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Please critique my cultural caste (racial) traits
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<blockquote data-quote="gweinel" data-source="post: 6974626" data-attributes="member: 2165"><p>[MENTION=24488]was[/MENTION] thank you very much for your input. </p><p></p><p>According to the level of the power of the abilities, have in mind that they must be a bit weaker than a feat. Actually, according to the above mentioned analytical tool (racial abilities=12 points. each "+1" on ability scores= 2 points, skill proficiency =2 points and feat = 6points) which deconstructs the racial powers, the abilities of each caste must be the 2/3 of the power a feat. </p><p></p><p>Another thing that i put into play when i tried to balance the the castes are the class restrictions. For example giving a culture (race) proficiency with medium armor is quite strong, but since i prohibit all the spell casting, cloth-wearing classes (ex. wizards, sorcerers), then it is more of a "ribbon".</p><p></p><p>Having said that, i really love your approach. It reminds me the way it handles the cultural traits "Adventures of Middle Earth" (5e version of Middle-Earth). Given the time and the resources I would follow this path. However, giving such flexibility to the Chattigar culture means that i have to do the same to the other cultures of my world, something i am not sure i am prepared to do it for two reasons. It takes more work for me to do it. I have already problems balancing the existing cultures, if i multiply this x3 then it means more balancing work to do for me. Also, I want all abilities to be distinctive and colorful for each culture. By having x3 abilities, means that there is a good possibility some of them to be less interesting.</p><p></p><p></p><p></p><p>Actually i do this more or less. An arcane class like the wizard, sorcerer and warlock don't have divine healing. As you see i changed (weakened) the "time" ability making it more of a ribbon (just to fit better the three axioms of their godess).</p><p>Having said that i still i think that the "destruction" ability is too powerful. I am considering allowing it 3/day...</p><p></p><p></p><p></p><p>The only solid ability of the three is the "fearlessness". The exhaustion is more of ribbon (how many times do the players roll exhaustion spells?). The intimidation ability, while is quite strong, as it is worded (a)the attacker must hit, b) it lasts until the end of the turn-and not until the end of the next turn as most of this kind of abilities last) it has too strong restrictions and i think looses much of its potency. Do you think otherwise? </p><p></p><p></p><p></p><p>Again, the prof. bonus in artisan tools, as i get it, is more of a ribbon ability.</p><p></p><p></p><p></p><p>Your two abilities that you mention seems fitting but as i said i would prefer, at least now, to leave it one ability per caste. </p><p></p><p>Thank you again for your input. If you have anything else to say or critique don't hesitate. <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="gweinel, post: 6974626, member: 2165"] [MENTION=24488]was[/MENTION] thank you very much for your input. According to the level of the power of the abilities, have in mind that they must be a bit weaker than a feat. Actually, according to the above mentioned analytical tool (racial abilities=12 points. each "+1" on ability scores= 2 points, skill proficiency =2 points and feat = 6points) which deconstructs the racial powers, the abilities of each caste must be the 2/3 of the power a feat. Another thing that i put into play when i tried to balance the the castes are the class restrictions. For example giving a culture (race) proficiency with medium armor is quite strong, but since i prohibit all the spell casting, cloth-wearing classes (ex. wizards, sorcerers), then it is more of a "ribbon". Having said that, i really love your approach. It reminds me the way it handles the cultural traits "Adventures of Middle Earth" (5e version of Middle-Earth). Given the time and the resources I would follow this path. However, giving such flexibility to the Chattigar culture means that i have to do the same to the other cultures of my world, something i am not sure i am prepared to do it for two reasons. It takes more work for me to do it. I have already problems balancing the existing cultures, if i multiply this x3 then it means more balancing work to do for me. Also, I want all abilities to be distinctive and colorful for each culture. By having x3 abilities, means that there is a good possibility some of them to be less interesting. Actually i do this more or less. An arcane class like the wizard, sorcerer and warlock don't have divine healing. As you see i changed (weakened) the "time" ability making it more of a ribbon (just to fit better the three axioms of their godess). Having said that i still i think that the "destruction" ability is too powerful. I am considering allowing it 3/day... The only solid ability of the three is the "fearlessness". The exhaustion is more of ribbon (how many times do the players roll exhaustion spells?). The intimidation ability, while is quite strong, as it is worded (a)the attacker must hit, b) it lasts until the end of the turn-and not until the end of the next turn as most of this kind of abilities last) it has too strong restrictions and i think looses much of its potency. Do you think otherwise? Again, the prof. bonus in artisan tools, as i get it, is more of a ribbon ability. Your two abilities that you mention seems fitting but as i said i would prefer, at least now, to leave it one ability per caste. Thank you again for your input. If you have anything else to say or critique don't hesitate. :) [/QUOTE]
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Please critique my cultural caste (racial) traits
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