How much culture should be hardcoded into races?

But now what about the abilities that some races got (in 4E forex) that were more to do with their physical make-up rather than their 'culture'? Are we thinking these are still okay?

Elven Wild Step (ignore difficult terrain in nature), low-light or darkvision, a dwarf's Stand Your Ground (move one less square on forced movement), the dragonborn's breath attack, etc.? These are things that are inherent in their physical make-up in comparison to the human default, which is why they have them. Do these pass the smell test of whether they are abilities that should remain baked into the race mechanics?

I think so. I would also include things like racial bonuses to certain types of saving throws like dwarven resistance to poison or elvish resistance to sleep/charm.

They don't feel like a "nurture" type of ability to me.
 

log in or register to remove this ad

But now what about the abilities that some races got (in 4E forex) that were more to do with their physical make-up rather than their 'culture'? Are we thinking these are still okay?

Elven Wild Step (ignore difficult terrain in nature), low-light or darkvision, a dwarf's Stand Your Ground (move one less square on forced movement), the dragonborn's breath attack, etc.? These are things that are inherent in their physical make-up in comparison to the human default, which is why they have them. Do these pass the smell test of whether they are abilities that should remain baked into the race mechanics?


Yes, these would pass my test.

I would group it like this.

Race:

Ability adjustments
Size
Senses (low light vision, darkvison, light sensitivity, detect secret passage)
Speed
Movement abilities (encumbered speed, flight, teleport, elf wild step)
Additional attacks (breath attacks, gore attacks, claw attacks, bite attacks)
Resistances based on biology or mentality (dwarf/poison, elf/charm, halfling/fear, tiefling/fire)
Natural Mentality (human bonus feat, half-elf natural multicasting, half-orc rage, minotaur maze lore)
Natural magic (doppleganger/shape change)

Themes:
Cultural Weapon Proficencies
Cultural fighting styles
Cultural Skill bonus
Terrain lore
(stonecunning, mounted abilities)
Trained magic
 

Yes, these would pass my test.

I would group it like this.

Race:
Ability adjustments
Size
Senses (low light vision, darkvison, light sensitivity, detect secret passage)
Speed
Movement abilities (encumbered speed, flight, teleport, elf wild step)
Additional attacks (breath attacks, gore attacks, claw attacks, bite attacks)
Resistances based on biology or mentality (dwarf/poison, elf/charm, halfling/fear, tiefling/fire)
Natural Mentality (human bonus feat, half-elf natural multicasting, half-orc rage, minotaur maze lore)
Natural magic (doppleganger/shape change)

Themes:
Cultural Weapon Proficencies
Cultural fighting styles
Cultural Skill bonus
Terrain lore (stonecunning, mounted abilities)
Trained magic

Good list. There are a few things that I'd be tempted to break into parts, some going into each list. Senses is a good example. Low-light vision would be clearly racial. But perception skills could be a combination of racial and cultural. That's one way I'd reinforce the archetypes. Elves just flat see better than some creatures. Then their culture encourages them to look at things clearly, which enhances this. Assuming, of course, that the system is fine-grained enough to handle such divisions.
 

But wouldn't this also be "culture as race"? Because your example simply says for example that elven wizards prefer illusions which clearly is a cultural thing.

Sure. But (and I thought I mentioned this in my post) players of other races could perhaps take feats to gain the advantage of another race's culture. For example, A human raised by dwarves might give up his "human fighter" bonuses in exchange for the "dwarven fighter" ones.
 

Remove ads

Top