Magic and resource control are the great equalizers there, I think.that is difficult but could be interesting, depends on the rought time period tech is in setting as it is only relatively recently it was this way.
Magic and resource control are the great equalizers there, I think.that is difficult but could be interesting, depends on the rought time period tech is in setting as it is only relatively recently it was this way.
Depends on what you‘d consider Nomadic I suppose. Irl Maasai, Mongols and Romani were nomads who relatively speaking interacted fine with ‘settled‘ societies (other than prejudice).that is difficult but could be interesting, depends on the rought time period tech is in setting as it is only relatively recently it was this way.
Oooo, I LOVE this idea. You could split the difference as well - some dwarven clans strip mine, while others dig a bit deeper. Or, clans might switch back and forth depending on what it is they are mining. Add in the notion that dwarves would need some SERIOUS horse power to move from point to point (heh, sorry about the pun) and you could add all sorts of fantasy critters. Dwarves use Purple Worms to travel between locations, riding them Fremen style, maybe.Can it be done? Sure. Can it be done with reasonable page count, balance, cultural sensitivity and interesting options for players? I'm less sure, but I'd love to see some attempts.
Fluff Example: traditional representations of D&D dwarves are the sedentary culture. Nomadic dwarves are more like a commune that moves from one ore deposit to the next, settling for a human lifespan to mine the ore and work their trades. No kings or heirarchy, just a will to contribute to the collective and be a productive member of society. As a mine begins to peter out they send prospectors out to search for their next "camp."
This is a built in excuse for abandoned fortifications connected to "dungeons" across hilly regions.
I'd probably add cultural feat choices or bonus skills available exclusively to either race/culture combinations or across all races along the settled/nomadic breakdown. Bonus feats wouldn't be out of the question, but they may alter the balancing of encounters at low levels. If this were something baked into a new edition it would be easier to do.
Only that being nomadic puts a hard limit on technological development which would include many items standard to D&D.Oooo, I LOVE this idea. You could split the difference as well - some dwarven clans strip mine, while others dig a bit deeper. Or, clans might switch back and forth depending on what it is they are mining. Add in the notion that dwarves would need some SERIOUS horse power to move from point to point (heh, sorry about the pun) and you could add all sorts of fantasy critters. Dwarves use Purple Worms to travel between locations, riding them Fremen style, maybe.![]()
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Actually, when you think about it, most of the races in the PHB are presented as sedentary. Humans build cities. Dwarves build underground cities. Elves hang about in whatever forest they started in. The notion of nomadic lifestyles isn't really baked into the game at all. Would make a fascinating approach to a game world when, instead of everyone being these Faux English peasants a la Tolkien, you pushed all the cultures to be nomadic. Maybe any group that settles too long attracts something very big and bad that will come a knocking - Tarrasques for example. If you don't move on every so often (that period of time being a primary role for the various clergy to decide), very bad things happen.
Oooo, I likies.
Only that being nomadic puts a hard limit on technological development which would include many items standard to D&D.