Racial and Cultural Factors(How To Pick Your PC's Race And Then Pick Their Culture)
OVERVIEW: Third Edition Dungeons and Dragons Racial Factors and Cultural Factors have been separated in this work so players may more easily pick their PC's race, THEN pick their PC's culture, which may be different, all while maintaining game balance. This article attempts to spell out details following the suggestions on page 94 (Customizing Your Character) of 3e's PH. Furthermore, new races and subraces fill out the list of standard choices. Some rule adjustments were required and have been made. Why Is This Important?I'm of a mind that Third Edition Dungeons and Dragons - or 3e for short - seriously failed in certain aspects in their approach to character generation. Of particular concern was the way they seemed to have freely categorized racial and cultural factors together as if they were one and the same thing, and subsequently misclassified them all as simply RACIAL. This made it difficult to mix and match races and cultures, like having a dwarf raised in human society or an elf raised by halflings, etc. True, they did suggest later on - past the actual chapters on race and class and finally on page 94 - one could customize such things for a better fit, but they didn't really give detailed steps or complete examples for each race and culture on how to do this, particularly in regards to the problems of maintaining game balance. They left it wide open for the DM to figure out for them self, and it's not always an easy thing to do. Hopefully, this article will help DMs and Players more quickly find game balance in their campaigns while allowing them to customize their PCs and mix differing races and cultures together. To make matters more difficult, their basic approach to game balance for the standard rules - almost necessitated by their unrealistic method of multiclassing - proved woefully inadequate. For example, experience point penalties for unrealistic reasons like 'uneven levels,' is one problem. The justification for favored classes used in some ways but ignored in others - like how elves are gifted wizards but apparently take an average of 21 years longer to learn that class - is another. And added 'extras' given only to humans to try to balance things without adequate justification for how this works by somehow affecting the learning of only skills and feats while not seeming to affect other cognitive abilities is yet another problem. There are a host of other similar contrivances that made the problems of character generation seem badly devised and poorly play tested on roleplaying fronts. With board games, it makes little difference since your 'game pieces' don't question their own existence, but for a roleplaying game, it left something to be desired since your characters should ask such questions. One might be oblivious to such problems or just consider them too subtle to bother with, or even more likely, simply ignore them if they wish, mostly under the theory that 'it's a game and doesn't have to make sense.' But I'd rather not ignore such problems when one may yet endeavor to correct them with relative ease. Since much of 3e had some rather nice improvements, I thought it worthwhile to fix some of the obvious problems so the rest of it could still be used by those with a roleplaying philosophy closer to my own. If this is you, you may find this article of use. If this is not you, then I'm a little surprised you are even reading this, even if you may find some things of worth in other areas. If you are still wondering what I'm talking about, quite simply, I had serious reservations with 3e as it was released concerning how some of these factors would impact upon the realm of ROLEPLAYING your PC as you saw fit, while simultaneously adhering to the logical consequences of certain stated notions within the rules. Notions, I might add, seemingly only tossed in to try to balance things or help fix badly designed rules in other areas. That is, their poorly designed system was out of balance, and to fix it they threw in sloppy rules in ways such that the rules themselves could be discerned on the character level, thus revealing the Gamer's Footprint. The Gamer's Footprint (Why Some Rules Designed For Game Balance Leave Something To Be Desired.) In short, I felt it could have been done better. Therefore, this is my first attempt to fix some of the more obvious problems surrounding character generation and the game balance problems that are inherent therein. I felt one should be free to use characters of one race that have been raised in a different culture without fearing that mini-maxers and/or inexperienced newbies would constantly abuse this and play only powerful race/culture combinations, thus ruining game balance. For the serious roleplayer, the point isn't to somehow get the best of both worlds and avoid any drawbacks or penalties, but to have more interesting choices as possibilities for their character concepts. To this end, I have separated true racial abilities from the more cultural ones, adjusted a few rules, and tried to explain them and how they operate in a more realistic way. Here, truly racial traits are probably more genetically based, while other traits are more likely culturally derived and due more to nurture rather than nature. I tried to bring a better and more natural game balance to it all without forcing it on the game world by using unrealistic rules or clearly artificial constraints. Or put another way, I tried to better cover the footprints of the Gamer so our characters couldn't as easily see them. Even if you feel these problems are not detrimental to your game, you may yet find something useful here in the added PC race selection since I added some new races and subraces to the standard list of choices for PCs, or you may find a few of the other house rules useful. If your DM has no objection to the inclusion of such a race on their world, these new races and sub races may find an interactive place in your game world's environment. And some of these house rules do add more realism without unnecessarily bogging the game down, so they're worth inclusion. I hope you will at least find some of my labors useful, and I trust they will mesh well with the rest of 3e without any great additional effort. The hardest part for you will be ignoring certain 'standard' rules that will no longer be applicable. The basic gist of this article, then, is to pick your PC's race and write down its racial adjustments, and