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When creating a homebrew world, do you tend to mimic real world cultures for the sake of convenience and ease of perception or do you make wholly new cultures?

Do you have places that are "Asian", "African" or "European" in flavor? People like to play things that are like fierce Vikings, noble samurai and wise shamans. Is it just easier to make a culture similar to one already known or as a GM/Player is a new culture where katanas are wielded by bravos in a bazaar acceptable and maybe even desirable?

Thoughts?


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So, the designers worked hard at removing the big six because they didn't want mandatory magic item "taxes". Then why are striking runes and the assumption that weapon users have them, baked into the math of the game?

Thematically and flavor-wise my group hates them. Both the rogue and the fighter have yet to get one.

What are your thoughts on the necessity of these runes for anyone that plans on regularly using a weapon in combat?


I am specifically looking at getting a kobold feats. I know humans (and all the halfers) can basically get everything but what about the other races?


I have seen the FAQ referred to in many threads. It states at the start "As per the rules on size changes" but I cannot find actual rules written anywhere. What book are they printed in? Can anyone point me in the right direction?