Shalewind
First Post
I think we are missing the point of Willpax's request here. He has stated:
So
May not be the answer he is looking for. Nor does Willpax seem to interested in NPC classes.
The core of the issue in my opinion is how worried about abuse are you? I've had similar issues with elves myself (even done extremly boring Excel sheets to figure how they would gain experience and such). In the end, it depends on your players. Role-Playing hinderences can balance out character advantages, but it has to be done correctly and your group has to be mature enough to handle it. (i.e. "No Fair, the elevs get everything, humans suck! I want to be an elf!" is the type of player or group that will not be advisable for this type of playing)
3E is balanced for combat and level, not story. If you can step around that here are some things I have tried in campaigns that weren't about the combat or all players being equal:
1) giving out points based on age, usually five points per 10 years. Even humans get this. These can be spent as skill ranks. I even sometimes have let a feat be bought for 7-10 points. (this was in a setting were humans could live longer, no elves... So I'd tone it down a bit with a starting age of 90).
2) Allow the person three common skills that they always work on. Like professions or even things like wilderness lore. Give a compentency bonus based by +1 for every 5 to 15 years of life spent with it as a common skill.
3) Give elves of a certain age category bonuses to a set of skills. Let the bonus increase with the age category.
4) I LOVE your first idea. Just monitor it and work with your group and I think it would work best of all.
Just my take on it. Hope this helps some. Personally I like the whole NPC classes dynamic as well. I think it does do a fair job of explaining age. The big problem I have with age is that normal people are suppose to (arguably) go up in NPC class levels as they age. So if you want to start the game (a 1st level game) as a 45 year-old human, that human is getting screwed. He has lived 45 years. He probably should have 2 to 3 (maybe even 4 to 5) levels in some NPC class, but instead, he is WORSE than that snot-nosed fighter kid whose is first level? Why, because this is a game starting at first level an he has 1 level in expert... Age means nothing in the current rules, and that is because the game uses a level mechanic not a skill-based one. Try an alter the level power balance and you've upset the whole system. Grrr... So my solution is to have players that can handle level variation and just say, (yes, he's 45, he is level 5, you guys are level 2). But I play a very different style of game too.
Well that's it for my Rant now. Good luck in all your undertakings. 
Edit: grammar. AHHH!!!
I'm not as interested in balance so much as I am some campaign-specific flavor (being non-human in my campaign carries with it much other baggage).
So
But, IMO you should never just say "Elves live longer, so they should get 4 extra skill points", because that takes away part of the Human's racial advantages. Forget "realism" in a fantasy setting, game balance is important too.
May not be the answer he is looking for. Nor does Willpax seem to interested in NPC classes.
The core of the issue in my opinion is how worried about abuse are you? I've had similar issues with elves myself (even done extremly boring Excel sheets to figure how they would gain experience and such). In the end, it depends on your players. Role-Playing hinderences can balance out character advantages, but it has to be done correctly and your group has to be mature enough to handle it. (i.e. "No Fair, the elevs get everything, humans suck! I want to be an elf!" is the type of player or group that will not be advisable for this type of playing)
3E is balanced for combat and level, not story. If you can step around that here are some things I have tried in campaigns that weren't about the combat or all players being equal:
1) giving out points based on age, usually five points per 10 years. Even humans get this. These can be spent as skill ranks. I even sometimes have let a feat be bought for 7-10 points. (this was in a setting were humans could live longer, no elves... So I'd tone it down a bit with a starting age of 90).
2) Allow the person three common skills that they always work on. Like professions or even things like wilderness lore. Give a compentency bonus based by +1 for every 5 to 15 years of life spent with it as a common skill.
3) Give elves of a certain age category bonuses to a set of skills. Let the bonus increase with the age category.
4) I LOVE your first idea. Just monitor it and work with your group and I think it would work best of all.
Just my take on it. Hope this helps some. Personally I like the whole NPC classes dynamic as well. I think it does do a fair job of explaining age. The big problem I have with age is that normal people are suppose to (arguably) go up in NPC class levels as they age. So if you want to start the game (a 1st level game) as a 45 year-old human, that human is getting screwed. He has lived 45 years. He probably should have 2 to 3 (maybe even 4 to 5) levels in some NPC class, but instead, he is WORSE than that snot-nosed fighter kid whose is first level? Why, because this is a game starting at first level an he has 1 level in expert... Age means nothing in the current rules, and that is because the game uses a level mechanic not a skill-based one. Try an alter the level power balance and you've upset the whole system. Grrr... So my solution is to have players that can handle level variation and just say, (yes, he's 45, he is level 5, you guys are level 2). But I play a very different style of game too.


Edit: grammar. AHHH!!!
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