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D&D 6e ala Steampunkette: Structural thoughts
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<blockquote data-quote="Steampunkette" data-source="post: 9755524" data-attributes="member: 6796468"><p>I was thinking of that, yeah. Though, personally, I infinitely prefer a shifter to a tabaxi or leonine or whatever name someone wants to give 'catperson'.</p><p></p><p></p><p>Yeah, kinda. That sorta thing largely works.</p><p></p><p>It's an issue. Trying to find a balance point between giving people what they want and spending the rest of your life statting out every possible variety of animal-person.</p><p></p><p>That -can- be fun, yeah.</p><p></p><p>That's not bad, yeah. Though maybe fluency in one and a couple points to spend, then add in Intelligence as points rather than languages? That way you could speak Ellowyn and Common well, and poorly speak 2-4 other languages.</p><p></p><p>S'truth. I'd be aiming for narrowing it SIGNIFICANTLY.</p><p></p><p>There wouldn't be a Dark Elf, Dark Dwarf, Dark Gnome, and general Underdark culture as four separate versions of the same thing. There'd -just- be the Underdark culture.</p><p></p><p>How you do the culture doesn't super matter so long as you cover the bases you need to cover and don't go overboard...</p><p></p><p>Because trust me: Someone pedantic enough could write 30 environments, 60 organizations, and a thousand upbringings.</p><p></p><p>Three big reasons come to mind.</p><p></p><p><strong>1) Breaking Expectations</strong></p><p>A player who is playing an orc raised among elves gets to be over 120 years old while most of the rest of the party is in their 20s and shock the rest of the table when they find out she's a grandma widow who outlived 3 human husbands. Some players are gonna love that kinda thing. </p><p></p><p><strong>2) Establishing Narrative Weight</strong></p><p>If the Wartorn Kingdom's life expectancy is a REDUCTION of how old you can get, rather than an expansion, it helps to sell the threat and make the party member who grew up under the oppressive regime into a bit of a martyr when they kill that tyrant and die from old age only a couple of winters later.</p><p></p><p><strong>3) Gameplay Mechanics</strong></p><p>"I've just stolen one year of your life. Tell me, how do you feel? and remember: Be honest. This is for Posterity."</p><p><em>piteous whimpering noises</em></p><p>"Fascinating..."</p><p></p><p>And, later: "NOT TO FIFTY!"</p><p><em>the sound of a heart breaking</em></p><p></p><p>Yes, Ghosts. But also spells and rituals that take percentages off your max lifespan could be a fun thing to play with!</p><p></p><p>That's pretty fair, yeah. That's what I meant by regional languages in the above post. French being the dominant language of the region and a major language of it's neighbors, for example. </p><p></p><p>On the one hand, absolutely agreed. On the other hand, having Elves and Dwarves be obnoxious pedants about keeping their languages "True" could also be fun. Like how there's clear lingual drift in English between the UK and the US after a couple hundred years, but it's largely the same language, and every few decades someone comes along promising to reform the language into something more sensible (often with thru, threw, and throo being important keystone words for their phonetic spellings) and people shout them down.</p><p></p><p>Oh, nah. I wouldn't be so daft as to intentionally misspell "Celt" as a way to make a language for fey creatures. I'd probably be more likely to go to the root words like Dwergi for Dwarven, Ylfen for the Elves. And then that'd be it for the "Racial" languages with everyone else using Nation-Specific languages.</p><p></p><p>You know, with the point-based languages I could also do things like make it so no one speaks fluent Celestial. You're only ever allowed to put 1 point into that one or Infernal... Treat them almost like dead languages where people can learn some of it, but never really "Get It" as it's commonly used by otherworldly beings without magical intervention like Tongues or Comprehend Languages. Would also help sell why prophecies are so damned -vague- all the time. The language is imprecise 'cause the mortals don't really understand it all that well.</p><p></p><p>Oh, for sure. That'd make it make sense at least... but. It would also be world-specific since not every world has the same gods.</p><p></p><p>I don't like Pathfinder 2e. Why would I make 10 level Pathfinder 2e?</p><p></p><p><em>wibble wobbles hand a bit</em> </p><p></p><p>It's a matter of exponential growth of complexity, more than anything. I'm pretty good at eyeballing balance and then refining... but I don't think I'd want to try to balance every possible combination of "Barbarian" class features when they're each 2-3 "Feats" that need to be balanced against each other -and- against and with the rest of the class features moving up the tree.</p></blockquote><p></p>
