Culture traits - Idiot-proofing help requested! [Archive] - Wizards Community

Post/Author/DateTimePost
aotrscommander

03-11-07, 03:24 PM
As part of my new campaign world I am trying to divest the trained and physical traits of races into two parts, so as to make dealing with cross-breeds and characters raised in odd ways easier to deal with - and more importantly, to make the choice of nationality actually matter!

To this end, I am applying a culture- related pseudo-feat (imaginitively titled 'Culture') to all creatures with class levels. (This is on top their 1st level feat.) Primarily this 'feat' is designed to add additional skill or weapon proficiency bonuses. I have been using YabaTheWhat's feature point as a rough guide, but I would like some opinions (based on that system or otherwise; I'm not that fussy!) on whether what I've got is at a reasonable level. I have used a couple of weak feats (like Endurance and Toughness) in a couple of places as the available skills are not always relevant.

(I should note that as all creatures with class levels are getting these bonuses, the fact they are getting them at all should balance out amongst themselves.)

I would greatly appriciate any feedback on any obviously potentially game-damaging options that I've missed. (I don't think there's anything too unbalancing there, but I always like to get another opinion (my players aren't mechanically-minded enough to help in that regard) in case I missed something obvious. (This procedure being what I call idiot-proofing!)





CULTURES

All characters must select a culture at generation. Note that this does not represent necessarily where they live now but their upbringing and values derived from childhood to adolesence. Some cultures (especially the Dark Lands) where there is more than one dominant species have slightly different subcultures as the species tend to congregate into similar areas or certain roles. Cultures are not hard-and-fast wired to a specific species however. If you want to play a Dark Elf raised in Dark Land Orc culture (however improbable that is) you can!

Only creatures with class levels gain a culture (this includes monster class levels). A creature that gains it’s first class level automatically gains a culture (typically Wild unless the creature has spent a great deal of time among another culture).



Culture stat block breakdown

Culture Name
Brief explanation of what nation the culture reflects (if a race is not mentioned, it's human) so as to give some context.
Cultural Traits:
• All abilities derived from culture.

[Feature points, as estimated by YabaTheWhat's feature point system, presented only as a means of comparison for anyone who uses that system.]

Cave Orc
Crude, barbaric culture, as oppsed to the more regimented Dark Lands cultures (see below); Cave Orcs are more Games Workshop to the Dark Lands more Tolkien outlook)
Cultural Traits (Cave Orc):
• Weapon Proficency: Cave Orcs are proficient with any two simple or martial weapons
• Skill Bonus: +2 bonus to any one of the following: Craft (Armoursmithing, Bowmaking, Blacksmithing, Leatheworking, Trapmaking, Weaponsmithing) or Profession (Brewer, Hunter, Miner, Tanner, Woodcutter).
• Access to Frenzied Berserker Prestidge class.
[4.5]

Cultural Traits (Goblin):
• Weapon Proficency: Goblins are proficient with any two simple or martial weapons
• Skill Bonus: +2 bonus to any one of the following: Craft (Armoursmithing, Bowmaking, Blacksmithing, Leatheworking, Trapmaking, Weaponsmithing) or Profession (Brewer, Hunter, Miner, Tanner, Woodcutter).
[4.5]

Ciracan
Generic meltingpot/farm-land type of place
Cultural Traits:
• Skill Bonus/Weapon Proficiency: Ciracs treat any one chosen skill as always a class skill and can take three options from the following:
+2 to any one of the following: Appraise, Diplomacy, Craft (any), Gather Information, Handle Animal, Knowledge (any), Perform (any), Profession (any), Sense Motive
Proficiency in one simple weapon
[5]

Dark Lands
Dark Elf (not Drow!) (Tolkien-style)
Cultural Traits (Dark Elf):
• Weapon Proficency: Dark Elves are proficient with Longsword, Short Swords, Longbow and Shortbow (and the composite bows).
• Skill Bonus: +2 bonus to any one Craft, Knowledge, Perform or Profession skill.
[5]

Cultural Traits (Hobgoblin):
Hobgoblins in this world are esepcially adept at ranged combat via physical attributes (engineered attributes)
• Weapon Proficency: Hobgoblins are proficient with any three simple or martial ranged weapons
• Skill Bonus: +2 bonus to any one Craft, Knowledge or Profession skill.
[5]

Cultural Traits (Lesser Orc):
Big dumb brutes used for either combat or hevy lifting. Barely better than slaves
• Weapon Proficency: Orcs are proficient with any two simple or martial weapons
• Bonus Feat: Toughness
[5]

Cultural Traits (Goblin, Orc):
• Weapon Proficency: Orcs are proficient with any two simple or martial weapons
• Skill Bonus: +2 bonus to any one Craft, Knowledge or Profession skill.
[5]

