...halflings should return to their origins -hobbits- if we want that the power-of-the-genre-archetypes concept which D&D is based upon since it came to life spread its magic; it seems they do so and I'm very happy!
The problem with satyrs being male only is it is not really grounded in any sort of history. Satyrs weren't originally half-goat half men, fauns were and they could be female as well. There was a god and goddess that were fauns. Additionally, though it is more modern (by the 16th century), female satyrs or satyress' became prevalent. If you want to split the genders, include fauns (the O.G. satyr) as the female version, but to not have a classic female version against the role of history and...
View full commentThe problem with satyrs being male only is it is not really grounded in any sort of history. Satyrs weren't originally half-goat half men, fauns were and they could be female as well. There was a god and goddess that were fauns. Additionally, though it is more modern (by the 16th century), female satyrs or satyress' became prevalent. If you want to split the genders, include fauns (the O.G. satyr) as the female version, but to not have a classic female version against the role of history and popular modern art of this century I think is a bad call.
I don't mind the idea of female satyrs (precedent in Fauns, from Roman myth, they were uncommon, but existed), male harpies (just makes sense to me, unless harpies come into being some other way, curse, god-spawn, etc), inccubi (male succubi, precedent in Medieval myth, tho they did have different abilities), maedars (male Medusa, but with different characteristics and slightly different powers), but I am hesitant about male nymphs/dryads. In legend, dryads where just one kind of nymph, and the...
View full commentI don't mind the idea of female satyrs (precedent in Fauns, from Roman myth, they were uncommon, but existed), male harpies (just makes sense to me, unless harpies come into being some other way, curse, god-spawn, etc), inccubi (male succubi, precedent in Medieval myth, tho they did have different abilities), maedars (male Medusa, but with different characteristics and slightly different powers), but I am hesitant about male nymphs/dryads. In legend, dryads where just one kind of nymph, and the word nymph came from a Greek word that meant "marriageable young woman," or "virgin," depending on the translation (I've seen it both ways). To that end, I think those should stay as they are, but my opinion is biased, and if they were included to have male versions, I would probably simply exclude them from my game. BUT, if they are included, I think they should be sort of like the maedar. There should be notable differences between the genders (females are lithe and graceful, males are strong and powerfully built? They are supposed to be the "ideal" of beauty, but also defenders of nature), and a difference in abilities. I'm also in favor of a variety of nymphs, however, like the Greek legends. Without male nymphs, you should explain how new, full blooded nymphs come into being. Is a nymph's daughter also a nymph, regardless of father (leaving room for inherited templates)?
As for the centaurs, only thing that bugged me was the exeption to them using their hooves as weapons. Charging centaur, dual wielding lances, with improved overrun. THAT is scary.
As for minotaurs, anything was playable in 3E, you just had to work around over inflated LA. The DM's I know worked with players wanting to play exotic characters. But I do like the two versions. Could we differentiate them with a new name, sub-race, etc? Feral Minotaurs (different from Savage Species)?
Conceptually, you're absolutely right. But take for instance, another type of example, probably more close to reality than yours (4:1). What happens when they build the classes, precisely the way they want to, with each getting the powers and upgrades that feel right with a level, not too little and not too much. Then, lets say they run the math and it turns out that one class is 7% more powerful than another. Or perhaps 17% or 37%. Then, how exactly do you change those classes to fix it. How do...
View full commentConceptually, you're absolutely right. But take for instance, another type of example, probably more close to reality than yours (4:1). What happens when they build the classes, precisely the way they want to, with each getting the powers and upgrades that feel right with a level, not too little and not too much. Then, lets say they run the math and it turns out that one class is 7% more powerful than another. Or perhaps 17% or 37%. Then, how exactly do you change those classes to fix it. How do you take away enough powers or feats or spells to equate to 7% or 17%. It's pretty likely you can't do that. So if you want to balance them out more easily and not redesign classes just to hit some arbitrary experience barrier, its actually quite a bit easier just to move the EXP levels around. Does that make sense? I'd rather have them move EXP numbers to tweak balance than to redesign the classes around the EXP tables. I want classes designed to feel right and play right, not arbitrarily nerfed or boosted to meet EXP requirements. If you make the EXP number the one that dictates design, thats what creates things like dead levels for some classes because they're trying to be brought back in line with tie EXP budget. I'd rather them eliminate dead levels but just make it take a bit longer to level up. That's my opinion anyway.
I dont agree with experience changes, competent dms could handle exp. between classes. I always give different exp for all players, thats the different topic. Before we compare barbarian and fighter, we should see paladin and ranger too. (maybe spellsword, duskblade whatever it is) Now, you are changing something but when you add paladin/ranger we`ll see some issues too.
View full commentI dont agree with experience changes, competent dms could handle exp. between classes. I always give different exp for all players, thats the different topic.
Before we compare barbarian and fighter, we should see paladin and ranger too. (maybe spellsword, duskblade whatever it is) Now, you are changing something but when you add paladin/ranger we`ll see some issues too.