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Level Up: Advanced 5th Edition (A5E)
Changes to race (species?)
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<blockquote data-quote="Kinematics" data-source="post: 8067808" data-attributes="member: 6932123"><p>Mechanic C, originally labeled 'Culture', will now be referred to as 'Upbringing'. Hopefully this will avoid arguments over terminology.</p><p></p><p>I'm also having to rethink the extent that this mechanic can stretch things, due to the survey result that rejects the idea of adding mechanics for social combat. There's still room for "affecting social interactions", though.</p><p></p><p></p><p>So, starting with a baseline neutral race, Elf, I want to look at how much design space is available here by default.</p><p></p><p>Note: Keen Senses (proficiency in Perception) can be argued to be a racial trait. I had skipped it when doing the racial summaries because it was implemented as a skill proficiency, but under review, it belongs under racial. Since the elf racial package felt a bit weak, adding this proficiency felt fine.</p><p></p><p></p><p>High Elf, excluding basic Elf racial traits</p><ul> <li data-xf-list-type="ul">Languages: 3 (Common, Elvish, player choice)</li> <li data-xf-list-type="ul">Elf Weapon Training (longsword, short sword, long bow, shortbow)</li> <li data-xf-list-type="ul">Cantrip</li> </ul><p></p><p>Wood Elf, excluding basic Elf racial traits</p><ul> <li data-xf-list-type="ul">Languages: 2 (Common, Elvish)</li> <li data-xf-list-type="ul">Elf Weapon Training (longsword, short sword, long bow, shortbow)</li> <li data-xf-list-type="ul">Fleet of Foot: +5 feet to base speed</li> <li data-xf-list-type="ul">Mask of the Wild: Can hide while lightly obscured</li> </ul><p></p><p>Dark Elf, excluding basic Elf racial traits</p><ul> <li data-xf-list-type="ul">Languages: 2 (Common, Elvish)</li> <li data-xf-list-type="ul">Drow Weapon Training (rapier, short sword, hand crossbow)</li> <li data-xf-list-type="ul">Superior Darkvision: 120 feet</li> <li data-xf-list-type="ul">Drow Magic: Dancing Lights cantrip, Faerie Fire at 3rd, Darkness at 5th</li> <li data-xf-list-type="ul">Sunlight Sensitivity: Disadvantage in direct sunlight</li> </ul><p></p><p></p><p>So, a language and a cantrip (High Elf) are equivalent to increased walking speed and the ability to hide while lightly obscured (Wood Elf), which are equivalent to improved darkvision distance and a set of spells (cantrip, 1st level spell at 3rd level, 2nd level spell at 5th level) but with the Sunlight Sensitivity disability.</p><p></p><p>As a baseline, we can take a proficiecy, two languages, limited weapon training, and two other small features (language + cantrip, or move speed + hiding) as the explicitly available design space available. That doesn't mean we can't expand on it, but we should at least be allowed this much.</p><p></p><p></p><p>However, what about other races?</p><p></p><p>Dwarves have weapon training similar to elves, along with a tool proficiency and a limited skill proficiency (Stonecunning). 2 languages.</p><p></p><p>Dragonborn get 2 languages and... basically nothing else. Does Breath Weapon really have <em>that</em> much weight?</p><p></p><p>Gnomes get 2 languages, and either a cantrip and a ritual spell, or a tool proficiency (with toys) and a partial proficiency.</p><p></p><p>Half-orcs get 2 languages, a skill proficiency (Intimidation), and Savage Attacks (bonus critical dice).</p><p></p><p>Halflings get 2 languages, and either a bonus hiding mechanism, or resistance to poison (same as dwarves' racial).</p><p></p><p></p><p>Let's start by just noting that 2 languages are universal. The languages are always Common and a cultural language.</p><p></p><p>So if we look at what's left after that...</p><p></p><p>High Elf: 1 language; weapon training; cantrip</p><p>Wood Elf: weapon training; speed boost; hiding augment</p><p>Dark Elf: weapon training; darkvision boost; 1-3-5 magic training; <sunlight penalty></p><p>Dwarf: weapon training; tool proficiency; stonecunning; armor training</p><p>Halfling: better stealth or extra resistance; nimbleness</p><p>Dragonborn: ---</p><p>Gnome: cantrip and ritual; or artificer's lore, tool proficiency, and tinker toys</p><p>Half-Elf: 2 skill proficiencies; 1 language</p><p>Half-Orc: 1 skill proficiency (Intimidation); bonus crit dice</p><p>Tiefling: --- (got 1-3-5 magic, currently allocated to race)</p><p></p><p></p><p>Very roughly, each race gets 5 points of stuff. 2 points go into base languages, and another 3 points of 'other', where they can be used for a cantrip, a language, limited weapon or armor training, or a limited or predefined skill proficiency. There's also a few other unique options. All of these are presumably roughly the same value as a new language.