06-19-2018, 05:26 AM | #11 | |
Join Date: Aug 2004
Location: Columbia, Maryland
|
Re: Capping Attributes for Non-Human Characters
Quote:
As for the original post, I do like the concept, though only as a rule of thumb for NPCs. I generally don't like to limit my friends if their character concept is "Strongest Halfling in the West!" |
|
06-21-2018, 03:18 PM | #12 | |
Join Date: Sep 2005
Location: Arizona
|
Re: Capping Attributes for Non-Human Characters
Quote:
Also, hobbits and dwarves, being short in stature, should have a reduced MA because they just do not have the same 'step' length as a 6ft tall human. This is not about racism, it's about reality. How many 4ft tall olympic sprinters are there? Well the olympic committee must be racist against short people! Also, a 30-40lb hobbit does not have the body mass to offset the physics of swinging a full sized halberd. Now they might be able to use their own form of two handed weapons, but they will be hobbit sized two-handed weapons with a cap on damage based on ST. The most buff hobbits might get up to ST 12 or 13, their low mass (maybe 50lbs) won't offset the inertia of a full sized pike, halberd, or possibly a naginata. This is not to be mean to hobbits, but to give a nod to reality. Now I've always felt that dwarves, being stout (normal mass in a shorter package) are able to use fuill sized weapons for ST because they weigh as much as most humans, they are just denser. They do, however, suffer from short leg syndrome, meaning that they will not have the tactical maneuvering of a taller race like Humans and elves. Then, all this is up to your interpretation of what the various races are and are not. If you want 3ft tall bricks of muscle wielding 15ft long pikes while simultaneously flinging super accurate thrown weapons, then have at you, just don't expect everyone to take your game seriously. Just because a game is fantasy doesn't mean it has to be stupid and ignore the laws of physics.
__________________
So you've got the tiger by the tail. Now what? Last edited by KevinJ; 06-21-2018 at 03:21 PM. Reason: Not a touch typist... |
|
06-21-2018, 09:29 PM | #13 | |
Join Date: Apr 2014
Location: Coquitlam B.C.
|
Pace length and MA of non-human races.
Quote:
I made my hobbits and Dwarves have MA 8 for exactly that reason. My Giants have MA 12 or 14 because of their big stride size. I LIKE the different races being significantly different from each other. Warm regards, Rick. |
|
06-22-2018, 12:29 AM | #14 |
Join Date: Sep 2005
Location: Arizona
|
Re: Pace length and MA of non-human races.
One thing I have seen a lot of is the GMs pet race having all bonuses and no limitations. I'm pretty sure we have all been guilty of this at least a little in our GMing careers, but good GMs grow out of it over time.
__________________
So you've got the tiger by the tail. Now what? |
06-22-2018, 01:29 AM | #15 | |
Join Date: May 2018
|
Re: Capping Attributes for Non-Human Characters
Quote:
If a game group wants to play games that "ignore the laws of physics" and they are having fun, they should by all means do so! It's their business what kind of stories they tell. Some time in 1980 our original GM, Fritz, discovered that, hey, we're really all just sitting around a table, having fun telling a story within a framework we all agree on. Then he posited this... The Argument Theorem: Role playing game rules should never be used except to resolve or prevent arguments. (Nowadays, I would add "or when the rules themselves are fun" to that) At some point later he realized that GMs are not fundamentally referees or judges, although they sometimes function in those capacities. Fundamentally, GMs are entertainers. If accurate physics is entertaining for your group, great. Don't call someone else's game stupid because its physics isn't accurate enough for you. Last edited by zot; 06-22-2018 at 01:47 AM. Reason: Adding parenthetical comment to the argument theorem |
|
06-22-2018, 01:56 AM | #16 | |
Join Date: Sep 2005
Location: Arizona
|
Re: Capping Attributes for Non-Human Characters
Quote:
__________________
So you've got the tiger by the tail. Now what? |
|
06-22-2018, 02:19 AM | #17 | ||
Join Date: May 2018
|
Re: Capping Attributes for Non-Human Characters
Quote:
Quote:
This thread is about "capping attributes for non-human characters," so it's my impression that the "strongest halfling in the West" got to ST 20 by actually earning the EP, like every other character in the group. How is that munchkin? Last edited by zot; 06-22-2018 at 02:20 AM. Reason: typeos |
||
06-22-2018, 01:31 PM | #18 |
Join Date: Nov 2010
Location: Arizona
|
Re: Capping Attributes for Non-Human Characters
I really think the "one twue way" arguments are totally counterproductive here.
I couldn't care less if someone else wants to do a D&D-ish dungeon bash, while another person prefers to have only totally realistic dungeons (where's the bathroom at?), or no dungeons at all. Different strokes for different folks. As long as your campaign is fun, who cares? Besides, didn't anyone ever read any stories where the physics were all wrong? Like the Amber series when Corwin or someone got too close the Courts of Chaos? |
06-22-2018, 07:21 PM | #19 | |
Join Date: Sep 2005
Location: Arizona
|
Re: Capping Attributes for Non-Human Characters
Quote:
__________________
So you've got the tiger by the tail. Now what? |
|
06-22-2018, 08:21 PM | #20 |
Join Date: Nov 2010
Location: Arizona
|
Re: Capping Attributes for Non-Human Characters
That seems a bit...personal...by way of response...
|
|
|