then pick your PC's cultural background - which may or may not match their race - and write down those cultural adjustments. More often than not, your PC's race and cultural background will match, as in an elf growing up in an elven culture, or a dwarf being raised in a dwarven culture, etc. But this isn't always necessary, so this article helps players mix races and cultures for their PCs while simultaneously keeping a handle on the problems of game balance. In addition to the main topic of racial and cultural mixes, certain rules have been altered to be, I hope, more realistic, more logical, and quite natural. Part of the reason for this article's length is due to the inclusion of explanations - as complete as I can reasonably make them - for why I feel 3e's rules came up short and how and why I feel the proposed rules are better. Of particular importance will be the N level rule, pre-aging your multiclass PC, changes to starting ages, and more realistic rules in regards to increasing your PC's statistic scores while gaining levels. And at the end, I make a few notes on rule changes concerning CLASSES. Age: Starting Ages And Adjustments To Your PC's Age. Naturally, DMs will still have to allow or disallow the extra races or any other changes for their own worlds, but if they care about such things as I do, then I think this will not be a problem. Still, you should ask first before assuming you can show up with a PC from a new race here or following new rules and simply be allowed to play it. CHOOSING A RACEA number of races and sub races are alphabetically presented here for your consideration. It is not my intent to reproduce chapter two of 3e's PH or PHB, or major cultural descriptions that may be found in some Monstrous Manual, but only to make apparent the major differences between the standard write ups and the write ups given herein. Thus, much of what the PHB or other sources have to say about a race is probably true, though some of it will surely no longer be applicable or even correct, and where such deviation occur should be obvious. ABILITY ADJUSTMENTSThese house rules assume that no starting adjustments will take any PC's STARTING statistic score below 3 or above 18. Therefore, when given an adjustment to make due to one's race or culture, if this raises your PC's stat above 18, it will simply remain at 18. Similarly, if it lowers it below 3, it will simply remain at 3. If you have other adjustments to make, they are unaffected by this, so you get no refunds and can't use them elsewhere. For example, if your PC's INT is 18 and you get +2 INT for your race, it will be 18 and that +2 is just lost. You do not get to add it elsewhere on another attribute score. NOTE: One should still go above 18 or below 3 and keep these numbers until ALL adjustments are done. Only when you are finished with all beginning adjustments will any 19's or higher become 18's, and any 2's or lower becomes 3's. Thus, if you had an 18 INT, for example, and +2 to INT, but later also had a -1 to INT for a different reason, you would first go to 20, then to 19, and then end up at 18 when you finish character generation, instead of staying at 18 and then being reduced to 17. In this way, the order of the adjustments does not matter. This does not mean, however, that after character generation, one still really has a hidden higher ability or maintains a few invisible points in reserve. So if some curse during the game zapped your PC's INT by one point, it would become 17. Recall, this is for STARTING statistics only. One may still go above 18 or below 3 later in life. And though the occasional NPC can be found to have a stat that starts above 18 or below 3, we will simply assume no PC will be amongst these phenomenally rare individuals. The PCs are already, more often than not, pretty impressive as it is. NOTE: This rule means there is no special rule on starting statistics for half-orcs now since this rule applies to all PC races equally. NOTES ON CHARISMACharisma (CHA) is partially persuasiveness, perception, trust, familiarity, confidence, and just plain good looks, as subjective as that may be. Though CHA is more than just these things, since these things are a large component of it, each sentient race will view a member of another known sentient race as if their CHA score were 2 points lower than it really is. This is due to the fact that one never fully appreciates the 'good looks' of another race - which is one of the reasons why one is more apt to be sexually attracted to a member of one's own race due to visual cues - and the fact one is less inclined to trust a member of another intelligent race as much as a member of their own race. If you attempt to use a CHA based skill like Bluff, Diplomacy, Disguise, Gather Information, Intimidate, Perform, or even sometimes Use Magic Device on a member of another race who has better than animal intelligence, or just make a simple CHA roll vs. another of such a race, be sure to calculate your roll based on your PC's adjusted CHA score at -2. Remember the CHA ability statistic is at -2, and not the roll. NOTE: Rather than consult the table, just remember a -2 penalty to a statistic score is ALWAYS the same as a -1 to their normal skill roll. This is because the table goes in increments of 2. 10-11, 12-13, 14-15, etc. For example, Jenny (human female rogue) tries to BLUFF her way past some dwarven guards. Her CHA is naturally 14 so her Bluff skill is normally based on this and normally gets a +2 bonus (PHB, Page 8). But the dwarves are more inclined to distrust her since she is not a member of their own race, so her bluff roll is calculated as if her CHA were 2 less, or 12 in this case. Her ranks in this skill still apply as normal, but her bonus vs. these dwarves now only has a +1 bonus instead of a +2 bonus as if her CHA score were 12, not 14. Or more simply, anyone's CHA based rolls are -1 to the roll when dealing with a member of a different race. For the most part, the standard adjustments to CHA scores during character generation for 'race' are pretty unrealistic. A dwarf, for example, is unlikely to find another dwarf less charismatic simply because of their race. There may be, however, cultural components that might still justify such adjustments, but they are cultural and not racial. If a culture has them, it will be noted in their cultural section. THE CHARISMA ADJUSTMENT FOR
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© February of 2002
by
James L.R. Beach
Waterville, MN 56096