Scalenex
2007-01-03, 10:12 PM
In the D&D game I'm running, I made nations count more. I abolished Common and gave all human nations their own language but I made Speak Language a class skill for all classes. You can say whatever you like about abolishing common being good or bad. Whole regions share languages so only very large nations have their own language. I did add a bonus to go along with the relative penalty of eliminating Common.
Each nation has a skill they are renown for. If the skill is cross-class for a character. That skill becomes a class skill for any character from that nation. If they already possess the skill as a class skill they gain a +2 bonus when using it. A member of any race can in theory be a member of any nation, even the Elven Empire has a strong minority of humans and half-elves. Also, the skill bonus reflects growing up in a place, not being a citizen of it. Losing or gaining citizenship does not effect your national skill. Here are some examples:
Elven Empire: My worlds elves are mostly Grey Elves (the stuck up, sagely, city builders), they gain the knowledge of their choice as a their national skill, usually Arcana.
Brettonia: Stolen from Warhammer for those familar with that game, they are renown for their cavalry. Their land breeds the best horses and the best horsemen, Ride is their national skill.
Ophidia: Their nation is ruled by a machiavellian vampire. Intrigue is rife on all levels of this Lawful Evil dominated nation, so people are very distrustful of others and tightlipped. Gather information is their national skill.
Etrurian Tiny Kingdoms: These city states share a common culture but are frequently at war and making and breaking deals with each other. Diplomacy is their national skill.
Amstrea: This tiny coastal nation is sandwiched between the world's super powers (the first three) and is the neutral hub where most trade between these nations take place. Amstreans recieve an extra bonus language.
Avalnia: Over years, a number of sorcerers claiming descent from dragons have intermarried enough to keep their bloodlines strong with enough sorcerers born to them that they are able to maintain a nobility backed by birthright and mystical power. This Etrurian city state gets Spellcraft as their national skill instead of Diplomacy. Even the common people have to be somewhat aware of arcane magic here.
Kamarak and the Dwarven Kingdoms: Kamarak is a nation on the edge of the frontier where humans and dwarves live together fairly harmoniously. Thus the humans have been influenced enough by the dwarves to get the national skill that the scattered dwarven city states get, their choice of either Knowledge (dungeoneering), or Craft (metal or stone)
The frontier: No nations exist in the frontier but there are many scattered settlements which have to be self sufficient so most people work two jobs. Even those who go on to be adventurers don't lose this self reliance, they can choose any Craft or Profession as their national skill.
Uncivilized: This includes wood elves, and barbarians, and most monstrous humanoids, they get Survival.
I have more but you probably don't need my whole world. I created my own pantheon and my own dragon species which you can see in my old post here.
http://www.giantitp.com/forums/showthread.php?t=30196
What do you think of national skills? Viable? Too powerful? Too weak?
Each nation has a skill they are renown for. If the skill is cross-class for a character. That skill becomes a class skill for any character from that nation. If they already possess the skill as a class skill they gain a +2 bonus when using it. A member of any race can in theory be a member of any nation, even the Elven Empire has a strong minority of humans and half-elves. Also, the skill bonus reflects growing up in a place, not being a citizen of it. Losing or gaining citizenship does not effect your national skill. Here are some examples:
Elven Empire: My worlds elves are mostly Grey Elves (the stuck up, sagely, city builders), they gain the knowledge of their choice as a their national skill, usually Arcana.
Brettonia: Stolen from Warhammer for those familar with that game, they are renown for their cavalry. Their land breeds the best horses and the best horsemen, Ride is their national skill.
Ophidia: Their nation is ruled by a machiavellian vampire. Intrigue is rife on all levels of this Lawful Evil dominated nation, so people are very distrustful of others and tightlipped. Gather information is their national skill.
Etrurian Tiny Kingdoms: These city states share a common culture but are frequently at war and making and breaking deals with each other. Diplomacy is their national skill.
Amstrea: This tiny coastal nation is sandwiched between the world's super powers (the first three) and is the neutral hub where most trade between these nations take place. Amstreans recieve an extra bonus language.
Avalnia: Over years, a number of sorcerers claiming descent from dragons have intermarried enough to keep their bloodlines strong with enough sorcerers born to them that they are able to maintain a nobility backed by birthright and mystical power. This Etrurian city state gets Spellcraft as their national skill instead of Diplomacy. Even the common people have to be somewhat aware of arcane magic here.
Kamarak and the Dwarven Kingdoms: Kamarak is a nation on the edge of the frontier where humans and dwarves live together fairly harmoniously. Thus the humans have been influenced enough by the dwarves to get the national skill that the scattered dwarven city states get, their choice of either Knowledge (dungeoneering), or Craft (metal or stone)
The frontier: No nations exist in the frontier but there are many scattered settlements which have to be self sufficient so most people work two jobs. Even those who go on to be adventurers don't lose this self reliance, they can choose any Craft or Profession as their national skill.
Uncivilized: This includes wood elves, and barbarians, and most monstrous humanoids, they get Survival.
I have more but you probably don't need my whole world. I created my own pantheon and my own dragon species which you can see in my old post here.
http://www.giantitp.com/forums/showthread.php?t=30196
What do you think of national skills? Viable? Too powerful? Too weak?