Teifling Bonus

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Tanlaus
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Re: Teifling Bonus

Unread post by Tanlaus »

Ashenie wrote: Sat Jun 08, 2024 10:10 pm Hello there,

Just to help the debate, there are version of drows and planetouched in the Player Guide to Faerûn that are without level adjustments. So if that is a question, the balance with other races has already been thought out by the books. It's by the end of the rule book, called "lesser versions".

I am not sure it helps, but at least it exists.

Cheers,

Ashenie
I mean, go ahead and level a drow to 30 in the UD, deal with the issues that cut you off from freely playing on the surface (which I think are good) then see how you feel about nerfing them. I’m pretty sure everyone left in the UD would leave.

It’s more noticeable for tiefling and aasimir because of the mechanical bonuses without any real penalties attached,

It’s completely unnoticeable for genasi because their bonuses are entirely worse than non ecl races.

Ultimately the issue of lack of humans because of ECL +1 races (drow are not in any danger of overpopulating the surface… or the UD to be honest) could be adjusted by giving more options to humans vs taking away from the other races.

I wouldn’t add a +2 stat on top of current bonuses though.
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Re: Teifling Bonus

Unread post by DaloLorn »

Holy crap, we pissed BloodRiot off enough to come back and offer his remarks.

His breakdown is pretty accurate, though. IIRC I've made similar arguments on PotM: There is hardly any mechanical context where an ECL race comes out ahead after losing levels, and unless the concept you want to RP is really, deeply dependent on being a member of a given race, you're better off taking a non-ECL equivalent. (It's particularly dire on PotM, since drow are an application race and have a reduced level cap, and with no functional Underdark and barely any distinction being drawn between drow and half-drow - incidentally the same as with most laws and OOC rulings throughout BG - you're better off tweaking it into a half-drow than making a pureblood.)

Likewise, as Tanlaus mentioned, the only ECL races that exist in any disproportionate measure on the server are tieflings and aasimar, because they have amazing statblocks for a lot of builds and can be made virtually indistinguishable from humans. I can list off perhaps as many as a dozen PCs who I would never have thought were planetouched until I used Appraise Creature to figure out their race, unsurprisingly including some of our best mages, duelists, assassins, and clergy. Why settle for the human statblock when you can get a "free" upgrade?

Buff the other races up to par (and nerf the highest-ECL races a tad; it's worth mentioning that the PFSRD entries for drow and svirfneblin are weaker than 3.5e in several subtle ways), or leave it as-is. That's my two cents.
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Re: Teifling Bonus

Unread post by Obvious_Illusion »

DaloLorn wrote: Sun Jun 09, 2024 4:23 am Likewise, as Tanlaus mentioned, the only ECL races that exist in any disproportionate measure on the server are tieflings and aasimar, because they have amazing statblocks for a lot of builds and can be made virtually indistinguishable from humans. I can list off perhaps as many as a dozen PCs who I would never have thought were planetouched until I used Appraise Creature to figure out their race, unsurprisingly including some of our best mages, duelists, assassins, and clergy. Why settle for the human statblock when you can get a "free" upgrade?
In Races of Faerun sourcebook it is clear on the entry for both aasimar and tiefling that they have 'one' (aasimar) or 'one or two' (tiefling) distinguishable traits with their appearance that sets them aside from human. Theoretically some of these traits could be hidden underneath clothing or masked in some other way, of course, and I hope that is the approach that has been taken with those PCs. Otherwise if they're essentially playing humans, they really shouldn't be planetouched.
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Re: Teifling Bonus

Unread post by Rhifox »

Ashenie wrote: Sat Jun 08, 2024 10:10 pm Hello there,

Just to help the debate, there are version of drows and planetouched in the Player Guide to Faerûn that are without level adjustments. So if that is a question, the balance with other races has already been thought out by the books. It's by the end of the rule book, called "lesser versions".

I am not sure it helps, but at least it exists.

Cheers,

Ashenie
The irony is that the "lesser" version of Tieflings and Aasimar still have their +2 +2 bonuses, and instead lose all of the stuff about them that no one cares about.
BloodRiot wrote: Sat Jun 08, 2024 9:40 pmThirdly and finally addressing the full implications of this massive change and what really prompted me to break silence to reply. And mostly because it just shows to me a total lack of seeing the wider picture of how things are affected:
Let's take drow because to me it's easy to use them as example as i know them well.
So, for the admittedly good racial stats of the Drow, they currently pay an XP penalty, and light blindness, and lets not ignore the social stigma of the race.

