Showing posts with label racial hatred. Show all posts
Showing posts with label racial hatred. Show all posts

Monday, January 16, 2017

Replacing Racial Traits:  Dwarves     

In the past few posts, I've laid some groundwork for how I approach race in Pathfinder and D&D.  Let's look at how that approach can help break down the structure of racial traits.  I'll use dwarves as my example this time, since elves have already gotten a lot of love.

Here's what I am using for the basic dwarven heritage:

Dwarven Heritage Traits
  • Languages:  Common and Dwarven
  • Underground Dwellers:  low-light vision
  • Builders:  +2 Craft, +2 Knowledge (engineering)
  • Merchants:  +2 Appraise
For game balancing purposes, each heritage gets three +2 skill bonuses and one additional non-magical ability, which I classify as being slightly less powerful than a feat.  (More on feats in a later post!)

Dwarves have been portrayed in many different ways, and there has been a large amount of disagreement about what characteristics are essentially dwarven.  Everything from appearance (beards on all genders?) to some of their traditional habits (drinking and singing about gold?) to real-world cultural references (Nordic dwarves vs. Germanic dwarves vs. Scottish dwarves?) has been the subject of so much controversy that Terry Pratchett has written whole sub-plots of his books about it.

I've started from the assumption that dwarves live underground, that they build things (mines count as things), and that they seem to be interested in money and trade (you can't eat gold, after all).  I've given them low-light vision instead of darkvision for several reasons:  first, dwarven mines and cities in fantasy RPGs always appear to be fairly well-lit; second, darkvision is ridiculously over-used; and third, I prefer darkvision to be more useful for seeing in the kind of darkness that players most likely face as a real obstacle, namely magical darkness.  This means that darkvision should also be magical, which makes it a birthright.

My discussion, in previous posts, about issues of size and racial hatred explain the reasons that some of the other Pathfinder dwarven traits are missing.

But now dwarves are very bare-bones, without a lot of detail.  How can we add in the level of interest that the Pathfinder rules provide, without having a huge list of things for the player to read?  First, let's review some design goals and parameters.


Identity, Heritage, and Birthright Mechanics Parameters

  • If a trait is something you are born with (nature), then it is an identity or a birthright.  If it is non-magical, it is an identity and does not alter the mechanics of the game.
  • A magical trait you are born with is a birthright.  It can be represented either through a feat (or feat tree if it is very powerful, like being able to fly), or it can be part of a class feature (such as a sorcerer bloodline).
  • If a trait is something you acquire through your upbringing (nurture), then it is part of your heritage.
  • Heritage grants three +2 bonuses to skills and one special ability.
  • Special abilities should be slightly less powerful than a feat.
  • Changes to either skills or special abilities can be the result of a different heritage or the blending of two heritages.
  • Whenever possible, as a design goal, special abilities and birthright feats should not grant bonuses that are only applicable in certain, very specific situations.  Too many of these clutter up a character sheet and are too many unnecessary things for a player to keep track of.
  • Ideally, heritages and birthrights should be evocative, they should provide for good story opportunities, they should not hinder the story by limiting the agency of the character, and they should be easy to understand.

Dwarven Alternate Racial Traits in Pathfinder

Pathfinder includes over forty alternate racial traits for dwarves in its rules.  First, I want to eliminate the alternate traits that are substitute racial hatred traits.  I've talked about my reasons for doing this in the prior post.  There is one possible substitute for these traits, which is the favored enemy feat.  I'll talk more about that more when we get to rangers.  For now, suffice to say that favored enemy could go one of two ways:  a hunter of monsters or an enemy of a (generally evil) organization.  Here's how some of the racial traits for dwarves break down along those lines:
  • Hunter:  The initial Defensive Training trait (giants), Barrow Scholar (undead), Barrow Warden (undead), Deep Warrior (aberrations), Giant Hunter (giants), Saltbeard (aquatic creatures), Sense Aberrations (aberrations), Wyrmscourged (dragons)
  • Enemy:  The initial Hatred trait (orcs and goblins), Ancient Enmity (elves), Spell Smasher (spell casters), Xenophobic (some sort of enemy organization that uses mind control).
Note that these traits, as written, have bonuses that are all over the place.  Instead of having to keep track of which specific bonuses go with which Hunter or Enemy feat, it is much easier to use the favored enemy template, which in Pathfinder provides +2 Bluff, +2 Knowledge, +2 Perception, +2 Sense Motive, +2 Survival, +2  attack, and +2 damage.  Since all characters now gain the bonus feat that was previously reserved for humans, dwarves can take favored enemy as a feat to duplicate the effects of these racial traits.