Draconic
For 'horde and lair' dragons who spend all that time in their lairs away fro anyone, rather than those active (which would have either Wild or another culture)
Cultural Traits:
Additional Prerequites: Dragon type
• Skill Bonus: +3 to Appraise and Knowledge (Local)
• Skill Bonus: +2 bonus to any two of the following: Knowledge (any), Psicraft, Martial Lore, Sense Motive, Spellcraft

Kingdom of Galause
Highly feudal (in both senses of the word) 'chivaric1'
Cultural Traits (Male Nobility):
• Weapon Proficiency: Galause nobility are proficient with Lance and one other martial melee weapon of their choice.
• Skill Bonus: +2 bonus to Ride and Knowledge (Royalty and Nobility), +1 to any one other skill from the following: Knowledge (Architecture and Engineering or History), Handle Animal, Intimidate, Perform (any).
• +2 on Charisma checks when dealing with anyone from Galause Serf culture.
[5]

Cultural Traits (Female Nobility):
• Skill Bonus: +2 bonus to Ride and Knowledge (Royalty and Nobility), +2 to any two other skills from the following: Craft (Basketweaving, Needlework, Painting, Sculpting, Weaving (or similar), Handle Animal, Intimidate, Profession (Cook, Herbalist (or similaer), Perform (any).
• +2 on Charisma checks when dealing with anyone from Galause Serf culture.
• +4 on Charisma checks when dealing with anyone from Galause Male Nobility culture.
[5]

Cultural Traits (Serf):
• Skill Bonus: +1 bonus on Knowledge (Royalty and Nobility), +3 to any three other skills from the following: Craft (any), Handle Animal, Profession (any).
• -2 on Charisma checks when dealing with anyone from Galause Nobility.
[4.5]

Silaenarwae
'Wood Elf' (Tolkien style)
Cultural Traits:
• Weapon Proficency: Silenari are proficient with Longsword, Rapier, Longbow and Shortbow (and the composite bows).
• Skill Bonus: +2 bonus to any one Craft, Knowledge, Perform or Profession skill.
[5]

Skortruk
'Mongol' Hobgoblins
Cultural Traits:
• Weapon Proficiency: Skorturk are proficient with Shortbow and Dart or Javelin
• Skill Bonus: +3 to Handle Animal and Ride, +2 bonus to any one Craft, Knowledge, Perform or Profession skill.
[5]

Sokuintulo
Lizardfolk-type race, virtually emotionless
Cultural Traits:
• Use Intelligence bonus instead of Charisma on Handle Animal checks: The Intulo control their mounts as animal servants with scientific precision and techniques, rather than empathy.
• Skill Bonus: +3 to any two Knowledge skills, +2 to any one of the following: Craft (any), Concentration, Knowledge (any), Psicraft, Profession (any), Spellcraft.
[4]

Terenquar
'High Elf(ish)' (Tolkien-style)
Cultural Traits:
• Weapon Proficency: Terenquari are proficient with Longsword, Spear, Longspear, Shortspear, Longbow and Shortbow (and the composite bows).
• Skill Bonus: +2 bonus to any one Craft, Knowledge, Perform or Profession skill.
[4.75]

Tuozin
'Aztec wizard' race
Cultural Traits:
• Skill Bonus: +3 to Spell Craft, Knowledge (Arcana) and +2 to any two Craft, Knowledge, Perform or Profession skills or Decipher Script.
[5]

Validuslum, the Validus Empire
'Roman' Empire
Cultural Traits (Basic Legionary Training):
Additional Prerequites: Minimum starting age becomes 19 (seven years in the army is the minimum to gain the benefits of this culture). If your age is below 27 (entering the army at 12, leaving after a minimum of 15 years), you must have a reason why you have been discharged early.
• Armour Proficiency: Light Shield, Laminated Breastplate2
• Weapon Proficiency: Short Sword, Light Crossbow
• Skill Bonus: +2 bonus to Profession (Legionary)
[4.5]

Cultural Traits (Validus Legion):
Additional Prerequites: This culture replaces your level 1 feat. Humanoid, minimum age 27 (entering the army at 12, leaving after a minimum of 15 years) and you must have served in Validus Legion for a full term of at least 15 years on active service. Warriors are not eligible for this culture, since by definition the Validus Legion are trained soldiers. Thus any character that would be a warrior who takes this culture is automatically converted to a Fighter.
• Armour Proficiency: Light Shield, Heavy Shield, Laminated Breastplate, Laminated Armour
• Weapon Proficiency: Short Sword, Light Crossbow, Heavy Crossbow
• Bonus Feat: Any one fo the following: Combat Casting, Combat Manifestation, Endurance or Toughness
• Skill Bonus: +1 Bonus to Spot and Listen, +2 bonus to Profession (Legionary), +2 bonus to any one of Knowledge (History), Craft (Blacksmithing), Craft (Carpentry), Craft (Leatherworking), Craft (Weaponsmithing) or an additonal +2 bonus to Profession (Legionary)
Special: If your 1st level class level has proficiency in all martial weapons, you gain Weapon Focus with either Short Sword, Light Crossbow or Heavy Crossbow
[12.5-15.5]

