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General Tabletop Discussion
*Dungeons & Dragons
consideration on sapient folk having two distinct base cultures?
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<blockquote data-quote="Redwizard007" data-source="post: 8379704" data-attributes="member: 7024098"><p>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.</p><p></p><p>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." </p><p></p><p>This is a built in excuse for abandoned fortifications connected to "dungeons" across hilly regions.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Redwizard007, post: 8379704, member: 7024098"] 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. [/QUOTE]
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consideration on sapient folk having two distinct base cultures?
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