|
Post by Warrior Twin Two on Aug 22, 2018 11:00:33 GMT -5
Option One
|
|
|
Post by Shroompunk Warlord on Jan 2, 2021 7:18:42 GMT -5
Having grown up on AD&D and moving on to 3.X, I am accustomed to having a great many more races than in Classic D&D; nowadays I prefer having fewer such races, but represented as classes as in Classic. I can take or leave "the Tolkien Trio", but I generally prefer Gnomes to Halflings and almost never have both in the same setting unless I've got two separate players begging me for them. I vastly prefer the weirder late AD&D races: Complete Book of Humanoids and Complete Spacefarer's Handbook and Githyanki/Githzerai and Mystaran stuff.
But it depends a lot on the setting and what I'm trying to do with it.
In my Shroompunk setting, Humans are the only "core" D&D race and they're all planetouched. The other races are giant dragonborn/tortles, horned cannibal apes, daredevil kobolds, jackalope elves, construct tricksters, and so on, because the basis of the setting isn't a pastiche of Middle Earth, it's children's fantasy cartoons from the Eighties.
In Cascade City, the nonhuman beings are all space aliens so you have dinosaur-people on Venus, decadent gray aliens and nomadic green warrior tribes on Mars, and various faeries and yokai flitting in and out of Earth.
|
|
|
Post by The Perilous Dreamer on Jan 3, 2021 0:41:56 GMT -5
Almost anything can be a player character race/species IMC, but the one thing I never have used is halflings. I started with hobbits and I may or may not use them in any particular game.
I have not before this, but I will be writing up halflings as their own thing completely separate from hobbits.
|
|
|
Post by Shroompunk Warlord on Jan 3, 2021 2:23:16 GMT -5
Almost anything can be a player character race/species IMC...
yes this
The beautiful thing about Race-as-Class is never having to tell your players that a fun character concept can't fit into a party of normal adventurers.
|
|
|
Post by Hexenritter Verlag on Oct 20, 2021 23:37:23 GMT -5
Of late I've been staying away from "Traditional" D&D races and creating my own to populate my settings.
|
|
|
Post by hengest on Oct 21, 2021 9:08:25 GMT -5
Of late I've been staying away from "Traditional" D&D races and creating my own to populate my settings. I'm all for this. Even reskinning can get the group away from the habitual thoughts...
|
|
|
Post by The Semi-Retired Gamer on Oct 22, 2021 14:31:30 GMT -5
I know how it affects them, and that they can be partly rehabilitated but not cured. but not much else.
Since that singularly unhelpful, here is the rough draft I have written for my monster book:
ORCISH #Enc. 2d8 or 30-300 (1d10 x 30), AL C, MV 9”, AC 5, HD 1, #AT 1, ML 7, In Lair: 50% Treasure: Special
Description: The Orcish are like Men, however they are green and grey and strong and stupid. They do not like the light, and toil only grudgingly in fields. They prefer to stay underground when possible, and to subsist on garbage and booty taken from Men and others who blunder nearby.
Orcish is not a race separate from Men, but an affliction that groups of Men can sometimes suffer when in remote villages, away from other civilization. It proceeds slowly at first, giving the people more muscle and greater vigor. Then the minds of the people begin to gestalt, and become quite dull. Finally, hair thins and reddens; tiny tusks form; ears become pointed; the brow lowers, and skin becomes green or grey. They suffer -1 to all rolls in direct sunlight. They gain +1 to all rolls in total darkness. They have Darkvision out to 60'. Each individual can perform in most common professions and trades a Man can do, but do them all poorly and without care. All Orcish love to fight. They war against all, and especially against other Orc tribes. They fight as medium foot (AC 5) with mixed weapons and deal one extra Hit Point due to their great strength (1d8+1 damage). For each 20 heavy foot there are 10 archers which count as light foot (AC 7) (but no Orc wishes to join the artillery.)
For every 30 Orcish, there will be one lieutenant of 4 HD. For every group of 100 or more, there will be a king of 8 HD as well.
Orcish form war-bands of 30-300. They keep moveable villages rolling at night and still by day. In these caravans, they keep large amounts of gold. They remember that it is valuable, but not why. A caravan will have 100-200 GP for every Orc present, looted from merchants, pilgrims, bandits and adventurers. Individual Orcish carry only 1d6 GP.
As Orcish is an affliction, such spells as Remove Curse may free a particular Man from it, but those in war-bands are generally happy staying Orcish, having forgotten about their old lives.
That is awesome!
|
|
|
Post by Ibizan Zamway on May 3, 2022 21:58:58 GMT -5
I add gnomes to the original four, anything else is a special request.
|
|
|
Post by clooney on May 3, 2022 22:33:42 GMT -5
I went with the first option.
|
|
|
Post by Q. F o s t e r on May 4, 2022 0:58:46 GMT -5
The 1st choice is my choice.
|
|
|
Post by Snuffy Smith on May 4, 2022 11:09:20 GMT -5
I run the standard ones, plus gnomes and lizard men.
|
|
|
Post by nobody on Jun 16, 2022 18:31:24 GMT -5
I picked the first choice, I just roll with those four, unless someone really wants something else.
|
|
Kujik
Traveler
Posts: 208
|
Post by Kujik on Aug 15, 2022 18:55:09 GMT -5
I let people take about anything they want to take, I tone it down if it needs it.
|
|
|
Post by The Man From Coventry on Aug 17, 2022 14:48:54 GMT -5
I only use Humans for my PCs.
|
|
|
Post by Morose on Sept 5, 2022 18:27:45 GMT -5
I only play Humans.
|
|
|
Post by Bartholmew Quarrels on Sept 5, 2022 21:52:18 GMT -5
Mostly just the original four.
|
|