Cultural Traits (Validuslum):
• Skill Bonus: +3 to any one Craft, Knowledge, Perform or Profession skill
• Skill Bonus/Weapon Proficiency: Lidusain treat any one chosen skill as always a class skill and can take two options from the following:
+2 to any one of the following: Diplomacy, Craft (any), Knowledge (any), Perform (any), Profession (any) Proficiency in one simple weapon
[5]

Wild
Hermits, Druids, Fey, stuff that lives in the wilderness (etc). What most nonhumanoid characters will be.
Cultural Traits:
• Skill Bonus: +2 Bonus to Knowledge (Nature) and Survival
• Bonus Feat: Endurance
• Survival is always a class skill for you.
[6]

1I.e sexist, classist and generally not at all very nice beneath the veneer of romantic ideals

2New type of medium armour (roughly as good as Chainmail)
cog_n_taz

03-12-07, 04:10 AM
Okay, I absolutely love the idea, but it has one problem: it's hugely overpowered. Consider this: a race is supposed to be all the added power at charater creation in and of itself. Adding a culture is like letting someone take the benefits of two races and the penalties of one. F'r instance, take dark lands hobgoblins. While it is pointless for a character proficient with those ranged weapons, if you aren't, that's 4 feats worth! (3 for the weapons, 1 for the skill focus[admittedly, it's a bad feat, but still]).

See what I mean? This could be very good with some work though, good luck.
aotrscommander

03-12-07, 09:58 AM
Okay, I absolutely love the idea, but it has one problem: it's hugely overpowered. Consider this: a race is supposed to be all the added power at charater creation in and of itself. Adding a culture is like letting someone take the benefits of two races and the penalties of one. F'r instance, take dark lands hobgoblins. While it is pointless for a character proficient with those ranged weapons, if you aren't, that's 4 feats worth! (3 for the weapons, 1 for the skill focus[admittedly, it's a bad feat, but still]).

See what I mean? This could be very good with some work though, good luck.

Okay, thanks. Some points to clarify (which admittedly I didn't state very clearly, but I was starting to fade when I put this up yesterday!)

Bear in mind that any racial abilities that are clearly not physical and are a result of training or background have been removed from the races. I.e. Elves do not get weapon proficiencies as part of their race. In fact, the Elven weapon proficicencies were the basis for the whole concept (along with Dwarf stonecunning and anti-goblinoid/giant-training).

What the cultures are supposed1 to do is take away those sort of abilities and interchangeably replace them with similiar abilities. Standard D&D 'Race' can be considered to be a combination of my Species traits + Culture (+ a tad extra if we're being fair about it).

(Personally, I've always thought that valuing a single martial weapon proficiency as a feat is vastly over-valuing them.)

I started with the Elves (since I've not quite got round to Dwarves yets, as you'll see from their notable absence from the culture list!) and used the 'value' of their weapon proficiencies as the yardstick.

So the net gain for the average Elf is a +2 to a very much secondary skill2.

The gain for humans is the most (since all the rest were reimaged from scratch and bear as much resemblence to the races in the D&D bestiary as they do to say, the ones in the bestiary of, say, DungeonSiege3). But they would have at the very least been gaining extra skill bonuses anyway , since after much thought, I decided that there was no fair way to take away what few racial abilities (i.e. two!) humans have to make the nationality important.

Also, every creature with a character class will have a culture (that includes - especially includes - NPCs) so while there will be a slight power-shift (it's only intended as a slight shift anyway), the fact it' a net shift should render that point less moot.



1Whether or not they actually do that it what I'm here for!

2Okay, they do get a +8 to nonmagical disease saves. Which they have had in all of my games in every world at the best of times (along with most Fey creatures) - they are Tolkien-style (e.g. immortal) Elves and how often do you have to make a save-verses nonmagical disease? Not very often.

Though this makes it funnier as the only time I can remember was when I made the party save against Malaria and the only one who faied was the Elf...

3I would have said Rolemaster or Warhammer, but the Orcs in concept if not mechanics are not so different from either (both being at least early fairly heavily Tolkien-influenced sources) and I doubt that many folks are Familiar with Dungeoneer (the Advanced Fighting Fantasy RPG)!
cog_n_taz

03-12-07, 06:35 PM
In that case, everyone has some extra versatility...well, it seems balanced to me:).
aotrscommander

03-14-07, 02:40 PM
In that case, everyone has some extra versatility...well, it seems balanced to me:).

Jolly good, then!