Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D 6e ala Steampunkette: Structural thoughts
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Faolyn" data-source="post: 9756207" data-attributes="member: 6915329"><p>Well (in case I wasn't as clear as I thought), I meant like "animal person" with traits done like those of a shifter, rather than an actual shifter, so you pick "Vicious Predator: Get claws and fangs as natural weapons that inflict 1d6 piercing (bite) or slashing (claw) damage" and then decide on your own if you're a wolf-folk, lion-folk, bear-folk, grasshopper mouse-folk, or whatever. Or your "Speedy Runner: Move increases by 10 feet and you can Dash as a bonus action" could be a horse-folk, rabbit-folk, or cheetah-folk, depending on whatever you want. It would be one race with maybe 5-8 traits to choose from.</p><p></p><p>(Personally, I prefer shifters too.)</p><p></p><p></p><p>True, but it also depends on how broad they are. Draw Steel has five environments: nomadic, rural, secluded (meaning things like monasteries, castles, prisons--places you don't normally leave), urban, and wilderness. There's two organizations: bureaucratic and communal. And then six upbringings: academic, creative, labor, lawless, martial, noble. There's definitely room for additions there--I can see three or four without even thinking about it--but not "30 environments" worth, because they're deliberately broad both in scope and in what sort of skill it grants (DS has skill groups, so you get a skill of your choice from, say, the intrigue group).</p><p></p><p>The first thing would be to figure out what each culture actually grants you. In LU and Tales of the Valiant, they give you <em>lots </em>of stuff. In Draw Steel, they give you three skills (one from each section you choose). In Daggerheart, you get one trait. Then you'd need to decide whether culture leans more heavily to, well, environment or upbringing.</p><p></p><p>You might also want to decide if there's anything else a character can have that can be used to indicate culture. In Daggerheart, there's a Wanderborne community--you're a nomad. But the game also has you make Experiences, which you can "invoke" to get a bonus to appropriate rolls. There's a list of examples, but you can make anything you want as long as it follows the guidelines. So you could pick "Circus Performer" as an Experience, and that means you don't need, in Level Up terms, Circusfolk. You could represent this with a free skill or tool kit.</p><p></p><p></p><p>The first two things are flavor, though, and not mechanics. And the latter matters only if you bring back things that can drain life.</p><p></p><p>Now, I'm all in favor of the latter, especially if there are also things you can do that can make you get young again (which can be either an interesting quest for the party or<em> eevil </em>things that would make for a good villain). And I'm in favor of the former as well, because Gran'ma orc would be a lot of fun to play in the right party. But I'd advise against making actual mechanics for lifespans <em>unless </em>you are also going to have aging effects be enough of a part of the game for it to be worth it. Ghosts that age you through fright, fey or demons that trade you magical trinkets for just a year of your life, spells, magic items, and monsters that suck the life out of you and its represented by you aging rather than through attribute drain or lowered hp max.</p><p></p><p>(Speaking of which, bring back level drain in some variety--maybe not actual levels, because that's a pain to calculate, but permanent-until-magically-reversed drops in stats, hp level, or in number of spell slots.)</p><p></p><p>So, if you're planning on doing <em>that, </em>then by all means stat out lifespans--and for the love of all things shiny, don't have them all live over a century. But if you <em>aren't</em>, then just write it as flavor. "People of other ancestries who live in or were raised in Elven or Dwarven cultures tend to live as much as half-again as long as those who live in or were raised in their own cultures."</p><p></p><p>Also, I'd wager that city-dwellers would <em>not </em>have an extended lifespan in comparison to their rural counterparts--not unless that city has <em>really good </em>sanitation. Crowded areas turn into disease vectors, plus there's lots of water and air pollution. People may live longer in Elven cities simply because they're magically clean, not because there's better health care or fey magic in the air.</p><p></p><p></p><p>Honestly, I've barely even glanced at P2, so if I copied that, it was accidental.</p><p></p><p></p><p>I mean, you could disallow multiclassing... or get rid of classes entirely and turn everything into either feats or subclasses for a single Adventure class....</p></blockquote><p></p>