</p><p></p><p>Half-elf takes the upper hand here, with 2 full skill proficiencies of the player's choice, rather than an assigned (and possibly limited) proficiency.</p><p></p><p>Dragonborn and Tiefling get nothing, apparently because they got natural means of doing damage (Breath Weapon, and presumably inborn magic). Are those traits worth completely wiping out any other minor options?</p><p></p><p>Let's take a look at another race with natural weapons: Tabaxi.</p><p></p><p>Innate:</p><ul> <li data-xf-list-type="ul">Lifespan: Under 100 years. Young until late teens</li> <li data-xf-list-type="ul">Size: human+ height, slender, Medium</li> <li data-xf-list-type="ul">Speed: 30 feet</li> <li data-xf-list-type="ul">Darkvision: 60 feet</li> <li data-xf-list-type="ul">Feline Agility: Double movement one turn, in exchange for 0 in another turn.</li> <li data-xf-list-type="ul">Cat's Claws: 20 foot climb speed</li> <li data-xf-list-type="ul">Cat's Claws: 1d4+Str slashing attack</li> </ul><p></p><p>Cultural:</p><p></p><p>Cat's Talent: Proficiency in Perception, Proficiency in Stealth</p><p>Languages: Common and one of your choice</p><p></p><p>In this case, it's a bit closer to the half-elf on the cultural side. On the other hand, the natural weapons are barely more than default unarmed strikes (1 + Str bludgeoning). The innate traits are more about movement.</p><p></p><p>The dragonborn's Breath Weapon, if taken in cone format, is weaker than Burning Hands at 1st level, and matches Burning Hands at 6th level. It only improves above Burning Hands at 11th level.</p><p></p><p>Compare that with the 1-3-5 magic trait, where you get a cantrip at 1st level, and a 1st level spell at 3rd level that you can cast once per day (same as Breath Weapon). Breath Weapon is certainly weaker than the 1-3-5 magic trait, but seems to have used up the same design space.</p><p></p><p></p><p></p><p>Now, I want to look at how much design space I'd want to give the Upbringing mechanic. Writing up examples for a dozen or so Upbringing types (agrarian, mercantile, warlike, nomadic, traveling show, noble, religious, criminal, magical training, mountainous environment, forested environment, etc), I tend to find a comfortable balance at around:</p><p></p><p>2 languages (Common + cultural)</p><p>1 skill proficiency</p><p>2 tool proficiencies</p><p>1 social advantage</p><p>1 special trick</p><p></p><p></p><p>This is a bit stronger than the design space that the races have left over by default, but it feels like enough to warrant its own mechanic, whereas the amount shown to be extracted from the exiting 5E races feels too weak to be worth separating out as a separate mechanic.</p><p></p><p>For definitions:</p><p></p><p>A Social Advantage is a trait that grants you advantage on social checks under particular conditions. An agrarian culture might make it easier to handle social interactions that have an intended goal of cooperation, while a nomadic culture might make it easier to handle social interactions where you want to avoid trouble.</p><p></p><p>The Social Advantage traits are intentionally broad. The purpose is to encourage the character to approach social interactions in a particular way, to give actual mechanical benefits for engaging socially in a way that matches how your character presumably developed. It also helps counteract the issue where certain classes simply don't have the skills necessary to participate in social encounters, since getting advantage means you can still be competent, even with a +0, as long as you stay in character.</p><p></p><p>The Special Trick is space reserved for things like the gnome's tinker toys, or the wood elf's movement and hiding bonuses. I haven't really built for those yet, though, so it's mostly just rough sketch space at the moment.</p><p></p><p></p><p>Upbringing</p><ul> <li data-xf-list-type="ul">You learn the Common language, as well as the language of the predominant culture where you grew up. This may be a racial or regional language (eg: elven, Calishite, etc).</li> <li data-xf-list-type="ul">You may choose a package of benefits based on the type of culture you grew up in. Choose from those below. (To be expanded on.)</li> </ul><p></p><p>First draft list of upbringings.</p><p></p><p>[spoiler=Upbringing Types]</p><p>Agrarian — Nature is both bounty and enemy. We only survive by standing together.</p><ul> <li data-xf-list-type="ul">Gain proficiency in Animal Handling or Nature.</li> <li data-xf-list-type="ul">Gain proficiency in use of Land Vehicles, and one of: Brewer's, Carpenter's, Cook's, Leatherworker's, or Tinker's tools.</li> <li data-xf-list-type="ul">Gain advantage in social interactions involving cooperation.</li> <li data-xf-list-type="ul">--?