Next, let's look at racial traits that add skill bonuses.  Some are already covered in the heritage as I've written it.  Some of these represent new heritages.  And some are abilities that should probably be feats (these are often the ones that would otherwise add RP to the race, under Pathfinder rules), and can be taken as a bonus feat at first level.

Already Covered
  • Craftsman:  Technically, this also gives a +2 to Profession.  I'll talk about why I think Profession should be eliminated as a Skill in a later post.  But if you don't want to eliminate it, then this could be a new heritage instead.
  • Low-light Vision:  Already a special ability of dwarves.
  • Greed:  Covered by the +2 Appraise in the base heritage.
New Heritages
  • Fey Magic:  This gives the favored terrain ability, which is probably best reworked as a special ability.  Dwarves with mystical fey connections to their homes sound unique, and they would probably gain different skill bonuses than the "standard" dwarf.  The spell-like abilities granted by this racial trait can be duplicated by taking the birthright feat: sorcerous blood.
  • Fey Thoughts:  This could be combined into the heritage above, granting +2 bonuses on appropriate skills.
  • Lorekeeper:  Dwarves who value books and study are distinct enough from dwarves who are builders and miners that it could warrant a new heritage.  It is possible that this represents a different class of dwarves, living in the same cities as the others, but with their own heritage and traditions.
  • Mountaineer:  This could be simplified into favored terrain (mountains) and used for another heritage, dwarves who live outside on the mountains, rather than underground.
  • Saltbeard:  Dwarves at sea!  A new idea that merits a new heritage.
  • Sky Sentinel:  Dwarves in the air!  However, see the section on feats, below, as well.
  • Stoic Negotiator:  These dwarves don't seem interested in mining and building, but are focused on being merchants.  Since our "standard" dwarves are already merchants, this might be a good candidate for a blended heritage to gain the +2 Bluff and Diplomacy.
  • Surface Survivalist:  Dwarves that no longer live underground, but likely have favored terrain as their special ability instead of low-light vision.  This might be the same heritage as Mountaineer, above.
Bonus Feats
  • Behind the Veil:  This gives two +2 skill bonuses, only under certain circumstances, for 1 RP.  As a feat, it should probably be somewhat more powerful, and associated with a feat tree themed around concealment and shadows.
  • Darkvision:  A birthright feat, written up in a prior post.
  • Dimdweller:  Another feat in the same tree as Behind the Veil.
  • Dusksight:  Another feat in the same tree as Behind the Veil.  These are all skills for using dim light and concealment to gain combat advantages.
  • (original trait) Hardy:  See Healthy and Magic Resistant below.
  • Healthy:  Resistances to disease and poison (and needing fewer rolls to save against them) should be part of a feat tree with Great Fortitude.
  • Lasting Grudge:  Should be rewritten as a feat.  This is a good example of a birthright feat that reads more like a curse, but nonetheless provides a benefit to an adventurer.
  • Magic Resistant:  Unbalanced as written, this could be a part of a feat tree.  However, feats that scale with character level should be approached with extreme caution:  they are almost always better off as class abilities.
  • Minesight:  A birthright feat that could be part of a feat tree with Darkvision.
  • Poison Minion:  This 4 RP (!) trait is an interesting plot device, but if it is going to be used as a part of character creation then it should be a birthright feat (likely a tree of such feats).  Not for every campaign, but I could see an entire adventure based around this concept!
  • Sky Sentinel:  Although I think this should totally be a new heritage, it could also probably be part of a feat tree based on combat with flying creatures.  However, because it is not particularly supernatural, it probably is not a good candidate for a birthright feat, and should instead be a combat feat.
  • (original trait) Stability:  Part of a combat feat tree based around standing your ground.
  • Stonecunning:  A birthright feat, written up in a prior post.
  • Relentless:  Part of a combat feat tree.
  • Rockstepper:  Part of a combat feat tree.
  • Stubborn:  Resistances for particular uses of Will saves.  Should be part of a feat tree with Iron Will.
  • Tightfisted:  Should be a feat, although it's kind of all over the place and needs to be rewritten a bit.
  • Treasure Sense:  Definitely a birthright feat and a very interesting one!
  • Unstoppable:  Essentially this is already a feat (Toughness), with an added +1 Fortitude save.  More on Toughness in my post on feats.
  • Viscous Blood:  A really weird birthright feat, but certainly evokes a lot of potential story ideas!
  • Voice in the Darkness:  See Behind the Veil above.
Note that birthright feats that are part of a feat tree could very well be taken after first level.  By taking the first feat, you have laid the groundwork that it is a magical or supernatural ability that your character has.  As the game progresses, and your character learns to control this magic, and they gain additional benefits from it.

