Thunderforge wrote:Thanks for clarifying with the Mean Hindrance. I think I'll clarify it to something like this: "Outlanders often note that Dunmer do not react favorably towards them. All Dunmer receive the Mean Hindrance, which applies to all but their own. Even if a particular Dunmer isn't mean towards those of other races, they still suffer from the stereotype."
Just use the mechanics for Outsider. -2 Charisma for non-Dunmer, because normal etiquette for Dunmer is mean by everyone else's standards.
My concern with giving the Altmer Quirk (Selective Breeding Program) is that it is very unlikely to come up in gameplay.
Yes and no. It means that they won't get into casual romantic liaisons, will be a lot less likely to consummate a Love Interest, and should avoid spending their treasure on whores (though ale is still acceptable). All of which can be a lot more of a problem than anything else I could think of.
Still, reducing their benefits may be the better approach.
Downgrading the Breton Dragonskin to Armor 1 seems like a good idea. Guess I didn't think about that since it's not listed in SWD. And I think that giving the kitties…err..Khajiit a d6 in Stealth seems like a better idea.
Glad to help.
Changing the special materials to Armor Piercing is an interesting possibility. Originally I based it off of the Fantasy Companion, which listed extra flat damage as a possible benefit to treasure. I'll think about that one some more, perhaps mixing the two.
Yeah, one of the things I really like about SW is the flexibility of weapon customization. Damage, weight, and cost are only the beginning.
Other options are: AP, conditional AP (while mounted for cavalry weapons, or against rigid armors for picks, or against soft armors for slashing weapons), reach, shield mitigation, shield exacerbation, Parry modifiers, handedness, and even raise effects.
An example list I put up on another forum: http://www.enworld.org/forum/general-rpg-discussion/258396-savage-worlds-5.html#post4871490
And that's simply the base weapon design, neglecting the effects of various materials. Maybe Glass weapons have +1 or +2 AP, while Daedric weapons do +1 Damage and +1 AP, and Dwarf weapons deal +1 damage (extra mass behind the striking head), while Elven weapons have +1 Parry but -1 Fighting versus Shields. It's all about how the individual weapons fight.