</li> </ul><p></p><p>Mercantile — Everything has a price. If you feel you were cheated in a deal, it's your own fault.</p><ul> <li data-xf-list-type="ul">Gain proficiency in Persuasion.</li> <li data-xf-list-type="ul">Gain proficiency in either Land Vehicle use or Water Vehicle use, and an Artisan's tool of your choice.</li> <li data-xf-list-type="ul">Gain advantage in social interactions involving bartering.</li> <li data-xf-list-type="ul">You can manage rough communication with any creature that speaks some language, even if you are not proficient in that language. You can manage reasonable communication within a few days.</li> </ul><p></p><p>Warlike — Might makes right. If you can't defend what was yours, it was never yours to begin with.</p><ul> <li data-xf-list-type="ul">Gain proficiency in Athletics.</li> <li data-xf-list-type="ul">Gain proficiency in a personal martial weapon of choice. A normal quality version of that weapon is treated as a +1 for everything except overcoming magical resistance.</li> <li data-xf-list-type="ul">May use the skill of a weapon you have in your possession in place of Charisma (Intimidation) in order to intimidate.</li> </ul><p></p><p>Nomadic — You can only depend on yourselves and your family.</p><ul> <li data-xf-list-type="ul">Gain proficiency in Perception. </li> <li data-xf-list-type="ul">Gain proficiency in Land or Water Vehicle use, Navigator's Tools, and Herbalism Kit.</li> <li data-xf-list-type="ul">Gain advantage in social interactions attempting to avoid trouble.</li> <li data-xf-list-type="ul">You may scavange for or find in your possession a non-magical item that you need, once per day.</li> </ul><p></p><p>Traveling Show — All the world's a stage, and you're up next.</p><ul> <li data-xf-list-type="ul">Gain proficiency in Performance.</li> <li data-xf-list-type="ul">Gain proficiency in two gaming sets and/or instruments.</li> <li data-xf-list-type="ul">Gain advantage in social interactions attempting to entertain or draw attention.</li> <li data-xf-list-type="ul">You can convince a non-hostile person to grant you a small favor, a minor item, or a small amount of money after spending time entertaining them.</li> </ul><p></p><p>Noble — Noblesse Oblige</p><ul> <li data-xf-list-type="ul">Gain proficiency in History.</li> <li data-xf-list-type="ul">Gain proficiency in a dueling weapon of your choice. It must be one-handed.</li> <li data-xf-list-type="ul">Gain advantage in social interactions that require formal propriety.</li> <li data-xf-list-type="ul">Gain training in basic magic. Learn an arcane cantrip of your choice.</li> </ul><p></p><p>Religious — Have faith, for God will provide.</p><ul> <li data-xf-list-type="ul">Gain proficiency in Religion.</li> <li data-xf-list-type="ul">Gain proficiency in a set of artisan's tools appropriate to your religion.</li> <li data-xf-list-type="ul">Gain advantage in social interactions that involve your faith.</li> <li data-xf-list-type="ul">Gain training in basic magic. Learn a divine cantrip of your choice.</li> </ul><p></p><p>Criminal — Finders keepers.</p><ul> <li data-xf-list-type="ul">Gain proficiency in Deception.</li> <li data-xf-list-type="ul">Gain proficiency in one of Thieves' Tools, Forgery Kit, or Disguise Kit.</li> <li data-xf-list-type="ul"></li> <li data-xf-list-type="ul"></li> </ul><p></p><p>Wooded Environment</p><ul> <li data-xf-list-type="ul">Gain a climb speed equal to your walking speed.</li> <li data-xf-list-type="ul">Gain 5' of movement speed.</li> <li data-xf-list-type="ul">Gain advantage on social interactions involving concealing information.</li> </ul><p></p><p>Underdark Environment</p><ul> <li data-xf-list-type="ul">Gain Undercommon as an additional language</li> <li data-xf-list-type="ul">Gain enhanced Darkvision, to 120 feet</li> <li data-xf-list-type="ul">Gain Sunlight Sensitivity</li> <li data-xf-list-type="ul"></li> </ul><p></p><p></p><p>[/spoiler]</p><p></p><p>All of that was just rough draft ideas, but it quickly ran into an issue in the Underdark. The Underdark would be a setting where the <em>location</em> affects things, in addition to the <em>culture</em>. Namely, Underdark races tend to have Superior Darkvision (120'), and perhaps some sort of magical training (both for Dark Elves and Dark Gnomes).</p><p></p><p>So, sure I can put together Underdark Elves and Underdark Gnomes, to keep them separate, but that immediately fails the entire point of the Upbringing separation. I also can't move the spell lists into the racial section, because that conflicts with the non-Underdark versions of those races.</p><p></p><p>So how do you come up with an Upbringing that isn't just "Dark Elf"? It's sort of the equivalent of claiming that your upbringing was "Japanese" or "French", which I'd been trying to avoid during this build process because it fails the orthogonality premise.