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What would you do if you were....[Race and Culture Thread]
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<blockquote data-quote="Spatzimaus" data-source="post: 2987539" data-attributes="member: 3051"><p>Up to a point, I agree. But I've played with people who weren't stopped by that, and the campaign devolved to which side could come up with rule abuses faster, which wasn't fun for those who tried to play it straight.</p><p>Not saying that'd happen here, but I keep it in mind whenever I'm tempted to throw unbalanced stuff into the campaign.</p><p></p><p></p><p></p><p>Looking back on this, I'd suggest a couple other things:</p><p>1A> Don't use so many "good" skills (Hide, Move Silently, Spot, Listen), the ones pretty much everyone uses at some point or another. That, more than anything else, is an open invitation to powergaming.</p><p>For instance, instead of Listen and Move Silently for a jungle, how about Knowledge(nature) and/or Survival?</p><p>1B> Try to pick the skills such that no class would already have both as class skills. This isn't always possible, but it's something to aim for. Point being, if a Ranger is from a region whose bonus class skills are ones he already gets, what's the benefit? (Answer: maybe a permanent +1 to that skill's checks? But then what happens if someone waits until later to take that class, do they still get it?)</p><p></p><p></p><p></p><p>Aren't the Drow LA+1? Personally, I don't think it's a good idea to try putting LA-requiring stuff into the region rules. In fact, I wouldn't put anything that modifies stats into the rules at all, and just keep the whole "subraces" concept from 3E. If a normal Elf was raised in the Underdark, he wouldn't suddenly develop magic resistance or anything...</p><p></p><p></p><p></p><p>You could go Mace (Light), Mace (Heavy), Quarterstaff for one, for instance. Or maybe something with all the Hammers. Or a Whip... there are quite a few I didn't see on your list.</p><p></p><p>In fact, I'd really recommend switching more of these "regional" weapons to Exotic weapons. An extra Martial proficiency really isn't worth much; only Rogues, Bards, and Clerics really benefit. (Wiz and Sor don't have the BAB or DEX for it; the Druids I know use wildshaping too much to depend on weapons; and the rest of the classes get all the martials already.) Well, there are the NPC classes, of course, but frankly I wouldn't design this for them.</p><p></p><p></p><p></p><p>Way too much. Maybe just say that while wearing Medium armor, their movement speed isn't reduced (sort of like how Dwarves can move in Medium or Heavy). Or maybe just cut the armor check penalty for medium armors by a couple points.</p><p></p><p>The problem with armor proficiencies is that it's so all-or-nothing. Wizards and Sorcerers just don't have a need for it, and it's more trouble than it's worth. (I played a multiclassed Sorcerer who used armor. Trust me.) Rogues and Rangers get light armor, but they don't usually WANT anything heavier because of the armor check/pseudofeat issues. Barbarians won't wear anything that costs them their movement penalty. Druids and Bards won't wear anything that costs them their spellcasting (which tends to mean they stick to Light armors). Monks won't wear armor, period. And most of the rest of the classes get Heavy armor already.</p><p></p><p>Anyway, I wasn't trying to imply this system is bad off. It could use a few small tweaks, and now's the time to do it, but it's pretty complete as-is.</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 2987539, member: 3051"] Up to a point, I agree. But I've played with people who weren't stopped by that, and the campaign devolved to which side could come up with rule abuses faster, which wasn't fun for those who tried to play it straight. Not saying that'd happen here, but I keep it in mind whenever I'm tempted to throw unbalanced stuff into the campaign. Looking back on this, I'd suggest a couple other things: 1A> Don't use so many "good" skills (Hide, Move Silently, Spot, Listen), the ones pretty much everyone uses at some point or another. That, more than anything else, is an open invitation to powergaming. For instance, instead of Listen and Move Silently for a jungle, how about Knowledge(nature) and/or Survival? 1B> Try to pick the skills such that no class would already have both as class skills. This isn't always possible, but it's something to aim for. Point being, if a Ranger is from a region whose bonus class skills are ones he already gets, what's the benefit? (Answer: maybe a permanent +1 to that skill's checks? But then what happens if someone waits until later to take that class, do they still get it?) Aren't the Drow LA+1? Personally, I don't think it's a good idea to try putting LA-requiring stuff into the region rules. In fact, I wouldn't put anything that modifies stats into the rules at all, and just keep the whole "subraces" concept from 3E. If a normal Elf was raised in the Underdark, he wouldn't suddenly develop magic resistance or anything... You could go Mace (Light), Mace (Heavy), Quarterstaff for one, for instance. Or maybe something with all the Hammers. Or a Whip... there are quite a few I didn't see on your list. In fact, I'd really recommend switching more of these "regional" weapons to Exotic weapons. An extra Martial proficiency really isn't worth much; only Rogues, Bards, and Clerics really benefit. (Wiz and Sor don't have the BAB or DEX for it; the Druids I know use wildshaping too much to depend on weapons; and the rest of the classes get all the martials already.) Well, there are the NPC classes, of course, but frankly I wouldn't design this for them. Way too much. Maybe just say that while wearing Medium armor, their movement speed isn't reduced (sort of like how Dwarves can move in Medium or Heavy). Or maybe just cut the armor check penalty for medium armors by a couple points. The problem with armor proficiencies is that it's so all-or-nothing. Wizards and Sorcerers just don't have a need for it, and it's more trouble than it's worth. (I played a multiclassed Sorcerer who used armor. Trust me.) Rogues and Rangers get light armor, but they don't usually WANT anything heavier because of the armor check/pseudofeat issues. Barbarians won't wear anything that costs them their movement penalty. Druids and Bards won't wear anything that costs them their spellcasting (which tends to mean they stick to Light armors). Monks won't wear armor, period. And most of the rest of the classes get Heavy armor already. Anyway, I wasn't trying to imply this system is bad off. It could use a few small tweaks, and now's the time to do it, but it's pretty complete as-is. [/QUOTE]
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