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.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Dungeons & Dragons
Homebrew: Culture Taken out of player Races.
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="Sylrae" data-source="post: 5656665" data-attributes="member: 48520"><p>So here's my Idea (and something I'd like to do for my upcoming campaign).</p><p>Going through the races, and anything that is cultural and/or something that is learned, gets taken out and replaced, and the races are adjusted to be the same power level without the culture built in. At the moment, different races have different amounts of cultural abilities. My goal is to have none of it prepackaged into the races.</p><p></p><p>Cultural aspects of races are moved into traits or feats. Then if the GM would like, he can grant a couple additional traits at level 1 that have to come from the cultural section.</p><p></p><p>By doing it this way, there can be mechanical differences between dwarves and elves from different countries, without having to redesign the race for each one. Additionally, if your dwarf was raised in say: Cheliax, (and there are no dwarven cultures in cheliax) the GM could allow you to have some chelish cultural abilities instead. Because you never had the chance to learn dwarven weapons, orc and goblin hatred, or how to dodge giants.</p><p></p><p>It also deals with the desire some people have for an elf for every day of the week, without making it take alot of work, or making it only apply to elves.</p><p></p><p>Is there any interest in this, or is it just me?</p><p></p><p>Here's a Starting attempt (It doesnt cover all of them yet).</p><p></p><p>All races lose weapon familiarity and any automatic languages.</p><p></p><p></p><p><span style="font-size: 15px"><strong>Dwarves</strong></span></p><p>+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.</p><p>Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.</p><p>Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.</p><p>Darkvision: Dwarves can see in the dark up to 60 feet. (see darkvision).</p><p>Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.</p><p>Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.</p><p></p><p><strong>Dwarves Lose:</strong></p><p>Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.</p><p>Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.</p><p>Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.</p><p>Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.</p><p>Not sure what they should get to replace them...</p><p></p><p><strong><span style="font-size: 15px">Elves</span></strong></p><p>+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.</p><p>Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.</p><p>Normal Speed: Elves have a base speed of 30 feet.</p><p>Low-Light Vision: Elves can see twice as far as humans in conditions of dim light (see low-light vision).</p><p>Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.</p><p>Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.</p><p>Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.</p><p></p><p><strong><span style="font-size: 15px">Gnomes</span></strong></p><p>+2 Constitution, +2 Charisma, –2 Strength: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable.</p><p>Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD), and a +4 size bonus on Stealth checks.</p><p>Slow Speed: Gnomes have a base speed of 20 feet.</p><p>Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light (see low-light vision.)</p><p>Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities:</p><p>1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.</p><p>Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks.</p><p>Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.</p><p></p><p>Gnomes lose (In addition to weapon familiarity and automatic languages):</p><p>Defensive Training: Gnomes get a +4 dodge bonus to AC against monsters of the giant subtype.</p><p>Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes due to special training against these hated foes.</p><p>Illusion Resistance: Gnomes get a +2 racial saving throw bonus against illusion spells or effects.</p><p></p><p>What should they get to replace them? .....</p><p></p><p><strong><span style="font-size: 15px">Halflings</span></strong></p><p>+2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races.</p><p>Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD), and a +4 size bonus on Stealth checks.</p><p>Slow Speed: Halflings have a base speed of 20 feet.</p><p>Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.</p><p>Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.</p><p>Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.</p><p>Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.</p><p>Child-Like Appearance: Halflings receive a +4 modifier to Disguise checks when trying to pass themselves off as human children between the ages of 6 and 9.</p><p></p><p>Haven't gotten around to looking at the other 3 races yet, but Dwarves and Gnomes will be the hard ones.</p></blockquote><p></p>
[QUOTE="Sylrae, post: 5656665, member: 48520"] So here's my Idea (and something I'd like to do for my upcoming campaign). Going through the races, and anything that is cultural and/or something that is learned, gets taken out and replaced, and the races are adjusted to be the same power level without the culture built in. At the moment, different races have different amounts of cultural abilities. My goal is to have none of it prepackaged into the races. Cultural aspects of races are moved into traits or feats. Then if the GM would like, he can grant a couple additional traits at level 1 that have to come from the cultural section. By doing it this way, there can be mechanical differences between dwarves and elves from different countries, without having to redesign the race for each one. Additionally, if your dwarf was raised in say: Cheliax, (and there are no dwarven cultures in cheliax) the GM could allow you to have some chelish cultural abilities instead. Because you never had the chance to learn dwarven weapons, orc and goblin hatred, or how to dodge giants. It also deals with the desire some people have for an elf for every day of the week, without making it take alot of work, or making it only apply to elves. Is there any interest in this, or is it just me? Here's a Starting attempt (It doesnt cover all of them yet). All races lose weapon familiarity and any automatic languages. [SIZE="4"][B]Dwarves[/B][/SIZE] +2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff. Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size. Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance. Darkvision: Dwarves can see in the dark up to 60 feet. (see darkvision). Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. [B]Dwarves Lose:[/B] Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype. Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones. Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes. Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking. Not sure what they should get to replace them... [B][SIZE="4"]Elves[/SIZE][/B] +2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail. Medium: Elves are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Elves have a base speed of 30 feet. Low-Light Vision: Elves can see twice as far as humans in conditions of dim light (see low-light vision). Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects. Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items. Keen Senses: Elves receive a +2 racial bonus on Perception skill checks. [B][SIZE="4"]Gnomes[/SIZE][/B] +2 Constitution, +2 Charisma, –2 Strength: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable. Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD), and a +4 size bonus on Stealth checks. Slow Speed: Gnomes have a base speed of 20 feet. Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light (see low-light vision.) Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier. Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks. Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice. Gnomes lose (In addition to weapon familiarity and automatic languages): Defensive Training: Gnomes get a +4 dodge bonus to AC against monsters of the giant subtype. Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes due to special training against these hated foes. Illusion Resistance: Gnomes get a +2 racial saving throw bonus against illusion spells or effects. What should they get to replace them? ..... [B][SIZE="4"]Halflings[/SIZE][/B] +2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD), and a +4 size bonus on Stealth checks. Slow Speed: Halflings have a base speed of 20 feet. Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck. Halfling Luck: Halflings receive a +1 racial bonus on all saving throws. Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks. Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks. Child-Like Appearance: Halflings receive a +4 modifier to Disguise checks when trying to pass themselves off as human children between the ages of 6 and 9. Haven't gotten around to looking at the other 3 races yet, but Dwarves and Gnomes will be the hard ones. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Homebrew: Culture Taken out of player Races.
Top