[QUOTE="Steampunkette, post: 9755524, member: 6796468"] I was thinking of that, yeah. Though, personally, I infinitely prefer a shifter to a tabaxi or leonine or whatever name someone wants to give 'catperson'. Yeah, kinda. That sorta thing largely works. It's an issue. Trying to find a balance point between giving people what they want and spending the rest of your life statting out every possible variety of animal-person. That -can- be fun, yeah. That's not bad, yeah. Though maybe fluency in one and a couple points to spend, then add in Intelligence as points rather than languages? That way you could speak Ellowyn and Common well, and poorly speak 2-4 other languages. S'truth. I'd be aiming for narrowing it SIGNIFICANTLY. There wouldn't be a Dark Elf, Dark Dwarf, Dark Gnome, and general Underdark culture as four separate versions of the same thing. There'd -just- be the Underdark culture. How you do the culture doesn't super matter so long as you cover the bases you need to cover and don't go overboard... Because trust me: Someone pedantic enough could write 30 environments, 60 organizations, and a thousand upbringings. Three big reasons come to mind. [B]1) Breaking Expectations[/B] A player who is playing an orc raised among elves gets to be over 120 years old while most of the rest of the party is in their 20s and shock the rest of the table when they find out she's a grandma widow who outlived 3 human husbands. Some players are gonna love that kinda thing. [B]2) Establishing Narrative Weight[/B] If the Wartorn Kingdom's life expectancy is a REDUCTION of how old you can get, rather than an expansion, it helps to sell the threat and make the party member who grew up under the oppressive regime into a bit of a martyr when they kill that tyrant and die from old age only a couple of winters later. [B]3) Gameplay Mechanics[/B] "I've just stolen one year of your life. Tell me, how do you feel? and remember: Be honest. This is for Posterity." [I]piteous whimpering noises[/I] "Fascinating..." And, later: "NOT TO FIFTY!" [I]the sound of a heart breaking[/I] Yes, Ghosts. But also spells and rituals that take percentages off your max lifespan could be a fun thing to play with! That's pretty fair, yeah. That's what I meant by regional languages in the above post. French being the dominant language of the region and a major language of it's neighbors, for example. On the one hand, absolutely agreed. On the other hand, having Elves and Dwarves be obnoxious pedants about keeping their languages "True" could also be fun. Like how there's clear lingual drift in English between the UK and the US after a couple hundred years, but it's largely the same language, and every few decades someone comes along promising to reform the language into something more sensible (often with thru, threw, and throo being important keystone words for their phonetic spellings) and people shout them down. Oh, nah. I wouldn't be so daft as to intentionally misspell "Celt" as a way to make a language for fey creatures. I'd probably be more likely to go to the root words like Dwergi for Dwarven, Ylfen for the Elves. And then that'd be it for the "Racial" languages with everyone else using Nation-Specific languages. You know, with the point-based languages I could also do things like make it so no one speaks fluent Celestial. You're only ever allowed to put 1 point into that one or Infernal... Treat them almost like dead languages where people can learn some of it, but never really "Get It" as it's commonly used by otherworldly beings without magical intervention like Tongues or Comprehend Languages. Would also help sell why prophecies are so damned -vague- all the time. The language is imprecise 'cause the mortals don't really understand it all that well. Oh, for sure. That'd make it make sense at least... but. It would also be world-specific since not every world has the same gods. I don't like Pathfinder 2e. Why would I make 10 level Pathfinder 2e? [I]wibble wobbles hand a bit[/I] It's a matter of exponential growth of complexity, more than anything. I'm pretty good at eyeballing balance and then refining... but I don't think I'd want to try to balance every possible combination of "Barbarian" class features when they're each 2-3 "Feats" that need to be balanced against each other -and- against and with the rest of the class features moving up the tree. [/QUOTE]
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