Kallisti wrote:Hmm, well, the advantage humans have in the real world over other species are intelligence, hands, our eyes (not the best but better than most animals for daytime vision, especially fine detail), endurance (at least when we're in shape, we can cover more distance in a day than most land animals).
Our primary disadvantages are an extremely long time to maturity, high calorie requirements (those brains aren't cheap) and a dependency on resources.
Yes. Intelligence, fine manipulation of small objects.. the ability to see things.. typical things gamers assume their characters can do. <:3 And in actuality, each of these 3 have their reciprical disadvantages.
The 3 mentioned disadvantages would be rather difficult to impliment meaningfully into my game.
which is why D&D has LA for races because they start by adding uber abilities and taking them away as you are but sometimes they cant always balance it to 0 without breaking generally accepted fantasy lores or making the race have a gapingly huge disadvantage that you can drive a bus through.
Mm. I threw this one in front of my balance gal and she was quick to jump on the fact that it was a bit unnessesary to require that everything add up to 0. Thats just the way it occured in my head. I could instead have a system where you can buy up to 5 or 10 or something above 0, rather than having 0 as a baseline. I could also write a list of abilities that could be added on in this maner that would be human friendly, but kind of represent a way that humans are diverse, as well. (No super powers.. but.. stuff like.. Affinity for transformation.. Affinity for Charm.) Stuff like that. So that playing one human from another might have minor differences, racially speaking, (our natural diverseness.) but tacking something like flying or somesuch would be out of the question.. cause it wouldn't be on the human approved list. <:3
Or I could have that remaining points gave you additional skillpoints(Very important in my game) per level/something else/blah.. I dunno.
Gerwulf wrote:What makes the human special is that they are the frame of reference. They are the blank slate. No special abilities and no special hindrances. Your pixie can fly, but it can't fight; the golem can "swim" through earth but it can't cast magic. They traded one ability for the other. Every other race in the world has an advantage and a disadvantage, that’s what makes them different. By requiring the abilities and disabilities to offset each other so as to avoid a level adjustment you set the human as default. They don't need any special ability because they are the baseline, they don't need to be adjusted any.
Well yes. It was my intention to make them the frame of referance, but it was also my intention to allow for the creation of races of a little bit of good.. omph behind them. I am prepared to make humans just.... more powerful in some way, to make up for it.. and the tradeoff of one ability for the next was only the begining, but definately what I had intended. Kinda.. Alchemical.
Gerwulf wrote:One interesting way to set up a world of equal but adjustable races is to make the race dependant on the environment. Does the race come from the swamps, then they get an automatic bonus to resist disease and poison, but they require more water and arid conditions cause them severe pain. If the race comes from the mountains then they get a bonus to resisting cold damage, but their thicker body and slower metabolism leave them sluggish (penalty to dex or move) basically let them pick specific places or traits about their homeland and those traits give specific bonuses and penalties appropriate to the trait. Extras like flying or dark vision could come from a specific latitude or proximity to a geological anomaly. Pick 4 or 5 traits that they can choose from like latitude, longitude, environment, surface dweller or subterranean, and nocturnal or diurnal. Then assign bonuses and penalties to each option in those categories. They can pick and choose so that they end up with a unique race, and you don’t have to worry about balance, because they aren’t picking from a list of pros and a list of cons they are picking pre-balanced specifics that prevent them from min-maxing.
Yeah.. I can break up the bonuses into different groups.. something based on enviorment, however the TYPE of bonuses we're looking at pretty much has to remain in the realm of statistical stuff. The kind of things you'd see in combat. Keeping in mind that my game tends to be very simplified in such respects. I'd prefer that all advantages and disadvantages circulate arround combat in some way. Not that I'm not about good flavor, but it helps.. at least a LITTLE BIT.. to stop minmaxing if the disadvantages will stop them from doing something else in combat. To an extent.. I want to satisfy people who'd want to try to minmax.. but I want them to be eating a disadvantage somewhere that will severely dampen them. Hell, it's my intention to put abilities like.. "Highly Regenerative" as advantages one could take. Be all.. trollish. <:3
Classes start in an hour and I haven't even started getting ready. I wanted to awnser this in a more thought out way. Gatta run! Thanks everyone. :O