so i was building a few character to playtest with and i noticed an issue with the primitive tradition. Is there a reason that the primitive starting tradition only has 2 skills (nature and outdoor skills). I would think that a primitive would have survival skills to live exposed to the elements and herbalism to know what they can and can’t eat and how to heal themselves like a shaman. Also they only have 3 attribute points where others have 4. also to that end the same issue is seen with slave and urchin. Other then for story line reason I see these traditions as a lose if they are used at all.
I would purpose the following changes to balance them with the others.
Primitive: (I see them as tribal barbarians)
STR +1 | AGI +1 | END + 1 | LUC +1 (they have to have some luck to survive in the wilds)
Nature, outdoor skills, survival, herbalism
+2 to your SPEED
Slave: (born into the slave pit. The worst slave conditions possible … with chains, little food, no rights, floggings, ect)
STR +1/-1 (+1 due to a life of hard labor or -1 from malnourishment)| END +1 | WIL +1 | LUC +1 (have to have some luck to get away from a life to would have been sure to kill them)
Crafting skills, Animal handling, Farming, Mining
Gain an extra death/dying countdown die when reduced to 0 HEALTH
Urchin: born on the streets or escaped to them very early in life (I see this a the kids that grew up on the streets maybe in a gang, knew little of a normal home life).
AGI +1 | END +1 | WIL or CHA +1 (+1 to WIL to find a place and way to survive in the streets as a kid or CHA to con your way through it)| LUC +1
Perception, Running, Stealth, Survival, Thievery
Heal a bonus 1 die HEALTH each day
This could just be house-ruled to to make it to my liking but i wondered if anyone else saw this a problem? Am i just reading to much into it or is there some reason that they are set up that way?
I would purpose the following changes to balance them with the others.
Primitive: (I see them as tribal barbarians)
STR +1 | AGI +1 | END + 1 | LUC +1 (they have to have some luck to survive in the wilds)
Nature, outdoor skills, survival, herbalism
+2 to your SPEED
Slave: (born into the slave pit. The worst slave conditions possible … with chains, little food, no rights, floggings, ect)
STR +1/-1 (+1 due to a life of hard labor or -1 from malnourishment)| END +1 | WIL +1 | LUC +1 (have to have some luck to get away from a life to would have been sure to kill them)
Crafting skills, Animal handling, Farming, Mining
Gain an extra death/dying countdown die when reduced to 0 HEALTH
Urchin: born on the streets or escaped to them very early in life (I see this a the kids that grew up on the streets maybe in a gang, knew little of a normal home life).
AGI +1 | END +1 | WIL or CHA +1 (+1 to WIL to find a place and way to survive in the streets as a kid or CHA to con your way through it)| LUC +1
Perception, Running, Stealth, Survival, Thievery
Heal a bonus 1 die HEALTH each day
This could just be house-ruled to to make it to my liking but i wondered if anyone else saw this a problem? Am i just reading to much into it or is there some reason that they are set up that way?