</p><p></p><p>For that matter, location seems like it would provide some basic differences in Upbringing: Urban, Rural, Underdark, Forest, Mountain, Swamp, Desert, Sea, Wilds, Fae. But then we're adding yet another puzzle piece to character creation, and that feels troublesome. But I suppose Upbringing can be a 2-parter: Location and Culture. For the moment I'm putting a positive and a negative in the location, while culture is strictly positive benefits.</p><p></p><p></p><p>[spoiler=Upbringing Location]</p><p>Urban</p><ul> <li data-xf-list-type="ul"></li> <li data-xf-list-type="ul"></li> <li data-xf-list-type="ul"></li> <li data-xf-list-type="ul"></li> </ul><p></p><p>Rural</p><ul> <li data-xf-list-type="ul"></li> <li data-xf-list-type="ul"></li> <li data-xf-list-type="ul"></li> <li data-xf-list-type="ul"></li> </ul><p></p><p>Forest</p><ul> <li data-xf-list-type="ul">Gain 5' movement speed</li> <li data-xf-list-type="ul">Gain ability to hide when lightly obscured</li> <li data-xf-list-type="ul">Suffer disadvantage when interacting with outsiders for the first time</li> <li data-xf-list-type="ul"></li> </ul><p></p><p>Mountain</p><ul> <li data-xf-list-type="ul"></li> <li data-xf-list-type="ul"></li> <li data-xf-list-type="ul"></li> <li data-xf-list-type="ul"></li> </ul><p></p><p>Swamp</p><ul> <li data-xf-list-type="ul"></li> <li data-xf-list-type="ul"></li> <li data-xf-list-type="ul"></li> <li data-xf-list-type="ul"></li> </ul><p></p><p>Desert</p><ul> <li data-xf-list-type="ul"></li> <li data-xf-list-type="ul"></li> <li data-xf-list-type="ul"></li> <li data-xf-list-type="ul"></li> </ul><p></p><p>Wilds</p><ul> <li data-xf-list-type="ul"></li> <li data-xf-list-type="ul"></li> <li data-xf-list-type="ul"></li> <li data-xf-list-type="ul"></li> </ul><p></p><p>Sea</p><ul> <li data-xf-list-type="ul">Gain a swimming speed equal to your walking speed</li> <li data-xf-list-type="ul"></li> <li data-xf-list-type="ul"></li> <li data-xf-list-type="ul"></li> </ul><p></p><p>Underdark</p><ul> <li data-xf-list-type="ul">Gain Undercommon as an additional language</li> <li data-xf-list-type="ul">Gain enhanced Darkvision, to 120 feet</li> <li data-xf-list-type="ul">Suffer Sunlight Sensitivity</li> <li data-xf-list-type="ul"></li> </ul><p></p><p>Fae</p><ul> <li data-xf-list-type="ul"></li> <li data-xf-list-type="ul"></li> <li data-xf-list-type="ul"></li> <li data-xf-list-type="ul"></li> </ul><p></p><p>[/spoiler]</p><p></p><p></p><p>[spoiler=Upbringing Culture]</p><p>Agrarian — Nature is both bounty and enemy. We only survive by standing together.</p><ul> <li data-xf-list-type="ul">Gain proficiency in Animal Handling or Nature.</li> <li data-xf-list-type="ul">Gain proficiency in use of Land Vehicles, and one of: Brewer's, Carpenter's, Cook's, Leatherworker's, or Tinker's tools.</li> <li data-xf-list-type="ul">Gain advantage in social interactions involving cooperation.</li> <li data-xf-list-type="ul">--?</li> </ul><p></p><p>Mercantile — Everything has a price. If you feel you were cheated in a deal, it's your own fault.</p><ul> <li data-xf-list-type="ul">Gain proficiency in Persuasion.</li> <li data-xf-list-type="ul">Gain proficiency in either Land Vehicle use or Water Vehicle use, and an Artisan's tool of your choice.</li> <li data-xf-list-type="ul">Gain advantage in social interactions involving bartering.</li> <li data-xf-list-type="ul">You can manage rough communication with any creature that speaks some language, even if you are not proficient in that language. You can manage reasonable communication within a few days.</li> </ul><p></p><p>Warlike — Might makes right. If you can't defend what was yours, it was never yours to begin with.</p><ul> <li data-xf-list-type="ul">Gain proficiency in Athletics.</li> <li data-xf-list-type="ul">Gain proficiency in a personal martial weapon of choice. A normal quality version of that weapon is treated as a +1 for everything except overcoming magical resistance.</li> <li data-xf-list-type="ul">May use the skill of a weapon you have in your possession in place of Charisma (Intimidation) in order to intimidate.</li> </ul><p></p><p>Nomadic — You can only depend on yourselves and your family.</p><ul> <li data-xf-list-type="ul">Gain proficiency in Perception. </li> <li data-xf-list-type="ul">Gain proficiency in Land or Water Vehicle use, Navigator's Tools, and Herbalism Kit.</li> <li data-xf-list-type="ul">Gain advantage in social interactions attempting to avoid trouble.</li> <li data-xf-list-type="ul">You may scavange for or find in your possession a non-magical item that you need, once per day.</li> </ul><p></p><p>Traveling Show — All the world's a stage, and you're up next.</p><ul> <li data-xf-list-type="ul">Gain proficiency in Performance.