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Old 09-01-2010, 09:52 AM   #1
Kromm
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Default Re: DF 11: No Love For Humans?

Note that nobody gets anything for free here. You make a 250-point character, and if you want to be a nonhuman, you have to figure out where to find up to 75 points for your racial template. That comes out of points on your professional template. This means that humans have more template-specific stuff where nonhumans have racial templates . . . which means that humans know more spells, have more abilities in their powers, and can start out with more professional power-ups allowed at character creation. That is, they're better at their niche.

Still, if you feel that humans should get something special, go ahead and give them something! Since I really loathe old-school class-race restrictions – whether you word them as "humans are more versatile" or "halflings can't be martial artists" – I wouldn't mess with that side of things in any canonical publication. Probably the simplest move would be to say that humans can spend earned points freely to add or improve Luck (from Luck, through Extraordinary Luck, to Ridiculous Luck) and Serendipity, regardless of what the templates, lenses, and power-ups for their profession indicate. This explains why humans seem to be the dominant race, despite their lack of bodily weaponry, innate talents, etc. If that still doesn't seem cool enough, tack on other Luck-related traits, allowing humans to acquire Daredevil retroactively, buy Destiny, etc.
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Old 09-01-2010, 11:29 AM   #2
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Default Re: DF 11: No Love For Humans?

The alternative with humans and that pile of extra points they don't have to spend on being human is to lens into another template, of course - which goes back to the "humans are generalists" meme. The elf thief can't do it, he's too busy spending points on "elf".

One way to do this is to start players with 250 points for a professional template, then 50 for a race template or a lens or upgrading to the 250 point template - if you're strict about the entire lens being bought at once, races that cost less than 50 points will be stuck spending those "extra" points on their main profession powerups or racial powerups, while the humans (And halflings) get to be thief-scouts or scout-swashbucklers or wizard-barbarians or whatever they feel like doing with 50 extra points.

For a lower point game, start them with a 200 point template from Eric's Dungeon Fantasy On The Cheap and then the bonus 50 points. This is the direction I'm going with the game I hope to start soon if I ever get my act together.
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Old 09-01-2010, 11:43 AM   #3
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Default Re: DF 11: No Love For Humans?

There is probably some room for "General" power-ups. Ones not specific to race or archetype but with some other generic stat prerequisites.

You could make luck/serendipity with limiters and specifications:
Luck (only with rapier skill)
Luck (random treasure tables)
Serendipity (random treasure tables) <-- that maybe an enhancement not a limitation... sounds too sweet. :D
Serendipity (girl/guy in every port) <--- for the DF Pirates! Though swashbucklers could have it too I suppose.

No clue on point costs for such things. :D
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Old 09-01-2010, 02:52 PM   #4
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Default Re: DF 11: No Love For Humans?

Quote:
Originally Posted by Kromm View Post
Note that nobody gets anything for free here. You make a 250-point character, and if you want to be a nonhuman, you have to figure out where to find up to 75 points for your racial template. That comes out of points on your professional template. This means that humans have more template-specific stuff where nonhumans have racial templates . . . which means that humans know more spells, have more abilities in their powers, and can start out with more professional power-ups allowed at character creation. That is, they're better at their niche.
There is a bit of this in a certain regard. Racial disads and bough down attributes don't count toward the max for the disad limits. So you can get more disads and with low attributes if you are the right race for a character concept.

I noted this when making an ogre vs half ogre holy warriors. With the limits on disads you couldn't get as much ST for the character.
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Old 09-01-2010, 03:09 PM   #5
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Default Re: DF 11: No Love For Humans?

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Originally Posted by blacksmith View Post
There is a bit of this in a certain regard. Racial disads and bough down attributes don't count toward the max for the disad limits. So you can get more disads and with low attributes if you are the right race for a character concept.

I noted this when making an ogre vs half ogre holy warriors. With the limits on disads you couldn't get as much ST for the character.
On the other hand, you can't get into town, either. Those disadvantages still count for gameplay purposes!
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Old 09-01-2010, 03:24 PM   #6
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Default Re: DF 11: No Love For Humans?

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On the other hand, you can't get into town, either. Those disadvantages still count for gameplay purposes!
I tend to think of it as the attribute lowering being the real kicker.
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Old 09-01-2010, 03:50 PM   #7
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Default Re: DF 11: No Love For Humans?

Consider making WL the human "perk." Regardless of template, humans can pump it high. Helps explain human dominance, is a useful thing for most PCs, and almost required of a hero anyway.
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Old 09-01-2010, 03:54 PM   #8
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Default Re: DF 11: No Love For Humans?

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Originally Posted by martinl View Post
Consider making WL the human "perk." Regardless of template, humans can pump it high. Helps explain human dominance, is a useful thing for most PCs, and almost required of a hero anyway.
OK, I missed that abbreviation. WL = ?
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Old 09-01-2010, 06:45 PM   #9
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Default Re: DF 11: No Love For Humans?

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Consider making WL the human "perk."
"White Lightning?"

"Weight Limit?"

"Wacky Lemons?"
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Old 09-01-2010, 06:49 PM   #10
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Default Re: DF 11: No Love For Humans?

"Wladimir"?
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