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Results for tag: race
Posted by:
RLeeByers
on Jan 26, 2013 at 09:24:37 AM
My new post to The Night Bazaar is about racism in SF, fantasy, and horror:
Posted by:
kezzek
on Jan 22, 2013 at 02:02:41 PM
The current strategy for races for the playtest seems a bit haphazard. The newest iteration includes humans, hill dwarves, mountain dwarves, wood elves, high elves, lightfoot halflings, and stout halflings. Many would agree that the current rendition of humans is either overpowered or unoriginal.
In my opinion, 3 separate factors should be separated for each race. Its physiology - size, speed, shape, senses, innate resistances, innate abilities. Its culture - weapon training, skill training, language training, etc. Its environment - learned abilities to cope with environment, improvement in ability scores due to environmental influences. Here would be a breakdown of the current (and possible future) races according to these parameters. Inherent Physiological Characteristics...
Posted by:
wrecan
on Jan 19, 2013 at 11:45:26 AM
In a recent Legends & Lore article, Mike Mearls wrote the following:
"Simplify combat by removing extraneous options. We have 14 options in the rules now. The basic game needs only attack, cast a spell, disengage, hide, hustle, search, and use an item. I'd like the core rules boiled down to about 16 pages, not counting class-specific material." Getting all the rules condensed to sixteen pages, and having that skeleton be strong enough to support a more advanced version of the game, is a tall order. However, since the playtest was announced, I realize I have been making several suggestions that can help keep the core rules balanced, short, and strong. I have gathered those suggestions here. ![]() INITIATIVE Abilities need to be relatively equal in utility. This allows you to design classes the rely...
Posted by:
ZedKalimor
on Jun 8, 2012 at 03:36:22 PM
Traduzi as raças públicadas pela Wizard, sem nenhuma alteração, apenas o talento adicional dos humanos que é fato que eles terão. PlaytestDwarf – AnãoAnões são conhecidos por sua perícia em combate, sua habilidade de resistir punições, seu conhecimento dos segredos da terra, seu trabalho duro, e sua capacidade de beber cerveja. O misterioso reino perdido dos anões ancestrais nunca sai de suas mentes. Anões ganham os seguintes aspectos. Tamanho: Médio Deslocamento: 7,5 metros (5 quad.) Sub-Raças: Anão da Montanha (Mountain Dwarf), Anão da Colina (Hill Dwarf). * [Não Final] +1 Constituição, -1 Carisma *Resistência Anã ...
Posted by:
Evil_Reverend
on Apr 6, 2012 at 08:47:00 AM
I want to play a fighter. I want to play a dwarf. I want to kick the crap out of monsters. I want to be a soldier who fought against the orcs during the Siege of Barrow Hall and who lived to tell about it. Each statement reflects a different way players approach D&D. Each suggests different interests, but each might also lead to the same place: a dwarf fighter who was a soldier in a bloody war long ago. No matter what edition you’re playing, you create this fighter by making some choices. In a classic D&D game you might make one choice: dwarf. Then you fill in all the other details if you like. In AD&D, you make two choices: dwarf and fighter. Again, you fill in all the other details. As the game evolved, players gained more choices to help create the character they wanted to ...
Posted by:
nefestous
on Feb 6, 2012 at 08:16:08 PM
So this is an idea that has been building up in my mind since I read and posted in MonteCook's Blog, Mechanics Supporting Story. Having read many comments in the the blogs and forums, I do not feel that I am alone in this idea. The idea is to separate race and culture. I feel that doing this on a mechanical level will allow for a higher degree of creativity and customization in terms of character creation.
For this to work, the cultural aspects need be removed from the racial blocks, and put instead in a cultural block, and the new dynamic needs to be completely supported from the get go. I do not feel that this is simply a change for the sake of change. If this is done, I feel that there is a tremendous potential for the creation and streamlining of worthwhile content....
Posted by:
MonteCook
on Feb 3, 2012 at 08:28:09 AM
Dwarves use sturdy, well-crafted axes and hammers. Elves use thin, elegant blades and bows. Halflings are nimble and sneaky. Half-orcs are strong, savage, and not so bright. We all know these things, but how important is it that they affect the actual mechanics of the game? Most players tend to think of class as the biggest defining aspect of a character. Whether this is true or not, how important is race? How important is it that an elf fighter be significantly mechanically different from a human fighter or dwarf fighter? Racial differences add a lot of flavor to the game, and they can provide story hooks to flesh out characters. Even if those differences exist at 1st level, however, the distinctions can fade over time. In other words, the things that go into making a dwarf different ...
Posted by:
VNV_Nation
on Feb 1, 2012 at 08:37:13 PM
I love a good story, and so does the DM who is mentoring me right now, one day he told me about the idea of buiding an all arcane party (because they have the most classes available) to unite the party and give them common goals. And then we talked about maybe doing all one race. We read an article about an all dwarf party that kicked an ungoldy amount of ass at battle interactive because they all knew their weaknesses, strengths etc. (they slayed a god in twenty minutes) We felt that having all the players be of the same arcane order or all be one race could unify the party like no other. Maybe they could all be elvish (drow,eladrin,elf).
if you ran a game or played in one where you wanted to do this, what would you choose? what race?
Posted by:
wrecan
on Nov 20, 2011 at 11:21:04 AM
This is the third of my article series hypothesizing a cosmology based on the Nonants I describe in the first article of my Long Division series. In the first article, I described how the multiverse came into being. In the second article I described how the three Great Powers -- Gods, Primordials, and Chthonians -- cooperated in making mortals of the six origins -- elemental, ethereal, fey, immortal, natural, and shadow. In this article, I discuss how the rise of mortal races led to the first war among the immortals.
Although the three planes and pillars were quickly teeming with life, only the Primordials seemed capable of making sentient mortals. There was something about their unique combination of the nonants that allowed sentience to survive. The gods and... |
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