</li> <li data-xf-list-type="ul">Gain proficiency in two gaming sets and/or instruments.</li> <li data-xf-list-type="ul">Gain advantage in social interactions attempting to entertain or draw attention.</li> <li data-xf-list-type="ul">You can convince a non-hostile person to grant you a small favor, a minor item, or a small amount of money after spending time entertaining them.</li> </ul><p></p><p>Noble — Noblesse Oblige</p><ul> <li data-xf-list-type="ul">Gain proficiency in History.</li> <li data-xf-list-type="ul">Gain proficiency in a dueling weapon of your choice. It must be one-handed.</li> <li data-xf-list-type="ul">Gain advantage in social interactions that require formal propriety.</li> <li data-xf-list-type="ul">Gain training in basic magic. Learn an arcane cantrip of your choice.</li> </ul><p></p><p>Religious — Have faith, for God will provide.</p><ul> <li data-xf-list-type="ul">Gain proficiency in Religion.</li> <li data-xf-list-type="ul">Gain proficiency in a set of artisan's tools appropriate to your religion.</li> <li data-xf-list-type="ul">Gain advantage in social interactions that involve your faith.</li> <li data-xf-list-type="ul">Gain training in basic magic. Learn a divine cantrip of your choice.</li> </ul><p></p><p>Criminal — Finders keepers.</p><ul> <li data-xf-list-type="ul">Gain proficiency in Deception.</li> <li data-xf-list-type="ul">Gain proficiency in one of Thieves' Tools, Forgery Kit, or Disguise Kit.</li> <li data-xf-list-type="ul"></li> <li data-xf-list-type="ul"></li> </ul><p></p><p>Villainous Rulers</p><ul> <li data-xf-list-type="ul">Gain proficiency in Deception.</li> <li data-xf-list-type="ul">Gain proficiency in one of Thieves' Tools, Forgery Kit, or Disguise Kit.</li> <li data-xf-list-type="ul"></li> <li data-xf-list-type="ul">Magical Training (1-3-5)</li> </ul><p></p><p>Outsiders/Outcasts</p><ul> <li data-xf-list-type="ul">Gain proficiency in Deception.</li> <li data-xf-list-type="ul">Gain proficiency in Cooking Utensils and Weaver's Tools.</li> <li data-xf-list-type="ul">Gain advantage when hiding in terrain similar to your Upbringing Location.</li> </ul><p></p><p>[/spoiler]</p><p></p><p></p><p>I haven't bothered filling this all in. It may be "too much". But going through the process may give us a better handle on how to work with the idea of this 'cultural' mechanic, in between Race and Background.</p><p></p><p>Would appreciate people's thoughts, and how they feel about the implications on how this (Culture/Upbringing in general) could be implemented in the A5E project.</p></blockquote><p></p>
[QUOTE="Kinematics, post: 8067808, member: 6932123"] Mechanic C, originally labeled 'Culture', will now be referred to as 'Upbringing'. Hopefully this will avoid arguments over terminology. I'm also having to rethink the extent that this mechanic can stretch things, due to the survey result that rejects the idea of adding mechanics for social combat. There's still room for "affecting social interactions", though. So, starting with a baseline neutral race, Elf, I want to look at how much design space is available here by default. Note: Keen Senses (proficiency in Perception) can be argued to be a racial trait. I had skipped it when doing the racial summaries because it was implemented as a skill proficiency, but under review, it belongs under racial. Since the elf racial package felt a bit weak, adding this proficiency felt fine. High Elf, excluding basic Elf racial traits [list] [*]Languages: 3 (Common, Elvish, player choice) [*]Elf Weapon Training (longsword, short sword, long bow, shortbow) [*]Cantrip [/list] Wood Elf, excluding basic Elf racial traits [list] [*]Languages: 2 (Common, Elvish) [*]Elf Weapon Training (longsword, short sword, long bow, shortbow) [*]Fleet of Foot: +5 feet to base speed [*]Mask of the Wild: Can hide while lightly obscured [/list] Dark Elf, excluding basic Elf racial traits [list] [*]Languages: 2 (Common, Elvish) [*]Drow Weapon Training (rapier, short sword, hand crossbow) [*]Superior Darkvision: 120 feet [*]Drow Magic: Dancing Lights cantrip, Faerie Fire at 3rd, Darkness at 5th [*]Sunlight Sensitivity: Disadvantage in direct sunlight [/list] So, a language and a cantrip (High Elf) are equivalent to increased walking speed and the ability to hide while lightly obscured (Wood Elf), which are equivalent to improved darkvision distance and a set of spells (cantrip, 1st level spell at 3rd level, 2nd level spell at 5th level) but with the Sunlight Sensitivity disability. As a baseline, we can take a proficiecy, two languages, limited weapon training, and two other small features (language + cantrip, or move speed + hiding) as the explicitly available design space available. That doesn't mean we can't expand on it, but we should at least be allowed this much. However, what about other races? Dwarves have weapon training similar to elves, along with a tool proficiency and a limited skill proficiency (Stonecunning). 