SHARK
First Post
Greetings!
LOL!!!
Joshua, you have a good memory! Yes, my world is huge. I can't remember, but when I said that my campaign world is similar to Jupiter in size,--someone actually posted a mathematical analysis and schematic for how large *Jupiter* really is!
Well, it's huge, but perhaps not *exactly* the size as Jupiter!
Gee, it was funny though!
As for regional differences, mechanically, well, yes, I suppose there is. Not stats, per se, but I do have different regional feats, as well as cultural feats, and additional skill ranks that a character gains depending on their background. For example, northern barbarians from coastal regions, gain Skill Focus: Sailor, at +3. They also get +3 ranks in Swimming.
Besides a few tailored skill ranks, cultural feats, there are occasional class-restrictions or bonuses, as well. For example, if one comes from the Celtic-island region, they can be a Rogue, but I have skill restrictions on what skills they can develop, and can only change through campaign circumstances. Or one cannot start as a Paladin in a barbarian culture. Or a Wizard. In addition, there are technology and equipment restrictions, based on culture and region. There are also specialized Prestige Classes that I have designed that are culture and region-specific.
I think that using spells, skills, feats, and so on, are far more interesting for example, than coming up with a hard-wired racial sub-variant for every possible terrain and climate. There are no stat-different "Desert Elves" in my campaign. I just give them a sunburn, and some different skills, and culture. However, such a group of elves is simply a group of high elves, or wood elves, adapted to the harsh desert environment.
Not that I'm unduly bashing FR, for there are some cool things in FR, but the trend of a different elf/dwarf/halfling/gnome for every season and climate is just too,....contrived to me.
My world has strong non-human races and cultures, but most of which, are outnumbered by humans. I have a dozen different *African* human cultures, three or four *Near-Eastern* cultures, eight different *European* type cultures, and probably six-eight *Asian* cultures in the immediate campaign environment. These are predominantly human, but that doesn't mean that various non-human groups cannot be influenced or adapt different human cultures. Thus, you see overlap in many areas: The humans and elves in the Celtic areas have much in common, as do elves, humans, and dwarves have in the far north, and so on.
How's that, Joshua?
Semper Fidelis,
SHARK
LOL!!!


Well, it's huge, but perhaps not *exactly* the size as Jupiter!
Gee, it was funny though!

As for regional differences, mechanically, well, yes, I suppose there is. Not stats, per se, but I do have different regional feats, as well as cultural feats, and additional skill ranks that a character gains depending on their background. For example, northern barbarians from coastal regions, gain Skill Focus: Sailor, at +3. They also get +3 ranks in Swimming.
Besides a few tailored skill ranks, cultural feats, there are occasional class-restrictions or bonuses, as well. For example, if one comes from the Celtic-island region, they can be a Rogue, but I have skill restrictions on what skills they can develop, and can only change through campaign circumstances. Or one cannot start as a Paladin in a barbarian culture. Or a Wizard. In addition, there are technology and equipment restrictions, based on culture and region. There are also specialized Prestige Classes that I have designed that are culture and region-specific.
I think that using spells, skills, feats, and so on, are far more interesting for example, than coming up with a hard-wired racial sub-variant for every possible terrain and climate. There are no stat-different "Desert Elves" in my campaign. I just give them a sunburn, and some different skills, and culture. However, such a group of elves is simply a group of high elves, or wood elves, adapted to the harsh desert environment.
Not that I'm unduly bashing FR, for there are some cool things in FR, but the trend of a different elf/dwarf/halfling/gnome for every season and climate is just too,....contrived to me.
My world has strong non-human races and cultures, but most of which, are outnumbered by humans. I have a dozen different *African* human cultures, three or four *Near-Eastern* cultures, eight different *European* type cultures, and probably six-eight *Asian* cultures in the immediate campaign environment. These are predominantly human, but that doesn't mean that various non-human groups cannot be influenced or adapt different human cultures. Thus, you see overlap in many areas: The humans and elves in the Celtic areas have much in common, as do elves, humans, and dwarves have in the far north, and so on.
How's that, Joshua?

Semper Fidelis,
SHARK