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6 months ago  ::  Jan 14, 2013 - 1:11AM #31
GuyeFaux
Date Joined: Jul 27, 2009
Posts: 49

Jan 13, 2013 -- 10:31PM, kezzek wrote:

Jan 13, 2013 -- 5:37PM, GuyeFaux wrote:

I like it.

(Snip)

  • The attribute adjustments from some of the environments seem forced. Like I see why you'd put +1 Strength for swamp (swimming), but surely Dexterity (avoiding falling into the bog) or Intelligence (remembering where you are) or Wisdom (spotting the 'gator before it eats you) are just as arguable?



Do you have a solution for attribute adjustments?  Would you eliminate them entirely or just add more variability?



I guess both would be acceptable, leaning towards eliminating them entirely. Maybe variability could be stated in terms of a mental attribute and a physical one (e.g. in Swamp, you can pick either +1 Strength or +1 Wisdom), though that's not that much different from saying "Just put another +1 there somewhere that makes sense to you".

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6 months ago  ::  Jan 14, 2013 - 9:57AM #32
kezzek
Date Joined: Jun 22, 2008
Posts: 1,208

Jan 13, 2013 -- 10:52PM, rampant wrote:

things in regards to the list:

1. Does everyone besides humans need lowlight vision? Is it really an ability if 75%+ of the races have it? 

2. The skill die thing on humans is a bad idea, not only does it stop being applicable at higher levels when the dice maxes out, but skills are coming from backgrounds which are supposedly an optional feature. Frankly humans have some very cool potential features, such as hunger and empathy that could be explored for much cooler features.

3. Natural weapons are either OP, imbalanced, or a non-ability. If they are better than a weapon you can get they are OP, if they force you into weapon using classes they are imbalanced, and if they don't do either of those things then you're better off with a normal weapon and thus recieve no real benefit.

4. I think the environmental subtypes are  mistake. Each race should adapt to each environment in it's own way.  




1. Maybe it would be a good idea to cut back on the races with low-light vision.  In previous editions, most races have low light vision.  Take it away from elves as well.

2. Why would the skill die max out?  Just add one more step after the highest step for human characters.  Skills come from race as well.  Elves receive spot and listen.

3. Natural weapons can provide a plan B if weapons are lost, stolen, or dropped.  They are as overpowered or underpowered as you make them in your game design.  Assuming that they are flawed would be as incorrect as assuming that racial weapon training is inherently flawed.

4. There are already environmental subtypes in the playtest.  Wood elves, high elves, mountain dwarves, hill dwarves, stout halflings, etc.  I am just opening it up as a module so that you could have mountain elves, high magic dwarves, and hill humans.  It allows for even more originality and creativity.

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6 months ago  ::  Jan 14, 2013 - 10:00AM #33
kezzek
Date Joined: Jun 22, 2008
Posts: 1,208

Jan 14, 2013 -- 12:37AM, SebastianJ wrote:

1.  The low-light vision thing was actually a big thing in most of our fighters picking dwarf these days.  Turns out not having to worry about torchlight is a huge tactical advantage for fighters.  Any sort of enhanced vision needs to be treated as a major advantage in the final draft

"You mean my damage die for these weapons and my hitpoints get BIGGER and I don't have to worry about torches AND I have advantage vs poison AND I get an ability score increase?  SWEET.  Why would I want to ever play anything else?" --How my dwarf players feel. (To be fair to them, we had all just seen the Hobbit.)

2.  I'd maybe try and categorize the various racial perks when designing races.  Give each race a major perk, a lesser perk, and one or two minor perks.

Major:  Has specific, important tactical application, such as increased hit die, weapon training, or a bonus manuever
Lesser:  Has more general applications that are less critical to life or death situations, but generally useful.  This would be dark vision or a stat bonus.
Minor:  Very general sometimes useful skills, like bonus languages...."window.parent.tinyMCE.get('post_content').onLoad.dispatch();" contenteditable="true" />



Categorizing racial perks is pretty difficult.  Using the same category is much easier (such as each culture or race receives a weapon training, a language, and an ability score bonus).  Trying to decide if low light vision or an added skill is more valuable is pretty tough.

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