2 languages. Dragonborn get 2 languages and... basically nothing else. Does Breath Weapon really have [i]that[/i] much weight? Gnomes get 2 languages, and either a cantrip and a ritual spell, or a tool proficiency (with toys) and a partial proficiency. Half-orcs get 2 languages, a skill proficiency (Intimidation), and Savage Attacks (bonus critical dice). Halflings get 2 languages, and either a bonus hiding mechanism, or resistance to poison (same as dwarves' racial). Let's start by just noting that 2 languages are universal. The languages are always Common and a cultural language. So if we look at what's left after that... High Elf: 1 language; weapon training; cantrip Wood Elf: weapon training; speed boost; hiding augment Dark Elf: weapon training; darkvision boost; 1-3-5 magic training; <sunlight penalty> Dwarf: weapon training; tool proficiency; stonecunning; armor training Halfling: better stealth or extra resistance; nimbleness Dragonborn: --- Gnome: cantrip and ritual; or artificer's lore, tool proficiency, and tinker toys Half-Elf: 2 skill proficiencies; 1 language Half-Orc: 1 skill proficiency (Intimidation); bonus crit dice Tiefling: --- (got 1-3-5 magic, currently allocated to race) Very roughly, each race gets 5 points of stuff. 2 points go into base languages, and another 3 points of 'other', where they can be used for a cantrip, a language, limited weapon or armor training, or a limited or predefined skill proficiency. There's also a few other unique options. All of these are presumably roughly the same value as a new language. Half-elf takes the upper hand here, with 2 full skill proficiencies of the player's choice, rather than an assigned (and possibly limited) proficiency. Dragonborn and Tiefling get nothing, apparently because they got natural means of doing damage (Breath Weapon, and presumably inborn magic). Are those traits worth completely wiping out any other minor options? Let's take a look at another race with natural weapons: Tabaxi. Innate: [list] [*]Lifespan: Under 100 years. Young until late teens [*]Size: human+ height, slender, Medium [*]Speed: 30 feet [*]Darkvision: 60 feet [*]Feline Agility: Double movement one turn, in exchange for 0 in another turn. [*]Cat's Claws: 20 foot climb speed [*]Cat's Claws: 1d4+Str slashing attack [/list] Cultural: Cat's Talent: Proficiency in Perception, Proficiency in Stealth Languages: Common and one of your choice In this case, it's a bit closer to the half-elf on the cultural side. On the other hand, the natural weapons are barely more than default unarmed strikes (1 + Str bludgeoning). The innate traits are more about movement. The dragonborn's Breath Weapon, if taken in cone format, is weaker than Burning Hands at 1st level, and matches Burning Hands at 6th level. It only improves above Burning Hands at 11th level. Compare that with the 1-3-5 magic trait, where you get a cantrip at 1st level, and a 1st level spell at 3rd level that you can cast once per day (same as Breath Weapon). Breath Weapon is certainly weaker than the 1-3-5 magic trait, but seems to have used up the same design space. Now, I want to look at how much design space I'd want to give the Upbringing mechanic. Writing up examples for a dozen or so Upbringing types (agrarian, mercantile, warlike, nomadic, traveling show, noble, religious, criminal, magical training, mountainous environment, forested environment, etc), I tend to find a comfortable balance at around: 2 languages (Common + cultural) 1 skill proficiency 2 tool proficiencies 1 social advantage 1 special trick This is a bit stronger than the design space that the races have left over by default, but it feels like enough to warrant its own mechanic, whereas the amount shown to be extracted from the exiting 5E races feels too weak to be worth separating out as a separate mechanic. For definitions: A Social Advantage is a trait that grants you advantage on social checks under particular conditions. An agrarian culture might make it easier to handle social interactions that have an intended goal of cooperation, while a nomadic culture might make it easier to handle social interactions where you want to avoid trouble. The Social Advantage traits are intentionally broad. The purpose is to encourage the character to approach social interactions in a particular way, to give actual mechanical benefits for engaging socially in a way that matches how your character presumably developed. It also helps counteract the issue where certain classes simply don't have the skills necessary to participate in social encounters, since getting advantage means you can still be