So let's break down the more meaningful implications of what you'd do if you had it your way:
drow would loose 2 levels worth of Class HD + Con Mod HP
drow would loose 2 levels worth of CL if they are full casters
drow would loose 2 levels worth of BAB progression
drow would loose 2 levels worth of Class / Feat DC if based off character level at least partially
drow would loose at least 1 Epic Feat
drow would loose 2 levels worth of skill points
drow could potentially lose on APR if not full BAB progression
Several builds would be affected to the point they could be outright ruined with the loss of 2 levels`

so ill reiterate. You're out of your god damned mind if you think this is in any way fair.
And what they have instead is a net +4 to attributes (equivalent to at least several Great X feats, and 30 skill points from the Int bonus), an additional 6 skill points from their bonuses to skills, spell resistance which is a very rare property for player characters, and the ability to gain some concealment/negate concealment on others even without being a caster (though that's more of a factor in pnp where 1/day abilities scale better due to fewer encounters per day).

Would the loss of levels still outweigh those bonuses? Sure, you're right about that. But the current situation is not fair either, where the only penalty you pay is a short-term exp penalty that is negated the moment the character hits 30, and everyone else has to deal with their immersion being broken because someone wants to powerbuild.

"RP penalties" for powerful stats are not an effective deterrent. At least not for 'surface-adjacent' races. I can buy that it's a decent deterrent for drow (at least in our server environment, which stigmatizes them more and gives them fewer opportunities to be included in surface adventures than an equivalent pnp campaign would). But for tiefling and aasimar, any backstory "trauma" is basically just that, in the backstory. For tieflings and aasimar, whatever 'persecution' they have (lol at aasimar claiming to be persecuted. Perfect little angels) is considered in almost every instance by players as a perk, rather than a negative, because they want to play the outcast and underdog. Even if tieflings and aasimar were more 'lore-accurately persecuted', it would still be a very minor drawback (and only really one for tieflings, not aasimar), and one that plays into the race fantasy that people who play these races want anyway.
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Re: Teifling Bonus

Unread post by EasternCheesE »

I would just point that forcing mechanical change because certain race is better for certain class and some people with minmaxing attitude see it as a "must-pick", doesn't mean that everyone else should suffer.
If you think that tieflings are overrepresented, please work on some game world event where Dukes issue a law against tieflings because, due to many shady-ass-tiefers, crime rate increased and now general attitude towards a race is worse.

Forcing mechanical limitation for RP issues is worst way to address said issues and, furthermore, it doesn't solve it anyway. Even if you rebalance tieflings/aasimars so they are downright inferior, powerbuilders will overpopulate second-best choice and you'll have to reiterate again until you end up with 5e stuff where you simply allow people to select two +1s or one +2 and call it a day.
It's not an approach i myself am against of, but, it won't be 3.5e and it would further stray us away from idea of having rebalanced PvE, toned down (or removed) crazy skill stacking and further hamper out way to use 3.5e mob statblock with as least changes as possible.

Going homebrew is not bad either, but, honestly, i feel like changing tieflings/aasimars will just end up in infinite chain reaction of things that need changing over and over. We've been there and done that already.

Please, do not cure cold with axe. Current proposal looks to me exactly like this.
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Re: Teifling Bonus

Unread post by Louvaine »

Perhaps it's appropriate to buff human instead.
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Re: Teifling Bonus

Unread post by DaloLorn »

Louvaine wrote: Sun Jun 09, 2024 8:06 am Perhaps it's appropriate to buff human instead.
Humans and other non-ECL races. Yes.

