I am hoping to get some feedback here. I am adding additional advantages to characters based on where they are from (in my homebrew campaign setting). This is in addition to their background. In your opinion, will any of these Regional Advantages break the game or make the character overpowered as a starting character?
Regional Advantages
In addition to the advantages characters receive from their Species and backgrounds chosen using the Player’s Handbook, characters all receive additional advantages based on the nation/region they are from. These advantages can be in the form of feats, skill proficiencies, or money/equipment.
Alertness is a way of life for those from Archspire, as is the ability to survive the taiga. As such, characters from this nation gain proficiency in Perception and Survival.
Dwarves are of hardy stock and they teach this hardiness they live and work with. Also, with life often being underground, residents of Beardid often develop a knack for navigating in such environments. Characters from Baerdid may choose one of the following feats: Tough or Dungeon Delver.
The C’Saidin people, though have long ago left their lives of piracy, still find some of those old habits intrinsic to their modern lifestyle. Characters from C’Saidin may choose one of the following feats: Skulker or Weapon Master.
Citizens of a wealthy land, characters from the Empire of Sharapov gain 300 gp and one common magic item at Character Creation or proficiency in Intimidation and Persuasion.
The Wastes are an inhospitable land, requiring cunning and resourcefulness to survive. Characters from the Jaich’iem Wastes gain the Athlete feat or proficiency in Medicine and Survival.
A people of few concerns, citizens of Ma’ar are instead lovers and thinkers. Characters from Ma’ar gain one of the following feats: Linguist or Observant.
Due to their nation’s focus on guarding against the Maeg Anri cult and their minions, characters from the nation of Mordeth may choose either of the following feats: Mage Slayer or Sentinel.
Though not as mighty as it used to be, New Aerith still holds the respect of many. Characters from New Aerith gain either the Inspiring Leader feat or proficiency in History and Persuasion.
A peaceful people, the residents of the Sharian Bryralei Forest are more aware of the world than they let on as they commune with the land. Characters from the Sharian Bryralei Forest either gain the Ritual Caster feat or proficiency in Athletics and Survival.
Those who might come from the rumored tribes of the Southern Grasslands are adept at concealing their motives and intentions while reading the same in others. Characters from the Southern Grasslands gain proficiency in two of the following skills: Deception, History, Insight, and Perception.
An honest, hard-working people, the people of Tamre are modest and fair with those they deal with. Characters from Tamre gain the Actor or Skilled feat.
The people of Toman Mein have a history mysterious as their smiles are infectious. Characters from Toman Mein gain either the Lucky or Ritual Caster feat.
I don't think it'll break your campaign or be too overpowered. As the DM, you can always adjust encounters to challenge the characters, so the benefits are more about adding depth.
By depth, I think this structure will help 'root' the characters to the setting. I'm still picking a narrative if I choose my regional advantage to make a more idealized character. Someone from the Southern Grasslands will be different than someone from Irenaught. It gives me something to roleplay through the character and story.
As GM you can power up the PCs all you want. Like it is literally not possible to break game balance, as long as you just be sure to keep the threat side of matters as equally beefed up.
Like using flanking, if the players get it, then the GM needs to be sure the NPCs use it against them just as much as they use it. It's all on the GM. If the GM does not make the baddies seek out and use flanking to their advantage, then it is imbalanced. Not because the game became unbalanced on it's own, but because the GM was not doing their part of that effort to keep it balanced.
Here's the real problem of granting added early player powers.
The players own sense of power growth over time.
If we get to start out with something good enough, then as we grow into new higher level powers, it may not feel like we are getting stronger as much.
I am hoping to get some feedback here. I am adding additional advantages to characters based on where they are from (in my homebrew campaign setting). This is in addition to their background. In your opinion, will any of these Regional Advantages break the game or make the character overpowered as a starting character?
Regional Advantages
Archspire
Alertness is a way of life for those from Archspire, as is the ability to survive the taiga. As such, characters from this nation gain proficiency in Perception and Survival.Baerdid
Dwarves are of hardy stock and they teach this hardiness they live and work with. Also, with life often being underground, residents of Beardid often develop a knack for navigating in such environments. Characters from Baerdid may choose one of the following feats: Tough or Dungeon Delver.C'Saidin
The C’Saidin people, though have long ago left their lives of piracy, still find some of those old habits intrinsic to their modern lifestyle. Characters from C’Saidin may choose one of the following feats: Skulker or Weapon Master.Emberhold Confederacy
Often finding themselves embroiled in the affairs of others, characters from the Emberhold Confederacy gain proficiency with Insight and Persuasion.Empire of Sharapov
Citizens of a wealthy land, characters from the Empire of Sharapov gain 300 gp and one common magic item at Character Creation or proficiency in Intimidation and Persuasion.Irenaught
Ironwood is in the blood of those from Irenaught. Characters from Irenaught gain one of the following feats: Durable or Tavern Brawler.Jaich'iem Wastes
The Wastes are an inhospitable land, requiring cunning and resourcefulness to survive. Characters from the Jaich’iem Wastes gain the Athlete feat or proficiency in Medicine and Survival.Ma'ar
A people of few concerns, citizens of Ma’ar are instead lovers and thinkers. Characters from Ma’ar gain one of the following feats: Linguist or Observant.Mordeth
Due to their nation’s focus on guarding against the Maeg Anri cult and their minions, characters from the nation of Mordeth may choose either of the following feats: Mage Slayer or Sentinel.New Aerith
Though not as mighty as it used to be, New Aerith still holds the respect of many. Characters from New Aerith gain either the Inspiring Leader feat or proficiency in History and Persuasion.Sharian Bryralei Forest
A peaceful people, the residents of the Sharian Bryralei Forest are more aware of the world than they let on as they commune with the land. Characters from the Sharian Bryralei Forest either gain the Ritual Caster feat or proficiency in Athletics and Survival.Southern Grasslands
Those who might come from the rumored tribes of the Southern Grasslands are adept at concealing their motives and intentions while reading the same in others. Characters from the Southern Grasslands gain proficiency in two of the following skills: Deception, History, Insight, and Perception.Tamre
An honest, hard-working people, the people of Tamre are modest and fair with those they deal with. Characters from Tamre gain the Actor or Skilled feat.Toman Mein
The people of Toman Mein have a history mysterious as their smiles are infectious. Characters from Toman Mein gain either the Lucky or Ritual Caster feat.Windy Plains
Known for their riding skills and communion with the land, characters from the Windy Plains gain either the Mounted Combatant or Ritual Caster feat.C. Foster Payne
"If you get to thinkin' you're a person of some influence, try orderin' somebody else's dog around."
I don't think it'll break your campaign or be too overpowered. As the DM, you can always adjust encounters to challenge the characters, so the benefits are more about adding depth.
By depth, I think this structure will help 'root' the characters to the setting. I'm still picking a narrative if I choose my regional advantage to make a more idealized character. Someone from the Southern Grasslands will be different than someone from Irenaught. It gives me something to roleplay through the character and story.
As GM you can power up the PCs all you want. Like it is literally not possible to break game balance, as long as you just be sure to keep the threat side of matters as equally beefed up.
Like using flanking, if the players get it, then the GM needs to be sure the NPCs use it against them just as much as they use it. It's all on the GM. If the GM does not make the baddies seek out and use flanking to their advantage, then it is imbalanced. Not because the game became unbalanced on it's own, but because the GM was not doing their part of that effort to keep it balanced.
Here's the real problem of granting added early player powers.
The players own sense of power growth over time.
If we get to start out with something good enough, then as we grow into new higher level powers, it may not feel like we are getting stronger as much.