i don't see why still being in that 'background lifestyle' would thus mean they shouldn't have the mechanical features of said background, if anything it makes more sense to me that they should have them.
but the things i mentioned didn't come from neither class nor levels, species and background are things i would fundamentally expect every 0th level character to have(barring perhaps background for very young children), you can't exist and not have a species, how can you live your life and not...
Is it ever actually stated anywhere those things ‘aren’t for the normies’ or is that something you want to assume because most GMs simply don’t remember/care to give their NPCs those things? honestly I think that would be a good concept to play up on in a ‘designed for 5e’ setting, that a...
i could see the interpretation that the mechanics isn't representing so much that the injury is actually taking up any space or capacity, but is instead symbolizing how the wound is weakening you and thus reducing your capability to carry things, if my arm or leg got messed up it makes sense i...
my instinctual answer for this that comes to me is that while golems are useful and very strong they don't have the higher thought capacity required for an independent minion that you don't need to constantly micromanage and that sentience is a package deal, you can't cut and trim away the...
yes other species are biologically different from human, a dwarf is far more hardy than a human, can see in the dark, resists poisons and is sensitive to the tremmors in the earth, but a predisposition to quaffing ale, wielding hammers and desiring gold are not biological traits, nor are...
i would say slot based encumbrance systems would typically benefit some sort of basic two-tier system rule between 'big' and 'small' object/slots with the ability to equate a big slot into X worth of small slots.
because human or dwarf, elf or orc, there's only going to be so much difference between how one kind of species and another lives as a port town or a forest hunter-gatherer village, oh sure, the elf military civilization might favour longbows whereas dwarves hammers and orcs axes, but making a...
i think you could probably do pretty well in covering the broad strokes of things with a decent group of archtypical culture entries and then make like 2~4 specific species-culture entries for each species that highlight the things unique to them and their ways,
Uh, didn’t the desire for culture as it’s own category come about because people didn’t like the idea of all members of a species having all their species cultural knowledge seemingly beamed into their head at birth despite potentially growing up never seeing a single other member of their...
Off the top of my head I think id go with something like:
Background: 3 skills.
Cleric/Druid/Sorcerer/Warlock/Wizard: 2 skills, 1 expertise in a class skill, no reliable talent.
Paladin: 4 skills, 1 expertise in a class skill, no reliable talent.
Barbarian/Fighter/Monk: 4 skills, 2 expertise in...
agreed, there should be more skills for martials not less
i also think there should be more expertise, jack of all trades and reliable talent handed out to them, i think people are too afraid of letting martials break skill bounded accuracy when like, what's really the worst things they can do...