For reference, Pathfinder SRD statblocks, changes from BG in italics:
Hidden: show
Human
Hidden: show
  • +2 to any one ability score
  • Quick to Master (albeit not explicitly named)
  • Skilled
Elf (any elf except drow; we could easily homebrew a few racial variants, though!)
Hidden: show
  • +2 DEX/INT (non-drow normally get one or the other)
  • -2 CON
  • Low-Light Vision
  • Elven Immunities: Sleep immunity, +2 racial bonus on saves versus Enchantment
  • Elven Magic: +2 to spell penetration checks, +2 to identify items (PFSRD specifies Spellcraft, but BG uses Lore: Arcana for that purpose)
  • Keen Senses: +2 racial bonus on Perception (but no automatic Search mode!)
  • Elven Weapon Familiarity: Proficient with all bows, longswords, and rapiers, and treat any weapon with the word "elven" in its name as a martial weapon
Orc (lines up with mountain orcs; grey orcs would need to be homebrewed)
Hidden: show
  • +4 STR, -2 INT/WIS/CHA
  • Light Sensitivity
  • Darkvision
  • Orcish Weapon Familiarity: Proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon
  • Ferocity: Orcs can remain conscious and continue fighting even if their hit point totals fall below 0. Orcs are still staggered at 0 hit points or lower and lose 1 hit point each round as normal. (Cannot be implemented in NWN2.)
Half-Elf
Hidden: show
  • +2 to any one ability score
  • Low-Light Vision
  • Adaptability: Free Skill Focus feat at level 1 (BG grants +2 Bluff/Diplomacy)
  • Elven Blood: Counts as both human and elf for all race-specific effects. (3.5e only made them count as elves, but neither approach was honored by NWN2.)
  • Elven Immunities
  • Keen Senses (as Elf; BG only grants +1 Perception)
  • Multitalented: Two favored classes (with the caveat that Pathfinder's implementation of favored classes is vastly different from 3.5e's, so it's not really an accurate comparison)
  • Does not receive Skilled or Elven Weapon Proficiency
Half-Orc
Hidden: show
  • +2 to any one ability score (BG is +2 STR, +1 CON, -2 INT/CHA)
  • Darkvision
  • Intimidating: +2 racial bonus to Intimidate
  • Orcish Blood: Counts as both human and orc for race-specific effects. (See half-elf listing for comments.)
  • Orcish Ferocity: See orc listing for description.
  • Orcish Weapon Familiarity
  • Does not receive Blooded feat
Dwarf (any except duergar)
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  • +2 CON/WIS, -2 CHA (BG dwarves only get +2 CON, and have -2 to either CHA or DEX depending on subrace)
  • Darkvision
  • Defensive Training vs Giants: +4 AC versus giant type/subtype.
  • Greed: +2 Appraise to price nonmagical goods containing precious metals or gemstones (based on a similar 3.5e trait not implemented in NWN2).
  • Hardy: +2 saves versus poison, spells, and spell-like abilities.
  • Hatred vs Orcs & Goblinoids: +1 AB versus orcs and goblinoids. (Gold dwarves get Aberrations instead.)
  • Stability: +4 to all rolls against bull rush or trip attempts when standing on the ground (based on an equivalent 3.5e trait not implemented in NWN2).
  • Stonecunning (the wording varies wildly between 3.5e SRD, PFSRD, and NWN2, but the gist of it is the same: +2 Search when indoors).
  • Dwarven Weapon Familiarity: Proficient with battleaxes, heavy picks, and warhammers, and treats any weapon with the word "dwarven" in its name as a martial weapon.
  • Does not receive +2 Lore: Arcana (which looks like it might have been a clumsy BioWare translation of "+2 on Craft checks related to stone or metal" anyway?)
Halfling (any)
Hidden: show
  • +2 DEX/CHA, -2 STR (BG halflings only get DEX, no CHA!)
  • Small (mostly same as BG, but also a -1 penalty to CMB/CMD, essentially a -1 to disarm/KD/grapple in BG parlance; and a +4 to Move Silently because Pathfinder has only one unified Stealth skill)
  • Fearless: +2 racial bonus to saves versus fear (stacks with Lucky; 3.5e and BG call it morale, but don't prevent it from stacking with other morale effects so it's moot)
  • Lucky: +1 racial bonus to all saves (Stronghearts on BG get Quick to Master instead)
  • Keen Senses (see elf listing for details; BG only grants +2 Listen)
  • Sure-Footed: +2 to Acrobatics/Climb (dubious translation of 3.5e's +2 Climb/Jump, which is not implemented on BG)
  • Halfling Weapon Familiarity: Proficient with slings (as if you could ever not be!), and treats any weapon with the word "halfling" in its name as a martial weapon.
  • Does not receive +1 AB with slings and thrown weapons
  • Does not receive +2 Move Silently (except indirectly via Small; see above)
