Ethnic groups

Regional feats -as done in FR- seem to encompass two very different concepts. One of which I would say is very likely to be cast in the light of racial stereotyping, the other of which makes some sense.

The first concept is that of feats available to certain ethnic groups on the basis of their presumed cultural motiffs. This is where we're saying things like 'group X are all drunks' (a stereotype often applied to at least two particular ethnic groups found commonly in the USA.), so they get our new variant toughness feat as a regional feat, as well as a feat for poison resistance as a regional choice. An FR example is the way Bullheaded is usually listed.


Concept two is not so much a 'regional feat' as it is a background feat. It should not be tied to regions or cultures, but rather to backgrounds: social caste, urban or rural, and so on. This is where we find feats like Education.

If I were building a 'Background Feats' system it would cover two crossing questions: The social caste of the character's youth, and the climate / physical environment they grew up in. From those two questions only I would determine what feats they could choose.

Nowhere would I ask their specific ethnicity.

It's the difference of making something available to someone because of what they are, or because of the circumstances of their life.
 
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Technically, Arcady, the regional feats primarily emphasize the region that they were raised in. So a Chessentan raised in the Dales would choose from the Dales regional feats.
 

I apologise in advance for the use of italics. I just felt that those words needed to be emphasized to prevent folks from really wanting to castigate me. I'm honestly not trying to sound condecending.


One more vote for regional feats and skills. Does this seem reasonable: A tribe living on the savannah without trees or any kind of hilly terrain would not have Skill Focus: Climb as a regional feat. There's nothing to climb. Instead, they would generally have Endurance for running those long distances while hunting.

Then the mountain people. Who live nowhere near large bodies of water. They'd not have many good swimmers (ie, nobody takes ranks.) But they can climb. Really well. Maxed ranks.

These two tribes evolve seperately, without contact. So they have different cultures and ethnicity. These two cultures have tendancies towards different feats. So what? It reflects the difference in where they live. Regional feats and skills make sense.

And now for the ability bonuses.
Climbing is a STR check. In order to survive (in this mountainous culture) you need to be physically strong. Bonus to strength. (if there are any rock climbers out there, I am aware that it takes great amounts of endurance to climb, but the game mechanics disregard it unless you climb for an extended period of time.)

Running very long distances is a CON check. In order to survive on the savannah, you need a high CON. Over time this people will develop a general trend to have a bonus to CON.

Generally, the mountain people will be stronger than the plainsmen. Also generally, the plainsmen will be able to outdistance the mountaineers. Ability bonuses and penalities reflect this general trend, and they do not limit the potential of anyone. Does this make one group better? Make one superior? No. It does not. What it does mean is that if you have a job which requires someone to climb something, or do heavy lifting, you'll probably want to hire someone who has climbed before, and has had to lift their body up a mountain side. Nothing wrong with the plainsmen, they just arn't as strong in general. Does this make sense? Is it reasonable?

I think so, and I see nothing wrong with using it to flesh out homebrew worlds. As long as there is a reason behind it, and that reason is sound.
 

I agree with regional feats, professions being the best way, as presented in the FRCS. It gives players more than one starting choice, as well an option to be different. I mean not everyone from an area, a country, a region are the same. But the regional feats reflect not stereotypes, but what is typically an area's primary economic and social customs, ie. mercantilism and seafaring in Waterdeep, farming and a tougher, rural life in the "frontiers" of the Dales (hence toughness feats).

And the regional feats allow a player to ignore them if they want. For example-Your character comes from a coastal city famed for its merchants, sailors, and prostitutes? Yes, but surprise!, she's a devout cleric who never once set foot on a boat. Starting equipment packages are also neat for choice.

And favored classes as in Rokugan reflect a heritage from a given region without being too restriciting.
 
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