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*Pathfinder & Starfinder
Essentialism and a solution to replacing the LA system
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<blockquote data-quote="OneWinged4ngel" data-source="post: 4457415" data-attributes="member: 37292"><p>Well, there's a few ways that can happen. Assuming you're using the standard 4d6 generation, frankly it just hinders you from achieving exacting customization, but you are still getting higher-than-average skills which you can distribute through assignation and serve the same purpose as the point buy solution. If you roll a 14, that can either be a "I got +4 over normal because I'm an orc" or "I'm a super-awesome version of a human with incredible strength." It's really the same thing. It doesn't matter how you got the 14, just that you have it. It's essentially the same thing, except that your character creation resources are random, rather than constant.</p><p></p><p>If you're open to other methods of randomization... well, there's a lot out there besides the 4d6.</p><p></p><p> No, that's the monster level system (which would actually be much more viable if the multiclassing system were more viable, and if people didn't actually get the idea in their head that they should be playing these things at a level below "all of the monster levels are already there" in most campaign setups). </p><p></p><p>In this solution: you have X levels of whatever class you want, and meld the monstrous traits into that class or other elements of character building (feats, point buy, class features, etc). Once you realize that there are feats out there that grant you spells and racial features and such like "I can fly" or "I can grab a power from Class X without being part of that class," then you suddenly realize that you can model most races without paying any heed to the race system at all. </p><p></p><p>One perfectly good example for melding stuff into class is the Dragonmarked Sorcerer setup from Dragon Magazine (where all of the dragonmarked SLAs are rolled cleanly into your sorcerer progression as extra spells known rather than using the old clunky system to get a bunch of stuff that's superceded by your class abilities and made useless in comparison to them.) </p><p></p><p>This actually all falls back into the fact that classes and other character building elements are all metagame features, and what matters is whether or not the person functions like what they're supposed to be in game (which is why, for example, the entire cast of Naruto, including the occasional special race in there, is statted up using psionic classes and normal races, no one had to make a new "shinobi" class to make that accurate representation possible). The linking of certain character resources to different flavor elements is nothing but metagame thinking that hinders some people from realizing the creative potential to make the character they want within the system. Often, I find that it is people's perceptions (or rather, illusions. I've seriously spoken to people who were utterly convinced that you had to describe a disintegrate ray as being green because the flavor text said it shot a green ray) that stop them from building the character they want, rather than it actually having anything to do with the limitations of the game system itself. Such illusions shouldn't limit your houseruling either.</p><p></p><p> Right. You had it backwards before. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p> Nope, it's actually HD + LA, not CR + LA. Biiig difference. You're the one that's wrong, I'm afraid.</p><p></p><p> Think about it, though. Except in the case of some of the most powerful and versatile monsters, those racial abilities and base traits are really only worth a few feats or so. "I can fly" isn't worth taking 4 class levels, I can just use the feat to get wings. Or I can buy an item that lets me fly all the time. Why not just expend a few of those resources (feats, wealth, spells known, whatever) in order to represent this scant handfull of extra capabilities rather than creating a whole new class? It's far easier, and has the same outcome.</p><p></p><p> So what's a minotaur then? The only trait you're giving them is "Large." I don't need to spend a few levels in order to make someone Large. Heck, the resident Psychic Warrior seems to hang out in that size category or greater pretty much 100% of the time... I can take a few feats with a level prerequisite, or I can buy an item with a permanent enlarge effect, or etc etc. If you wanted to include it: Being able to find your way in a maze is worth less than 1 feat and could just be your basic racial ability without you spending anything. Being strong is just represented by buying higher strength.</p><p></p><p>So...<em> why make the Minotaur Artificer lose a few precious caster levels to make him forever suck compared to his "normal" compatriots</em>? Your system doesn't avoid that problem. I'd rather just have a "Minotaur Artificer 4" rather than "Minotaur 2, Artificer 2." Didn't we want to be rid of races as classes ever since 1e's elf?</p></blockquote><p></p>
[QUOTE="OneWinged4ngel, post: 4457415, member: 37292"] Well, there's a few ways that can happen. Assuming you're using the standard 4d6 generation, frankly it just hinders you from achieving exacting customization, but you are still getting higher-than-average skills which you can distribute through assignation and serve the same purpose as the point buy solution. If you roll a 14, that can either be a "I got +4 over normal because I'm an orc" or "I'm a super-awesome version of a human with incredible strength." It's really the same thing. It doesn't matter how you got the 14, just that you have it. It's essentially the same thing, except that your character creation resources are random, rather than constant. If you're open to other methods of randomization... well, there's a lot out there besides the 4d6. No, that's the monster level system (which would actually be much more viable if the multiclassing system were more viable, and if people didn't actually get the idea in their head that they should be playing these things at a level below "all of the monster levels are already there" in most campaign setups). In this solution: you have X levels of whatever class you want, and meld the monstrous traits into that class or other elements of character building (feats, point buy, class features, etc). Once you realize that there are feats out there that grant you spells and racial features and such like "I can fly" or "I can grab a power from Class X without being part of that class," then you suddenly realize that you can model most races without paying any heed to the race system at all. One perfectly good example for melding stuff into class is the Dragonmarked Sorcerer setup from Dragon Magazine (where all of the dragonmarked SLAs are rolled cleanly into your sorcerer progression as extra spells known rather than using the old clunky system to get a bunch of stuff that's superceded by your class abilities and made useless in comparison to them.) This actually all falls back into the fact that classes and other character building elements are all metagame features, and what matters is whether or not the person functions like what they're supposed to be in game (which is why, for example, the entire cast of Naruto, including the occasional special race in there, is statted up using psionic classes and normal races, no one had to make a new "shinobi" class to make that accurate representation possible). The linking of certain character resources to different flavor elements is nothing but metagame thinking that hinders some people from realizing the creative potential to make the character they want within the system. Often, I find that it is people's perceptions (or rather, illusions. I've seriously spoken to people who were utterly convinced that you had to describe a disintegrate ray as being green because the flavor text said it shot a green ray) that stop them from building the character they want, rather than it actually having anything to do with the limitations of the game system itself. Such illusions shouldn't limit your houseruling either. Right. You had it backwards before. :) Nope, it's actually HD + LA, not CR + LA. Biiig difference. You're the one that's wrong, I'm afraid. Think about it, though. Except in the case of some of the most powerful and versatile monsters, those racial abilities and base traits are really only worth a few feats or so. "I can fly" isn't worth taking 4 class levels, I can just use the feat to get wings. Or I can buy an item that lets me fly all the time. Why not just expend a few of those resources (feats, wealth, spells known, whatever) in order to represent this scant handfull of extra capabilities rather than creating a whole new class? It's far easier, and has the same outcome. So what's a minotaur then? The only trait you're giving them is "Large." I don't need to spend a few levels in order to make someone Large. Heck, the resident Psychic Warrior seems to hang out in that size category or greater pretty much 100% of the time... I can take a few feats with a level prerequisite, or I can buy an item with a permanent enlarge effect, or etc etc. If you wanted to include it: Being able to find your way in a maze is worth less than 1 feat and could just be your basic racial ability without you spending anything. Being strong is just represented by buying higher strength. So...[I] why make the Minotaur Artificer lose a few precious caster levels to make him forever suck compared to his "normal" compatriots[/I]? Your system doesn't avoid that problem. I'd rather just have a "Minotaur Artificer 4" rather than "Minotaur 2, Artificer 2." Didn't we want to be rid of races as classes ever since 1e's elf? [/QUOTE]
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