Sorcerous Bloodline Abilities (or other Class Birthright Abilities)

There are a few dwarven Pathfinder traits, such as Shadowhunter, Shadowplay, and Stonesinger, that may work best as class abilities based on a birthright.  Stonesinger makes direct reference to the deep earth and elemental earth bloodlines.  Shadowhunter would appear to be a good match with the undead bloodline, while Shadowplay matches well with the shadow bloodline.  More on sorcerous bloodlines when we get to character classes!

This blog is funded by my Patreon! All proceeds are donated toward making gaming a more fun and more diverse place! Thank you so much to all my Patrons! https://www.patreon.com/openhouserules

Wednesday, January 11, 2017

Heritage and Race:  Creating New Rules    

Earlier, I talked about race in Pathfinder and I suggested different ways to break that concept down.  There are a few other issues with the way that Pathfinder (and Dungeons & Dragons) handles race that have less to do with story and more to do with system mechanics (but can be solved in ways that make better story!)  And there is one other elephant in the room that I want to talk about, and that is the concept of racial hatred.

In Dungeons & Dragons, humanity was always the default.  Races that were not human had advantages mainly in how they could multiclass.  Specifically, humans couldn't do it, but certain multiclass combinations were available only to characters of certain races.  This was "balanced" by a number of factors, including level caps for certain classes and experience point requirements for making level.  It was all fairly cludgy and got entirely rewritten when Third Edition came out.

However, some of the concepts from prior games continued to build on each other, until by the time you reach Pathfinder, race plays a huge role in your game and has a ton of game mechanics.

Again, let's use Elves as an example.

Here are the things that choosing an Elf as your character involve, in terms of what you need to keep track of and write down on your character sheet:
  • Ability Scores:  Elves gain +2 Dexterity, +2 Intelligence, and -2 Constitution
  • Subtype:  Elves have a subtype of Humanoid (Elf) which comes into play very rarely in the game (for situations such as when an opponent has Favored Enemy).
  • Languages:  Common and Elven, and then a particular list for bonus languages due to having a high Intelligence.
  • Immunity to magical sleep effects.
  • +2 bonus to save vs. enchantment spells and effects.
  • +2 bonus on Perception.
  • +2 caster level check to overcome spell resistance.
  • +2 bonus on Spellcraft, only for purposes of identifying magic items.
  • Proficiency with longbows, composite longbows, shortbows, composite shortbows, longswords, and rapiers.
  • Treat any weapon with the word "elven" in it as a martial weapon.
  • Low-light vision
  • There are also tables for rolling height, weight, and age (although, to be fair, those things rarely are used in the game at all.)
Some of these things you can write on your character sheet and more or less forget about for the rest of the game (subtype).  Some of them will not come into play unless you are playing a specific class (overcoming spell resistance).  Some of them will be completely useless to you if you are playing certain classes (weapon proficiencies).  Several of them are exceptions to general rules that you must write out on your character sheet if you haven't got them memorized (bonus to save vs. enchantment, bonus to Spellcraft only in one particular situation).  Note that most character sheets will not have room for you to write this in easily.

This is not, however, the end of your decisions regarding race!  There are currently forty alternate racial traits listed in the Pathfinder SRD, each with its own rules, prerequisites, etc., that you may want to use to replace some of the traits you already have.  In fact, you may feel cheated if you don't, since the fighter you are making has no use for three of the traits on the list.  If you haven't chosen a class yet, you may want to examine the favored class options, each of which grants a very specific, but tiny, reward every time you level up in the class you have chosen as "favored" (which could be any class available).  There are also racial archetypes that will change certain class abilities, racial feats that are only available to elves, and racial prestige classes that only elves can aspire to.

I could, if I wanted to, create an "elf" who had the racial traits of creepy, darkvision, fleet footed, and elemental resistance: cold, which would replace every trait above except for the ability score modifiers.  I am now, essentially, playing an entirely different race.

