Level Up (A5E) Class redesign


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For me (going to original post) - I want the classes balanced with original classes. I want to be able to pull up and adventure or monster book and just play them in Level Up (the 100% BC is a big deal for me).
 

dave2008

Legend
To be fair, if "generic" means what straight white male brit and american gamers take for granted, then cultural and background customization becomes even more necessary.
I don't think anyone is saying that though, well, except you apparently. Ideally, a generic culture(s) is(are) the most inclusive. Though I realize in practice this is unlikely.
 


I don't think anyone is saying that though, well, except you apparently. Ideally, a generic culture(s) is(are) the most inclusive. Though I realize in practice this is unlikely.
Again, there is no such thing as a "generic" culture.

For example, if your "generic" culture is polytheistic, that would be highly objectionable and be noninclusive to my reallife ethnicity.
 
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dave2008

Legend
Again, there is no such thing as a "generic" culture.

For example, if your "generic" culture is polyheistic, the would be highly objectionable and be noninclusive to my reallife ethnicity.
OK, it seems we are using generic differently. I am using it simple to mean a made-up culture not tied to a specific setting (real or fictional). I absolutely think that is possible. I can't even believe it is worth debating. Now would you like it, I'm guessing not. But that doesn't mean it is not a "generic culture."

"Backgrounds" already pretty much serve the purpose of generic cultures I am talking about. They could be expanded a bit to include some of the "cultural" info that existing in the PHB race section, or a new cultural option could be created. Regardless, I don't think it needs to be tied to a specific setting.

So, instead of continuing to argue the above points, which we simply appear destined to disagree on, why don't you answer the question, I have posed several times (at least some version of it):

What should the Level Up! cultures be if they can't use an established setting (which they can't)? Should they make a new setting too, or should they attempt some default cultures and provide advice on how to cater or create ones for your own (or possibly established) settings? Or should the scrap the idea all together. If there even a 4th option?
 
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dave2008

Legend
For example, if your "generic" culture is polyheistic, the would be highly objectionable and be noninclusive to my reallife ethnicity.
In game terms your default / generic culture choices does not need to discuss religion at all or their could be separate entries for different belief types. Your culture could be a la carte: pick a background, pick a lifestyle, pick a community, pick a religion, etc. and all of these go into your "culture." It could be a generic set of tables that cover a wide range of aspects that together define your character's "culture."

None of this would require a specific setting. Just some lists to roll on or select from to pick 3-5 elements that make up your culture. I think I like that idea a lot.
 
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Zaukrie

New Publisher
To me generic culture (since we are looking settingless):

Agricultural area (get animal handling or nature or survival)
Big City
Port City (good with knots or sailing or small boat handling or swimming)
Industrial Area
Militaristic nation
Religious nation
University town/city
Trading center (learn 1 additional language of your choice)

etc........so, you might grow up in an agricultural area, but not be a farmer. Your culture might give you +2 to nature, or survival, for example. If you were a farmer (or even farmhand) as your background, you'd get another +2 and have some knowledge of tools or animal handling

You grow up in a university city, you might get a boost to some Wis or Int skill.

Stuff like that makes sense to me. Of course, there would be traits/flaws/whatever to go along with the modifiers.
 

thomkt

Explorer
Actually... hm. What about a game where you picked three classes: one combat class, one social class (not "class in society" but "character class for social abilities"), and one exploration class. Hm. I think that's way too heavy for an actual game, but I think it's an interesting toy design idea.

What if they were tied to different parts of character creation? For example your combat pillar abilities come from your class, social pillar from your background and exploration from something...I don't think species would work for this.
 

dave2008

Legend
What if they were tied to different parts of character creation? For example your combat pillar abilities come from your class, social pillar from your background and exploration from something...I don't think species would work for this.
While I am in favor of this concept, I think the other 2 pillars need to grow with the character and it would be a bit odd for your "background" to grow with your character. But I think it makes sense for them to grow from character creation.
 

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