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Homebrew: Culture Taken out of player Races.
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<blockquote data-quote="paradox42" data-source="post: 5658023" data-attributes="member: 29746"><p>In that case, you might consider a lesson I learned while running the 3.X version of my homebrew setting: it is not important that your setting's options balance with Core, just so long as they <em>balance with each other</em>. If you want a Large race, then go ahead and make a Large race; just total up the points of your new race (possibly after tweaking Golden's Guide a bit; I used Large races too and came to the conclusion that it's actually worth about +8) and if it happens to be above the average for Core- then give the Core races new abilities to compensate.</p><p> </p><p>I learned the above lesson because my homebrew is a post-apocalyptic setting, and my long-ago 2nd-Edition AD&D version incorporated many things from Gamma World and Dark Sun to help it come alive; when I updated to 3.0 in 2000-2001 I ended up with a lot of races that were significantly stronger than those in the core PHB. Over the years of running the game, I discovered that PCs made using my rules were able to take on challenges about +2 CR higher than they should have been able to handle according to the core rules; however, this just meant that I as the DM had to tweak encounters and plotlines a bit to make a challenging and fun game. The players didn't have to worry about any of that; as long as they balanced reasonably well against each other, it just made for extra-cool stories when they took out monsters above their level.</p><p> </p><p>So, making extra-powerful races for your setting means you as GM have to keep it in mind when designing encounters; however, as long as no players can outshine other players by picking a more powerful race, then it doesn't matter that none of them take races as given in the Core Rulebook.</p><p> </p><p>For the record, the baseline "point value" of the races in the PF version of my high-power setting is 38 as opposed to the 10 used in Core. I've managed to build some pretty interesting stuff with those 38 points. <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></blockquote><p></p>
[QUOTE="paradox42, post: 5658023, member: 29746"] In that case, you might consider a lesson I learned while running the 3.X version of my homebrew setting: it is not important that your setting's options balance with Core, just so long as they [I]balance with each other[/I]. If you want a Large race, then go ahead and make a Large race; just total up the points of your new race (possibly after tweaking Golden's Guide a bit; I used Large races too and came to the conclusion that it's actually worth about +8) and if it happens to be above the average for Core- then give the Core races new abilities to compensate. I learned the above lesson because my homebrew is a post-apocalyptic setting, and my long-ago 2nd-Edition AD&D version incorporated many things from Gamma World and Dark Sun to help it come alive; when I updated to 3.0 in 2000-2001 I ended up with a lot of races that were significantly stronger than those in the core PHB. Over the years of running the game, I discovered that PCs made using my rules were able to take on challenges about +2 CR higher than they should have been able to handle according to the core rules; however, this just meant that I as the DM had to tweak encounters and plotlines a bit to make a challenging and fun game. The players didn't have to worry about any of that; as long as they balanced reasonably well against each other, it just made for extra-cool stories when they took out monsters above their level. So, making extra-powerful races for your setting means you as GM have to keep it in mind when designing encounters; however, as long as no players can outshine other players by picking a more powerful race, then it doesn't matter that none of them take races as given in the Core Rulebook. For the record, the baseline "point value" of the races in the PF version of my high-power setting is 38 as opposed to the 10 used in Core. I've managed to build some pretty interesting stuff with those 38 points. :) [/QUOTE]
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