Rock Gnome
Hidden: show
  • +2 CON/CHA, -2 STR (BG gnomes only get CON without CHA!)
  • Small (see Halfling listing for differences to BG)
  • Low-Light Vision
  • Defensive Training vs Giants (see Dwarf listing)
  • Gnome Magic: +1 to Illusion DCs. Gnomes with CHA > 10 receive one daily casting each of Dancing Lights, Ghost Sound, Prestidigitation, and Speak With Animals, as cast by a sorcerer of the gnome's character level. (3.5e specifies CL1, a minimum of 10 CHA instead of 11, and always gives Speak With Animals - for burrowing mammals only - regardless of CHA score. Neither of these are implemented on BG.)
  • Hatred vs Reptilians & Goblinoids: +1 AB versus reptilians and goblinoids.
  • Illusion Resistance: +2 to saves versus Illusion.
  • Keen Senses (see elf listing for details; BG only grants +2 Listen)
  • Obsessive: +2 to any one Craft or Profession skill of their choosing. (BG gives Concentration; 3.5e gives Craft: Alchemy.)
  • Gnomish Weapon Familiarity: Treats any weapon with the word "gnome" in its name as a martial weapon.
Aasimar
Hidden: show
  • +2 WIS/CHA
  • Native Outsider
  • Darkvision
  • Skilled: +2 Diplomacy/Perception (instead of Listen/Spot)
  • Daylight 1/day (BG replaces with Light)
  • Celestial Resistance: DR 5 Acid/Cold/Electric.
  • Does not have ECL
Tiefling
Hidden: show
  • +2 DEX/INT, -2 CHA
  • Native Outsider
  • Darkvision
  • Skilled: +2 Bluff/Stealth (BG only grants Bluff/Hide)
  • Darkness 1/day SLA as sorcerer of same level
  • Fiendish Resistance: DR 5 Cold/Electric/Fire.
  • Fiendish Sorcery: Tiefling sorcerers with the Abyssal or Infernal bloodlines ignore their racial CHA penalty for the purposes of all sorcerer class features. (We don't even have sorcerer bloodlines yet!)
  • Does not have ECL
.
Drow
Hidden: show
  • +2 DEX/CHA, -2 CON (loses +2 INT! Poor Lin :()
  • Darkvision
  • Elven Immunities
  • Keen Senses (see Elf listing for details)
  • Receives Use Poison as a free feat
  • SR 6+HD (down from 11+HD)
  • Dancing Lights, Darkness, & Faerie Fire SLAs, 1/day.
  • Light Blindness
  • Drow Weapon Familiarity: Proficient with hand crossbow, rapier, and shortsword. (BG, and NWN in general, grants Elven Weapon Familiarity instead.)
  • Does not have ECL
Svirfneblin
Hidden: show
  • +2 DEX/WIS, -2 STR, -4 CHA
  • Small (see Halfling for details)
  • Defensive Training: +2 Dodge AC (+4 in PnP, but removed from BG)
  • Darkvision
  • Fortunate: +2 to all saves (called Durability on BG)
  • Skilled: +2 Stealth, +4 underground. +2 Craft: Alchemy and Perception. (BG only gives +2 Alchemy/Listen.)
  • Hatred vs Reptilians & Dwarves: +1 AB versus reptilians and dwarves. (BG has kobolds and goblinoids.)
  • Stonecunning (as dwarves)
  • SR 11+HD
  • Svirfneblin Magic: +1 Illusion DC; Passive Nondetection SLA; 1/day Blindness/Deafness, Blur, and Disguise Self SLAs. (Nondetection not implemented; Blur and Disguise Self replaced by Entropic Shield and Invisibility.)
  • Does not have ECL
Ifrit/Sylph/Undine/Oread (analogous to fire/air/water/earth genasi; sylphs are not to be mistaken for the D&D fey creature!)
Hidden: show
  • Ability scores are always different from BG:
    • Ifrits: +2 DEX/CHA, -2 WIS (BG gives +2 INT and -2 CHA instead)
    • Sylphs: +2 DEX/INT, -2 CON (BG has -2 WIS/CHA instead of -2 CON)
    • Undine: +2 DEX/WIS, -2 STR (BG has +2 CON and -2 CHA)
    • Oreads: +2 STR/WIS, -2 CHA (BG has +2 STR/CON, -2 WIS/CHA)
  • Darkvision
  • Daily SLAs (Burning Hands, Feather Fall, Hydraulic Push, Magic Stone) replaced by custom SLAs with cooldowns
  • Energy Resistance: 5 DR Fire/Electric/Cold/Acid
  • Native Outsider
  • Elemental Affinity: Sorcerers with the Elemental (%ELEMENT%) bloodline are treated as having an extra +2 CHA for sorcerer class features; Clerics and other casters with the %ELEMENT% domain receive a +1 caster level for %ELEMENT% domain powers and spells.
  • Does not have ECL
  • Undine don't breathe water, and sylphs aren't breathless.
Duergar
Hidden: show
  • +2 CON/WIS, -4 CHA (BG does not give WIS)
  • Darkvision
  • Duergar Immunities: Immune to paralysis, phantasms, and poison, and a +2 bonus to saves versus spells and SLAs.
  • Stability: See Dwarf listing.
  • Enlarge Person & Invisibility SLAs, self-only.
  • Light Sensitivity
  • Does not get +4 Move Silently, +1 Spot/Listen, Battle Training feats(?), Dwarven Weapon Proficiency(?!), or Stonecunning(???)
  • Does not have ECL
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Tanlaus
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Re: Teifling Bonus

