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General Tabletop Discussion
*Dungeons & Dragons
Race Class combo, together, defines a character ‘type’
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<blockquote data-quote="Yaarel" data-source="post: 7252446" data-attributes="member: 58172"><p><strong>Human Culture Feat</strong></p><p></p><p>You can create new Human feats to describe each Human culture. This feat grants whatever mechanical trait the members of a particular culture are likely to have. It also narratively describes how and why the trait functions as a cultural value. Additionally, the Human Culture Feat notes which two abilities and which skill are typical for the culture. Then use the Human feat, ability improvements, and skill to fill out the cultural traits.</p><p></p><p>Humans are social, but also individualistic. So it is ok for the player to use the feat description as guideline for the culture, while diverging from it, to pick a different ability or skill, or even a different feat. But now the divergent choices have a context of what these divergences might mean within the larger framework of the culture.</p><p></p><p>If the feat accurately describes more than 60% of the culture, then that is a significant majority that generally controls the group decisions. If the feat describes more than 90%, then it is a defining majority, that decides the fundamental assumptions that everyone takes for granted as true. Conversely for minority cultures, if more than 10%, it is an influential minority, that can shape trends and eras, and if more than 40% it is a significant minority that cannot be ignored.</p><p></p><p>Maybe start with three main conflictive cultures within the setting, and create a feat for each. Create more feats if the need arises. </p><p></p><p>The ability to use the Human feat to define a culture, is an other reason why the Feat Human is such an excellent design to represent the flavor of the Human race. The feat can represent groups, as well as can represent unique individuals.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 7252446, member: 58172"] [B]Human Culture Feat[/B] You can create new Human feats to describe each Human culture. This feat grants whatever mechanical trait the members of a particular culture are likely to have. It also narratively describes how and why the trait functions as a cultural value. Additionally, the Human Culture Feat notes which two abilities and which skill are typical for the culture. Then use the Human feat, ability improvements, and skill to fill out the cultural traits. Humans are social, but also individualistic. So it is ok for the player to use the feat description as guideline for the culture, while diverging from it, to pick a different ability or skill, or even a different feat. But now the divergent choices have a context of what these divergences might mean within the larger framework of the culture. If the feat accurately describes more than 60% of the culture, then that is a significant majority that generally controls the group decisions. If the feat describes more than 90%, then it is a defining majority, that decides the fundamental assumptions that everyone takes for granted as true. Conversely for minority cultures, if more than 10%, it is an influential minority, that can shape trends and eras, and if more than 40% it is a significant minority that cannot be ignored. Maybe start with three main conflictive cultures within the setting, and create a feat for each. Create more feats if the need arises. The ability to use the Human feat to define a culture, is an other reason why the Feat Human is such an excellent design to represent the flavor of the Human race. The feat can represent groups, as well as can represent unique individuals. [/QUOTE]
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Race Class combo, together, defines a character ‘type’
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