Primitive Screwhead
First Post
Spatzimaus It was a half remembered thread you and I partook of a while back that sparked this work for me.. how does my final version pan out against what you use?
Primitive Screwhead said:Spatzimaus It was a half remembered thread you and I partook of a while back that sparked this work for me.. how does my final version pan out against what you use?
Primitive Screwhead said:Thanks for the review.. and no, I don't usually have power gamers floating around in my group for very long. Something about the standard rule I have ... "If you get it, so do I..."
Tends to keep the really broken mechanics from being exploited.
1> Giving certain skill combos as class skills...
2> I think you'll have plenty of headaches with Umbragen...
Definately agreed. The stats are based on splitting a Drow stat-block in half, so if you build an Elf race Umbragen Culture you end up with pretty close to the drow stats.
4> I like how most of the Favored Weapon combos ...
THe Talenta weapons are indeed exotic, and yes, Flails were a bit prevalent but I was working from only PHB weapons and wanted to get away from the Sword being the best thing around. Didn't have too many choices that really were good without adding more weapons.
5> How exactly does "Favored Weapon: Medium Armor" (Darguun) work?
Perhaps allow them to treat armor as one catergory lighter for proficiency, Max Dex, and arcane failure?
This sounds very interesting and I will be working on this idea for my next campaign.Primitive Screwhead said:Thanks.. and any suggestions to improve this would be welcome
You are right on #1 and #2. My reason for working on this springs from running an Eberron game where nationality is supposedly more important than race.. which the RAW does not handle well.
If I understand you correctly, this is why I'll be making my own version rather than simply taking yours straight up. It looks to me that your system isn't as "pure" or "setting-neutral" in practice as your original concept promised. There appears to be some blurring between "race" and "culture" in the structure of your system. Some of the inconsistencies of your system appear to be done deliberately to better suit the Eberron setting, which I am not familar with. For these reasons, I'll be taking your core concepts and making my own version of this system that can be applied to any setting and can structurally allow any race/culture combo without a given combo breaking the system. I emphasis "structurally" because a given setting may not allow certain combo's, but I'm placing such limitations within the domain of the setting, not as an inherent factor of the system itself which is what it appears you are doing.As far as #3, the Full-Blood cultural aspects include prerequisites of the race they spring from. Basically all the full-bloods come from cultural enclaves such as Aerenal or deep in Xendrik. This way you cannot have a Valenarian Halfing but you can have a Talenta Elf...which would really be a half-elf.
All the Half-X characters are from races that have a Full-Blood option, but take a different culture. If someone wanted to play a Half-Gnoll, I would work up the racial aspect in much the same way I did the other ones. The races that can only breed pure, Like Humans and Halfings, only take on the mantle of another culture but never gain mixed blood.