Unread post by Tanlaus »

For builds that don’t min/max humans are often superior. I’d also add, the homebrew changes to the way cross class skillpoint allocation works, after you’ve taken a class, makes human bonus skill points along with their lack of non favored class penalty stronger than normal.

Also, again, in terms of mechanical power, I’d put a human warlock or grey orc ranger/monk-dipped cheese build over just about any drow/tiefling/aasimr non cheese build.

Ultimately it’s a surface race distribution issue. Tieflings are not a problem in the underdark and aasimir aren’t actively played down there.

It boils down to a surface culture issue, as Eastern Cheese pointed out. Easier to sort with tieflings, have them not welcome in the BG city, have merchants either raise prices on them or refuse to deal with them, have temples not let them in and suddenly they are much more difficult to play. Or disguise becomes a way more invested skill 😀

Culture penalties really do work. You don’t see drow walking around on BG south.

Harder to justify with aasimir who don’t have an inherently evil vibe to them. Regardless of their actual alignment.
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Re: Teifling Bonus

Unread post by Ashenie »

Tanlaus wrote: Sun Jun 09, 2024 11:36 am
It boils down to a surface culture issue, as Eastern Cheese pointed out. Easier to sort with tieflings, have them not welcome in the BG city, have merchants either raise prices on them or refuse to deal with them, have temples not let them in and suddenly they are much more difficult to play. Or disguise becomes a way more invested skill 😀

Culture penalties really do work. You don’t see drow walking around on BG south.

Harder to justify with aasimir who don’t have an inherently evil vibe to them. Regardless of their actual alignment.
Sadly, what you suggest is against the lore. A few examples :

"have them not welcome in the BG city" : Baldur's Gate is described as a very tolerant city. Tieflings are not unwelcome. Baldur's Gate not being the center of attention, people can alternatively just go around the Friendly Arm Inn where the laws don't ban them. If the suggestion is then to change every law of every surface place to make sure they are unwelcome, then I am not sure I see a roleplay ground for it, personally.

"have merchants either raise prices on them or refuse to deal with them" : Same as the point above, merchants in Baldur's Gate are not known to do that. While some could, why would absolutely all merchants raise prices there, even those who are worshipping evil gods, abyssal entities and so on?
Also, this solution means, if that was technically possible which it is not easy, editing not only all shops individually on evey map, but also all merchant dialogs, and duplicataing shops to ensure that price would remain high or that they would not sell to tiefling through dialog. Given the scripts I can think of, it would recognize a tiefling based on race on the character sheet. So this is not a viable solution in terms of workload either, even assuming it's possible, and there is no middle ground or easy room for negociation.


"have temples not let them in" : Temples of Evil Gods, and some Neutral Faiths are not known to cast them out. They are in fact welcome.
It goes against the dogma of some of the temples of good. A few examples :

"Help all who hurt, no matter who they are" - Ilmater
"Beauty is more than skin deep" - Sune
"Let all on whom Selune's light falls be welcome if they desire" - Selûne
"Your fourfold duties are to faith, family, masters, and all good beings of Faerun." - Torm
Depending on the said tiefling's faith or alignment, or just as a matter of benevolence and compassion, good churches could welcome them in many cases.

