shdwrnr
First Post
Someone in one of the 4e threads made a comment saying that they wanted to see racial and cultural traits separated. The idea struck me as pretty cool. After all, if a human is raised among elves from birth, why wouldn't he become proficient with the longbow, shortbow, longsword and rapier like all of his elf friends? If a dwarf was raised among halflings from birth, why would he understand stonework and not the principles of his climbing, jumping, swimming, stone slinging and throwing adoptive family?
First, races are stripped of their cultural traits:
[sblock=Example Races]
DWARVES
• +2 Constitution, –2 Charisma.
• Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
• Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
• Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
• Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
• +2 racial bonus on saving throws against poison.
• +2 racial bonus on saving throws against spells and spell-like effects.
ELVES
• +2 Dexterity, –2 Constitution.
• Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
• Elf base land speed is 30 feet.
• Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
• Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
• +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
[/sblock]
Next we add a mechanic called "cultures". During character creation, the player selects any two from the following list.
[sblock=Cultural Traits]
ARCANE
• +2 cultural bonus on saving throws against spells and spell-like effects.
• +2 cultural bonus on Knowledge (acrana) and Spellcraft checks.
• +2 cultural bonus on Alchemy and Use Magic Device checks.
• Favored Class: Wizard.
EXPANSIONIST
• +2 cultural bonus on Knowledge (geography).
• +2 cultural bonus on Diplomacy and Gather Information checks.
• Favored Class: Any.
INVENTIVE
• +2 cultural bonus on any two Knowledge skills chosen at 1st level.
• +2 cultural bonus on any two Craft skills chosen at 1st level.
• Favored Class: Bard.
RELIGIOUS
• +2 cultural bonus on Knowledge (religion).
• +2 cultural bonus Will saves to avoid compulsion spells and effects.
• Favored Class: Cleric.
ATHLETIC
• +2 cultural bonus on Climb, Jump, and Swim checks.
• +1 cultural bonus on attack rolls with thrown weapons.
• Favored Class: Barbarian.
MARTIAL
• +1 cultural bonus on attack rolls against two types of creature or a single type of weapon chosen at 1st level.
• Proficiency with two separate martial weapons chosen at 1st level.
• Favored Class: Fighter.
DEFENSIVE
• +4 dodge bonus to Armor Class against monsters of one type of creature chosen at 1st level. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
• Proficiency with two separate martial weapons chosen at 1st level.
• Favored Class: Fighter.
INDUSTRIAL
• Cunning: Choose a type of material, profession, or craft. You gain a +2 cultural bonus on Search and Spot checks to notice anything unusual relating to your chosen specialization. When simply passing within 10 feet of an unusual example of your chosen specialty you can make a Search check as though you were actively searching.
• +2 cultural bonus on Appraise checks that are related to the chosen specialization.
• +2 cultural bonus on Craft checks that are related to the chosen specialization.
• Favored Class: Fighter.
MERCANTILE
• +2 cultural bonus on Appraise checks.
• +2 cultural bonus on Bluff, Diplomacy, and Sense Motive checks.
• Favored Class: Rogue.
SEAFARING
• +2 cultural bonus on Balance, Profession (sailor) and Use Rope checks.
• +2 cultural bonus on Knowledge (geography), Knowledge (Nature), and Survival checks.
• Favored Class: Rogue.
SAVAGE
• +2 cultural bonus on Knowledge (Nature), and Survival checks.
• +2 cultural bonus on Hide, Listen, Move Silently, and Spot checks.
• Favored Class: Ranger.
[/sblock]
Typed bonuses don't stack of course, and yes, some of these are more powerful than others. This mechanic would also slightly increase the power of some races while diminishing others, though I don't feel this has a significant effect on game balance. This is also a very generic version of this mechanic. Given a fleshed out campaign setting one could apply this mechanic to each region or country in their game for a much better effect. That being said, I think these traits represent a good base line and can easily be used for any character to support a specific background.
I felt automatic and bonus languages should be a cultural thing too, though without campaign specific information, this can't really be applied.
So what do y'all think?
First, races are stripped of their cultural traits:
[sblock=Example Races]
DWARVES
• +2 Constitution, –2 Charisma.
• Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
• Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
• Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
• Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
• +2 racial bonus on saving throws against poison.
• +2 racial bonus on saving throws against spells and spell-like effects.
ELVES
• +2 Dexterity, –2 Constitution.
• Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
• Elf base land speed is 30 feet.
• Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
• Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
• +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
[/sblock]
Next we add a mechanic called "cultures". During character creation, the player selects any two from the following list.
[sblock=Cultural Traits]
ARCANE
• +2 cultural bonus on saving throws against spells and spell-like effects.
• +2 cultural bonus on Knowledge (acrana) and Spellcraft checks.
• +2 cultural bonus on Alchemy and Use Magic Device checks.
• Favored Class: Wizard.
EXPANSIONIST
• +2 cultural bonus on Knowledge (geography).
• +2 cultural bonus on Diplomacy and Gather Information checks.
• Favored Class: Any.
INVENTIVE
• +2 cultural bonus on any two Knowledge skills chosen at 1st level.
• +2 cultural bonus on any two Craft skills chosen at 1st level.
• Favored Class: Bard.
RELIGIOUS
• +2 cultural bonus on Knowledge (religion).
• +2 cultural bonus Will saves to avoid compulsion spells and effects.
• Favored Class: Cleric.
ATHLETIC
• +2 cultural bonus on Climb, Jump, and Swim checks.
• +1 cultural bonus on attack rolls with thrown weapons.
• Favored Class: Barbarian.
MARTIAL
• +1 cultural bonus on attack rolls against two types of creature or a single type of weapon chosen at 1st level.
• Proficiency with two separate martial weapons chosen at 1st level.
• Favored Class: Fighter.
DEFENSIVE
• +4 dodge bonus to Armor Class against monsters of one type of creature chosen at 1st level. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
• Proficiency with two separate martial weapons chosen at 1st level.
• Favored Class: Fighter.
INDUSTRIAL
• Cunning: Choose a type of material, profession, or craft. You gain a +2 cultural bonus on Search and Spot checks to notice anything unusual relating to your chosen specialization. When simply passing within 10 feet of an unusual example of your chosen specialty you can make a Search check as though you were actively searching.
• +2 cultural bonus on Appraise checks that are related to the chosen specialization.
• +2 cultural bonus on Craft checks that are related to the chosen specialization.
• Favored Class: Fighter.
MERCANTILE
• +2 cultural bonus on Appraise checks.
• +2 cultural bonus on Bluff, Diplomacy, and Sense Motive checks.
• Favored Class: Rogue.
SEAFARING
• +2 cultural bonus on Balance, Profession (sailor) and Use Rope checks.
• +2 cultural bonus on Knowledge (geography), Knowledge (Nature), and Survival checks.
• Favored Class: Rogue.
SAVAGE
• +2 cultural bonus on Knowledge (Nature), and Survival checks.
• +2 cultural bonus on Hide, Listen, Move Silently, and Spot checks.
• Favored Class: Ranger.
[/sblock]
Typed bonuses don't stack of course, and yes, some of these are more powerful than others. This mechanic would also slightly increase the power of some races while diminishing others, though I don't feel this has a significant effect on game balance. This is also a very generic version of this mechanic. Given a fleshed out campaign setting one could apply this mechanic to each region or country in their game for a much better effect. That being said, I think these traits represent a good base line and can easily be used for any character to support a specific background.
I felt automatic and bonus languages should be a cultural thing too, though without campaign specific information, this can't really be applied.
So what do y'all think?
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