competent, even with a +0, as long as you stay in character. The Special Trick is space reserved for things like the gnome's tinker toys, or the wood elf's movement and hiding bonuses. I haven't really built for those yet, though, so it's mostly just rough sketch space at the moment. Upbringing [list] [*]You learn the Common language, as well as the language of the predominant culture where you grew up. This may be a racial or regional language (eg: elven, Calishite, etc). [*]You may choose a package of benefits based on the type of culture you grew up in. Choose from those below. (To be expanded on.) [/list] First draft list of upbringings. [spoiler=Upbringing Types] Agrarian — Nature is both bounty and enemy. We only survive by standing together. [list] [*]Gain proficiency in Animal Handling or Nature. [*]Gain proficiency in use of Land Vehicles, and one of: Brewer's, Carpenter's, Cook's, Leatherworker's, or Tinker's tools. [*]Gain advantage in social interactions involving cooperation. [*]--? [/list] Mercantile — Everything has a price. If you feel you were cheated in a deal, it's your own fault. [list] [*]Gain proficiency in Persuasion. [*]Gain proficiency in either Land Vehicle use or Water Vehicle use, and an Artisan's tool of your choice. [*]Gain advantage in social interactions involving bartering. [*]You can manage rough communication with any creature that speaks some language, even if you are not proficient in that language. You can manage reasonable communication within a few days. [/list] Warlike — Might makes right. If you can't defend what was yours, it was never yours to begin with. [list] [*]Gain proficiency in Athletics. [*]Gain proficiency in a personal martial weapon of choice. A normal quality version of that weapon is treated as a +1 for everything except overcoming magical resistance. [*]May use the skill of a weapon you have in your possession in place of Charisma (Intimidation) in order to intimidate. [/list] Nomadic — You can only depend on yourselves and your family. [list] [*]Gain proficiency in Perception. [*]Gain proficiency in Land or Water Vehicle use, Navigator's Tools, and Herbalism Kit. [*]Gain advantage in social interactions attempting to avoid trouble. [*]You may scavange for or find in your possession a non-magical item that you need, once per day. [/list] Traveling Show — All the world's a stage, and you're up next. [list] [*]Gain proficiency in Performance. [*]Gain proficiency in two gaming sets and/or instruments. [*]Gain advantage in social interactions attempting to entertain or draw attention. [*]You can convince a non-hostile person to grant you a small favor, a minor item, or a small amount of money after spending time entertaining them. [/list] Noble — Noblesse Oblige [list] [*]Gain proficiency in History. [*]Gain proficiency in a dueling weapon of your choice. It must be one-handed. [*]Gain advantage in social interactions that require formal propriety. [*]Gain training in basic magic. Learn an arcane cantrip of your choice. [/list] Religious — Have faith, for God will provide. [list] [*]Gain proficiency in Religion. [*]Gain proficiency in a set of artisan's tools appropriate to your religion. [*]Gain advantage in social interactions that involve your faith. [*]Gain training in basic magic. Learn a divine cantrip of your choice. [/list] Criminal — Finders keepers. [list] [*]Gain proficiency in Deception. [*]Gain proficiency in one of Thieves' Tools, Forgery Kit, or Disguise Kit. [*] [*] [/list] Wooded Environment [list] [*]Gain a climb speed equal to your walking speed. [*]Gain 5' of movement speed. [*]Gain advantage on social interactions involving concealing information. [/list] Underdark Environment [list] [*]Gain Undercommon as an additional language [*]Gain enhanced Darkvision, to 120 feet [*]Gain Sunlight Sensitivity [*] [/list] [/spoiler] All of that was just rough draft ideas, but it quickly ran into an issue in the Underdark. The Underdark would be a setting where the [i]location[/i] affects things, in addition to the [i]culture[/i]. Namely, Underdark races tend to have Superior Darkvision (120'), and perhaps some sort of magical training (both for Dark Elves and Dark Gnomes). So, sure I can put together Underdark Elves and Underdark Gnomes, to keep them separate, but that immediately fails the entire point of the Upbringing separation. I also can't move the spell lists into the racial section, because that conflicts with the non-Underdark versions of those races. So how do you come up with an Upbringing that isn't just "Dark Elf"? It's sort of the equivalent of claiming that your upbringing was "Japanese" or "French", which I'd been trying to avoid during this build process because it fails the orthogonality premise. For that matter, location seems like