Flat net ability mods aren't equal *effective* power: a +1 in a stat a
build uses beats a +1 in a dump stat. Add dnd_race_balance.go, which
scores each race's mods against a 60/40 blend of per-class combat stat
priorities and class-independent non-combat utility (zone locks,
expedition harvest, skill checks, haggling).
Retune all races so their mean score across playable classes lands
within ±0.5 of the Standard Human baseline (6.0); best-fit/worst-fit
spread is kept as intentional race identity. TestRaceBalance logs the
report and asserts the rule.
Human was mechanically blank (all-zero mods, "not yet implemented"
passive). Wire the Standard Human flavor: +1 to every ability score,
no setup-wizard choice so !setup stays uniform across races.
That put Human at +6 net with no downside, ahead of every other race.
Retune the rest to +6 net as well, keeping their negatives intact so
each stays a spiky specialist rather than a flat generalist.