[QUOTE="Faolyn, post: 9756207, member: 6915329"] Well (in case I wasn't as clear as I thought), I meant like "animal person" with traits done like those of a shifter, rather than an actual shifter, so you pick "Vicious Predator: Get claws and fangs as natural weapons that inflict 1d6 piercing (bite) or slashing (claw) damage" and then decide on your own if you're a wolf-folk, lion-folk, bear-folk, grasshopper mouse-folk, or whatever. Or your "Speedy Runner: Move increases by 10 feet and you can Dash as a bonus action" could be a horse-folk, rabbit-folk, or cheetah-folk, depending on whatever you want. It would be one race with maybe 5-8 traits to choose from. (Personally, I prefer shifters too.) True, but it also depends on how broad they are. Draw Steel has five environments: nomadic, rural, secluded (meaning things like monasteries, castles, prisons--places you don't normally leave), urban, and wilderness. There's two organizations: bureaucratic and communal. And then six upbringings: academic, creative, labor, lawless, martial, noble. There's definitely room for additions there--I can see three or four without even thinking about it--but not "30 environments" worth, because they're deliberately broad both in scope and in what sort of skill it grants (DS has skill groups, so you get a skill of your choice from, say, the intrigue group). The first thing would be to figure out what each culture actually grants you. In LU and Tales of the Valiant, they give you [I]lots [/I]of stuff. In Draw Steel, they give you three skills (one from each section you choose). In Daggerheart, you get one trait. Then you'd need to decide whether culture leans more heavily to, well, environment or upbringing. You might also want to decide if there's anything else a character can have that can be used to indicate culture. In Daggerheart, there's a Wanderborne community--you're a nomad. But the game also has you make Experiences, which you can "invoke" to get a bonus to appropriate rolls. There's a list of examples, but you can make anything you want as long as it follows the guidelines. So you could pick "Circus Performer" as an Experience, and that means you don't need, in Level Up terms, Circusfolk. You could represent this with a free skill or tool kit. The first two things are flavor, though, and not mechanics. And the latter matters only if you bring back things that can drain life. Now, I'm all in favor of the latter, especially if there are also things you can do that can make you get young again (which can be either an interesting quest for the party or[I] eevil [/I]things that would make for a good villain). And I'm in favor of the former as well, because Gran'ma orc would be a lot of fun to play in the right party. But I'd advise against making actual mechanics for lifespans [I]unless [/I]you are also going to have aging effects be enough of a part of the game for it to be worth it. Ghosts that age you through fright, fey or demons that trade you magical trinkets for just a year of your life, spells, magic items, and monsters that suck the life out of you and its represented by you aging rather than through attribute drain or lowered hp max. (Speaking of which, bring back level drain in some variety--maybe not actual levels, because that's a pain to calculate, but permanent-until-magically-reversed drops in stats, hp level, or in number of spell slots.) So, if you're planning on doing [I]that, [/I]then by all means stat out lifespans--and for the love of all things shiny, don't have them all live over a century. But if you [I]aren't[/I], then just write it as flavor. "People of other ancestries who live in or were raised in Elven or Dwarven cultures tend to live as much as half-again as long as those who live in or were raised in their own cultures." Also, I'd wager that city-dwellers would [I]not [/I]have an extended lifespan in comparison to their rural counterparts--not unless that city has [I]really good [/I]sanitation. Crowded areas turn into disease vectors, plus there's lots of water and air pollution. People may live longer in Elven cities simply because they're magically clean, not because there's better health care or fey magic in the air. Honestly, I've barely even glanced at P2, so if I copied that, it was accidental. I mean, you could disallow multiclassing... or get rid of classes entirely and turn everything into either feats or subclasses for a single Adventure class.... [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D 6e ala Steampunkette: Structural thoughts
Top