I am all in favor of empowering the player with many different choices when it comes to character creation.  But I am not in favor of drowning players with unnecessary rules and paperwork in order for them to customize their character the way that they want to.  So my question was, how can I keep all of these wonderful options for players, and simplify the rules so that they are more accessible, but still serve the purpose of having distinct heritages in the game?


Tinkering with Heritage

When I am running a game, I generally have a good sense of the cultures that are in the part of the world that is the setting for the game.  As a gamemaster, I might give the players a list of these, where elves look like the write-up that I used in an earlier post:

Elven Heritage Traits
  • Languages:  Common and Elven
  • Nocturnal:  low-light vision
  • Wilderness Dwellers:  +2 Perception, +2 Knowledge (nature)
  • Arcane Magic Users:  +2 Spellcraft
It is similar to the list above, except shorter, and with fewer specific rules (for example, the bonus to Spellcraft is not limited by what you are using the skill for.)  I've standardized it by including only one special trait (low-light vision) and three skill bonuses.  Suppose a player is building an elven fighter.  "I want to play an elf," they say, "but I'm never going to use Spellcraft."  "Can I swap that out for something else?"  I might suggest that there are two ways to approach this problem that don't involve just taking the same heritage and changing what it does.

Option One:  Create a different heritage.  If you look at my creepy elf with darkvision above, you can see the potential for a different heritage there.  These elves live underground in cold caverns, spearing fish like Gollum and scuttling away from torchlight.  Allowing a player to create a new heritage is going to make my game world richer and more interesting.  Sharing the world-building will allow players to be more invested in the game.  If it is something that is a problem with the story I have planned, compromise may be necessary, but more often I find that this is a win/win situation.

Option Two:   Have a blended heritage.  Perhaps there is another heritage on the list that has something this player feels fits their character better.  I would allow the player to take both, and choose one special trait and three skill bonuses from the combined list.  Perhaps one parent was from a family of forest elves, but another was from a nomadic horse-riding culture.  The player could take a +2 on Ride from the second heritage, which suits their fighter character better.  In addition, they now have some additional back-story for their character.


Removing Racial Hatred from the Game

It is true that part of having a heritage means dealing with the ugliness of hatred.  My own upbringing, in the deep South, certainly featured a lot of hatred.  It is a heritage that I have had to outgrow and leave behind as a result.  But fantasy roleplaying games, such as D&D and Pathfinder, often try to spin hatred of another race into positive storytelling.  It is clumsily done, generally identifying one race as "evil" and giving another race bonuses when fighting them.  There are several ways that enmity between heritages can come into a story.  Let's consider whether any of these need support from the rules, and how best to accomplish that.

In one example scenario, two individuals meet who come from different cultures.  Neither is in their homeland.  There is a long-standing enmity between their cultures, due to past historical events, and perhaps even current warfare.  No matter how the individuals react, it is going to be good for the story.  If they struggle with this enmity, then seeing that struggle is good story.  If they try rise above their differences, that is good story.  If they decide to rebel against the hatred of their culture, and work to make peace, that is good story.  What is not good story is if the players feel forced to be hateful to each other because the rules push them in that direction.

In another scenario, a person from a foreign culture has entered a place that is unfamiliar, and possible hostile to them.  Here, the struggle can be shown less as one individual vs. another, and more one individual vs. their environment.  Just as other hostile environments are supported in the rules, so can a hostile culture.  For example, the character might have a penalty on all Charisma based rolls while in this place.  The rules present an obstacle to the player, which they must then figure out how to overcome, resulting in an interesting story element.

In the final scenario, the gamemaster has designed an adventure where the people of one culture are the villains.  This is certainly a common fantasy trope, but I would argue, it is an over-used one.  In reality, identifying the culture of a villainous individual or organization is rarely sufficient to determine their motivations.  And painting an entire culture as evil has disastrous real-world effects.  It is almost always a better idea to create a villainous organization, perhaps operating within a culture, but not the entirety of it.  The rules can support this by not having any fantasy heritage labeled as "evil" or "thieving" or "bestial" or any of the other real world prejudices that people face, based on their heritage.

This blog is funded by my Patreon! All proceeds are donated toward making gaming a more fun and more diverse place! Thank you so much to all my Patrons! https://www.patreon.com/openhouserules