attribute costs Exp equal to the value it is being upgraded to. What this means is that a race (Crocodile) with 7, 7, 3, 3, 4, 3, 3, 2 has an Exp value of 93 (or 85 if you don’t want to include the first point for each.) Meanwhile, a simple human has only 80 Exp worth (or 72). This gets more extreme when you include the starting bonuses.
Now, unfortunately, even this is not a good judge of a race. Just as with the races, not all attributes are created equal. Let’s take a look at their uses.
Strength: Melee Damage and Block (Useful for highly skilled melee combatants and… shield users…)
Constitute: Keeps you alive and Swimming (Everybody needs Con)
Dexterity: Melee Attacks using weapons and combat skills (Most players will be weapons fighters.)
Agility: Dodge, dodge, dodge, movement speed, dodge, reaction, and dodge, plus unarmed combat. (Take this!)
Wisdom: Spell Damage, Skills and Reaction (Yawn)
Intelligence: MAAAAAGIC! Skills, and Will (Note the psychology skill is in this family, and works for magic defense)
Personality: Will, social skills (Key statistic for a diplomat)
Attractiveness: Appearance ( other Key statistic for a diplomat)
So, we can safely assume that all characters will want Agility. As we previously discussed, the golden number for carrying armour is Strength 5, as it lets you carry a weapon and a set of PLCCP armour. With DR/Damage being what it is, Constitution has a reasonable lower bound of about 4 for combat characters and any unarmoured non-combat character who might at some point get hit (assuming armour on the first and not on the second.) Agility needs to be as high as possible as it does so much.
It is at this point that we have to figure out what kind of character we’re building to know what we’re sinking our points into/what race we want. If you want a fighter, Dexterity and Wisdom are your next target, with Dex aiding you in hitting your targets and Wisdom helps with reaction. Diplomatic characters focus on Personality and Attractiveness. And here is where I feel for spell casters…
Fighters can forgo a solid wisdom if they need, as the Dex, Con, Agi focus works well for them. A full blown diplomat can forgo almost everything but Attractiveness and Personality as long as they don’t get in a fight. But a spell caster is getting pulled in several directions at once. They need Agility to avoid getting hit, Constitution to avoid dying when they are hit, Strength to carry things (or a party member to carry their things for them, Intelligence for spell casting, Wisdom for spell damage, and then either Personality or the Psychology skill for mental defense.
Races like the Bull, Crocodile, Bear, Owl, and Turtle have impressive Attributes, but they’re also not core skill check Attributes. Strength, Constitution, and Wisdom will not help you hit anyone, talk to anyone, or light anyone’s pants on fire. They will help you do those things better, but they will not enable you to do them.
In other systems, this would be tolerable. Hitting infrequently but hard is a viable tactic. But not in Triten. This is a game where having statics 2 points lower than your opponent puts you at a serious disadvantage. Being 4 lower is crippling, hence my aversion to dual wielding. It doesn’t help you take down tough targets, just mop up already pitifully weaker targets faster. See my post on Triten dice statistics for more information.
And so we come to the culmination of these three posts… what race is the best? To be honest, that's a hard choice. While there are races I wouldn't recommend, most are solid choices. The mammals in particular have many good options. But among them, one does stand out to me. Drum roll please…
(Honestly, Rat/Squirrel, Rabbit, and similar races can be used in similar ways, but the observation bonus and flight gives the bat an edge. Only hard social specialization is out of their reach.)
Base Attributes are...
With base improvements allowed at character creation we upgrade that Str and Con and leaves us 5 points to play with, allowing something like this...
If you grab Dodge, a Weapon skill, and Divination at rank 6 each for 27 Exp, you are rolling +13 on all of them right out the gate. It will take you some time to get your spells in order, but once that's done you are a force to be feared by anyone with less than a +11 Will or Psychology, +11 Dodge/Parry/Block, And +11 on their attack. Even then, they have at best a 36% chance of success against you on any of those roles, and with 7s in your attributes, that goes down to 28% for most enemies. At the same time, You're packing 16 DR for 40 lbs with the PLCCP armor set, a weapon of your choice, and some serious control options. Adapt as needed.
With this build, you have managed to hit every key note and left yourself open to specialize from there. Anyone with less than +15, a true specialist, on their rolls won't marginalize you, and it would require +17 to side line you entirely. And while you might be short on skills, if you're part of a good party, this character will shine.
In short, if its small and fuzzy, fear it.