it would provide some basic differences in Upbringing: Urban, Rural, Underdark, Forest, Mountain, Swamp, Desert, Sea, Wilds, Fae. But then we're adding yet another puzzle piece to character creation, and that feels troublesome. But I suppose Upbringing can be a 2-parter: Location and Culture. For the moment I'm putting a positive and a negative in the location, while culture is strictly positive benefits. [spoiler=Upbringing Location] Urban [list] [*] [*] [*] [*] [/list] Rural [list] [*] [*] [*] [*] [/list] Forest [list] [*]Gain 5' movement speed [*]Gain ability to hide when lightly obscured [*]Suffer disadvantage when interacting with outsiders for the first time [*] [/list] Mountain [list] [*] [*] [*] [*] [/list] Swamp [list] [*] [*] [*] [*] [/list] Desert [list] [*] [*] [*] [*] [/list] Wilds [list] [*] [*] [*] [*] [/list] Sea [list] [*]Gain a swimming speed equal to your walking speed [*] [*] [*] [/list] Underdark [list] [*]Gain Undercommon as an additional language [*]Gain enhanced Darkvision, to 120 feet [*]Suffer Sunlight Sensitivity [*] [/list] Fae [list] [*] [*] [*] [*] [/list] [/spoiler] [spoiler=Upbringing Culture] Agrarian — Nature is both bounty and enemy. We only survive by standing together. [list] [*]Gain proficiency in Animal Handling or Nature. [*]Gain proficiency in use of Land Vehicles, and one of: Brewer's, Carpenter's, Cook's, Leatherworker's, or Tinker's tools. [*]Gain advantage in social interactions involving cooperation. [*]--? [/list] Mercantile — Everything has a price. If you feel you were cheated in a deal, it's your own fault. [list] [*]Gain proficiency in Persuasion. [*]Gain proficiency in either Land Vehicle use or Water Vehicle use, and an Artisan's tool of your choice. [*]Gain advantage in social interactions involving bartering. [*]You can manage rough communication with any creature that speaks some language, even if you are not proficient in that language. You can manage reasonable communication within a few days. [/list] Warlike — Might makes right. If you can't defend what was yours, it was never yours to begin with. [list] [*]Gain proficiency in Athletics. [*]Gain proficiency in a personal martial weapon of choice. A normal quality version of that weapon is treated as a +1 for everything except overcoming magical resistance. [*]May use the skill of a weapon you have in your possession in place of Charisma (Intimidation) in order to intimidate. [/list] Nomadic — You can only depend on yourselves and your family. [list] [*]Gain proficiency in Perception. [*]Gain proficiency in Land or Water Vehicle use, Navigator's Tools, and Herbalism Kit. [*]Gain advantage in social interactions attempting to avoid trouble. [*]You may scavange for or find in your possession a non-magical item that you need, once per day. [/list] Traveling Show — All the world's a stage, and you're up next. [list] [*]Gain proficiency in Performance. [*]Gain proficiency in two gaming sets and/or instruments. [*]Gain advantage in social interactions attempting to entertain or draw attention. [*]You can convince a non-hostile person to grant you a small favor, a minor item, or a small amount of money after spending time entertaining them. [/list] Noble — Noblesse Oblige [list] [*]Gain proficiency in History. [*]Gain proficiency in a dueling weapon of your choice. It must be one-handed. [*]Gain advantage in social interactions that require formal propriety. [*]Gain training in basic magic. Learn an arcane cantrip of your choice. [/list] Religious — Have faith, for God will provide. [list] [*]Gain proficiency in Religion. [*]Gain proficiency in a set of artisan's tools appropriate to your religion. [*]Gain advantage in social interactions that involve your faith. [*]Gain training in basic magic. Learn a divine cantrip of your choice. [/list] Criminal — Finders keepers. [list] [*]Gain proficiency in Deception. [*]Gain proficiency in one of Thieves' Tools, Forgery Kit, or Disguise Kit. [*] [*] [/list] Villainous Rulers [list] [*]Gain proficiency in Deception. [*]Gain proficiency in one of Thieves' Tools, Forgery Kit, or Disguise Kit. [*] [*]Magical Training (1-3-5) [/list] Outsiders/Outcasts [list] [*]Gain proficiency in Deception. [*]Gain proficiency in Cooking Utensils and Weaver's Tools. [*]Gain advantage when hiding in terrain similar to your Upbringing Location. [/list] [/spoiler] I haven't bothered filling this all in. It may be "too much". But going through the process may give us a better handle on how to work with the idea of this 'cultural' mechanic, in between Race and Background. Would appreciate people's thoughts, and how they feel about the implications on how this (Culture/Upbringing in general) could be implemented in the A5E project. [/QUOTE]
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