On a side note, I am not sure I want to see more inaccuracy to lore, especially without other ground than mechanical consideration. If Tieflings are suddenly to be banned, or other races, then it must have something to do with roleplay in my opinion.

I hope it helps,

Cheers,

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Re: Teifling Bonus

Unread post by DaloLorn »

Ashenie wrote: Sun Jun 09, 2024 1:51 pm"have merchants either raise prices on them or refuse to deal with them" : [...] Also, this solution means, if that was technically possible which it is not easy, editing not only all shops individually on evey map, but also all merchant dialogs, and duplicataing shops to ensure that price would remain high or that they would not sell to tiefling through dialog. Given the scripts I can think of, it would recognize a tiefling based on race on the character sheet. So this is not a viable solution in terms of workload either, even assuming it's possible, and there is no middle ground or easy room for negociation.
Shockingly, this would be a lot easier than you think, on all fronts. We probably don't need to edit any shops or maps; at worst, we may want to edit the merchant dialogues to include an extra parameter or two. But we can add extra markup/markdown or even outright block the shop from opening just by hooking into the scripts that govern Appraise!

Mind you, I'm not saying we should, will, shouldn't, or won't do this. Only that it's not nearly as challenging as you think.
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Re: Teifling Bonus

Unread post by Ashenie »

Hello there,


While I understand your proposition, it would then mean that you need to create new dialogs to see how much each of them charge for tieflings, and alternatively, don't sell to tieflings. It's regardless in my opinion a very large amount of work to do that and to ensure that each merchant would behave differently, unless you are talking of a flat value added to any tiefling who interact with any merchant.

So I disagree, it would be regardless, even with your solution, a fairly impressive amount of work on every map to have a perspective on who will or not ban tieflings, sell to tieflings or not, or how much; and to edit those through each dialog, including the creation of new dialogs. Especially when you consider that the toolset eats half of your work half of the time despite your multiple attempts to save your work.

I don't see how it can be done otherwise, but maybe you have tought more than I about the question.

Also, we are just talking about tieflings here, but there are no reasons tielfings could be banned from cities and shops and others races who are currently allowed do not, if it's all based on mechanics and not roleplay. So you would have to include a kind of modulation for every race, which is additional work and consideration regarding the points above, unless you want to enforce an anti-tielfings shop mechanic. This poses the problem of the availabilities of all shops and goods for all races, and therefore a problem of fairness versus what has been played so far. This would be admitting everyone would agree on the path forwards, which is not the case as far as I know.

I hope this helps,

Cheers,

Ashenie
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Re: Teifling Bonus

Unread post by Louvaine »

Maybe it's worth looking at incentives to play those less picked races and classes, rather than trying to hinder those picked often?
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Re: Teifling Bonus

Unread post by DaloLorn »

I mean, I'm still in favor of Pathfinderized statblocks! I even found guidelines on how you're supposed to convert races Paizo haven't converted themselves, so the absence of statblocks for some of our more exotic races wouldn't even be an obstacle.
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Re: Teifling Bonus

Unread post by Rhifox »

Any anti-tiefling prejudice lost its teeth the moment BG made a tiefling a lord of Baldur's Gate. I suppose that could trigger some grumbling from commoners, as something to blame for their troubles, but the city's leadership clearly feels that tieflings (and warlocks for that matter) are okay.

I do still want to do a faction system, which would include penalties for tieflings, but even that wouldn't be enough to get them ousted by itself.

The Pathfinder statblocks do look appealing for being the cleanest way of balancing things better on a mechanical level. Other alternative as said is closing the faucet and making them application only. Or leaving it as we currently have it, with every single divine caster being an aasimar and most wizards and rogues being tieflings.
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ILLY
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Re: Teifling Bonus

Unread post by ILLY »

Rhifox wrote: Mon Jun 10, 2024 4:31 am Any anti-tiefling prejudice lost its teeth the moment BG made a tiefling a lord of Baldur's Gate. I suppose that could trigger some grumbling from commoners, as something to blame for their troubles, but the city's leadership clearly feels that tieflings (and warlocks for that matter) are okay.

I do still want to do a faction system, which would include penalties for tieflings, but even that wouldn't be enough to get them ousted by itself.

The Pathfinder statblocks do look appealing for being the cleanest way of balancing things better on a mechanical level. Other alternative as said is closing the faucet and making them application only. Or leaving it as we currently have it, with every single divine caster being an aasimar and most wizards and rogues being tieflings.
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