Tabletop Elder Scrolls and Racial Powers: Yay or Nay?

Post » Thu Apr 03, 2014 11:41 pm

So in the development of The Elder Scrolls Roleplaying Game, I need to make a decision regarding racial traits:

Do I include the racial powers from the games, such as Eye of Fear, Dragonskin, and the like, or would they be too potent and prone to abuse?

Of course, many racial abilities from the games are still in place, but the issue at hand is the prevalence of greater powers. I was working on the exact mechanics of the racial powers and they seem a bit too powerful, even with the restriction of once per day. Another thing to keep in mind is that unlike the games, NPCs in the Tabletop Game can and will be able to use these powers.

Post helpful comments, suggestions, and the like.

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^_^
 
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Post » Fri Apr 04, 2014 3:54 am

i don't know how it would play out for your game, but, what i do know is i hate how watered down and meaningless and generic the entire concept of race has become in subsequent tes games. as well as, it's shrinking impact on the game mechanics, npc's, gameplay, etc.

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Rebecca Dosch
 
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Post » Fri Apr 04, 2014 6:26 am

I say it would probably be a good idea, but playtest them to get the powers balanced with each other so there isn't an inherently superior choice.

In Daggerfall, race had absolutely no impact on the game, except HIgh Elves are automatically immune to paralysis. Also, not every thread needs to be turned into a "How much I hate TES" rant,
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Brandon Bernardi
 
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Post » Fri Apr 04, 2014 8:10 am

Most of TES's races would have huge LA adjustments.

Breton: SR 12 + character level, +2 Int, favored class wizard.

Altmer: -1 to saves vs spells, +2 Int, +1 to caster level, favored class wizard.

Imperial: +2 to Charisma, the rest as normal D&D human, favored class any.

Nord: +2 Str, +2 Con, -2 Int, cold subtype, favored class barbarian.

Orc: +2 Str, +2 Con, -4 Cha, rage as a barbarian of their class level 1/day (if applicable, as the rage mage class feature if the orc is a spellcaster), favored class fighter.

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Luna Lovegood
 
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Post » Fri Apr 04, 2014 3:23 am

Eww... d20? Yuck.

It's like the Monopoly of RPGs - a terrible system preserved by being once half-decent, and aggressively marketed.
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Sabrina Schwarz
 
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Post » Fri Apr 04, 2014 4:54 am

lol, i don't hate tes. and, the continued lack of strong racial components in oblivion and skyrim has been noted by many.

and, you don't need to be a tes apologist on every thread scow.

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Nathan Maughan
 
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Post » Fri Apr 04, 2014 2:43 am

Not using d20. Using a permutation of the CODA system, which allows for the flexible character advancement given to us by the Elder Scrolls.

I wouldn't worry about a watering down of race, because I added racial traits that cannot be adequately represented in the games, like the beast-races and Bosmer's keen sense of smell ("Its scent is unfamiliar."), giving Imperials an ability called Cosmopolitanism, which either gives them 2 free ranks in one skill or 1 free rank in two skills (and it can be ANY skill), also bringing in multiple playable Khajiit sub-races, Nords get a bonus on tests to learn how to use the Thu'um and an edge that lets them withstand cold environments, while Redguards and Khajiit get an edge for hot environments, Orcs have resistance against fear and reduced wound penalties (Health has multiple Wound Levels that cause penalties as you drop into lower wound levels), and Redguards gain a bonus on the Sea-craft skill, due to their maritime culture.

I could go on, but it would take me forever.

EDIT: Should I post and explain the current racial powers?

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-__^
 
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Post » Fri Apr 04, 2014 5:10 am

that's good stuff. it sounds like you have a better grasp of the races than beth devs.

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remi lasisi
 
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