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Sticky: Dynamic/Variable Main Races for Zendikar
3 years ago  ::  Oct 14, 2010 - 11:55AM #1
LordArchaon
Date Joined: Jan 14, 2006
Posts: 2,133
As you may have noticed from the discussions and the first racial write-ups and drafts, I'm following a direction of variability and dynamics for the main races of Zendikar.

First of all, which are the main races? Well, many or possibly any race can be "main", but I think there are a few ones that need a special mention in the world of Zendikar because of their roles in the story and in the land. And they are clearly the following:
  • Vampires (black)
  • Merfolk (blue)
  • Kor (white)
  • Elves (green)
  • Goblins (red)
Note that the colors are just there for convenience, and nothing in the D&D adaption will actually refer to them, as they're a Magic concept. They surely have possible translations in the form of power sources, but since Zendikar in D&D should be DM-customizable just as any other setting, the associations of mana colors with power sources will just be "guidelines". So if it will be true that vampires will be good Warlocks and Assassins (concepts tied to Black mana), and Merfolk copuld be good Psions and Wizards (concepts tied to Blue mana), nothing will stop any player from playing a vampire Cleric, a merfolk Fighter and so on.

So the topic is the variable and dynamic nature I'd like to give to these races. This is how I'm doing it or planning to do it:
  • Vampires: 3 different families.
    • Different (but similar) bonuses to ability scores.
    • Different skill bonuses.
    • A minor distinguishing feature.
  • Merfolk: strong individual differences:
    • A third swappable at-will
    • Choice of one bonus skill
    • A power that has different options depending on the available power sources. (So going with dual power source-classes or hybrid/multiclassing is "rewarded")
  • Kor: variable proficiencies in tools/weapons (each tool will also double as a weapon, an example is the grapnel hook)
    • Bonus proficiency in grapnel hook, plus another tool/weapon of choice
    • Each tool/weapon will have a special power available to Kor only. And it might acquire new uses through feats.
    • The graonel hook power "Skyhooking" may become the basic power since all Kor are proficient with it.
    • Each of the powers or varaints of the same power should be/include an at-will, which will be Utility mostly, with a focus on movement
  • Elves: 3 different clans.
    • I still don't know how to differentiate them, but I'd like something similar but different from the Vampires and a focus on skills. Using Drow/Eladrin/Elves, although tempting, is not the right way, IMO, since Eladrin and Drow have feats and powers that are too far from Zendikar's elven clans.
  • Goblins: 3 different tribes.
    • Different use of the "Grit" mineral.
    • No differences on ability score bonus, since I plan to give the Human "+2 to Any" to every Goblin, to represent their not homogeneous nature as a race.
    • Most of the differences will be related to damage resistance and effects when taking damage of that type: goblins should be good at doing stunts when taking damage, to represent their recklessness and risk-taker nature.

There is another point that should characterize all the main races (plus the Surrakar, who are another main race, but just not so big as to be varied and internally differentiated). And the point is adaption to Zendikar's fantastic and often vertical terrain. In other words, ways of flying or climbing!
  • Vampires: Nirkana vampires, and others through feats, will have some sort of flying/gliding, starting with a boost to their jumps.
  • Merfolk: they're nearly the masters of flying. Arcane, psionic, divine, and primal merfolk will all have means to fly and most importantly grant flying to others. Arcane and psionic will focus on telekinesis for flying, using levitating objects mostly. While divine and primal will simply be able to tap on the energy of Zendikar's Roil and start flying.
  • Kor: if Merfolk are the masters of flying magically, Kor are the masters of flying without any magic. They will have limited at-will flying since level 1 by the means of their grapnel hook (requires a climbable surface). As Merfolk, they will also be able to grant short flights to allies by the means of complex uses of their ropes. They could also have a trait of Air Superiority granting them a bonus to flying speed and attacks while flying or suspended.
  • Elves: they should be all good at climbing, with the Tajuru having a true climbing speed and able to perform nearly impossible climbs. The shamanic Mul-Daya elves could also have means of teleporting and/or phasing, while the Joraga would have different bonsues to balance their partial lack of movement-based powers (same as Kalastria and Ghet vampires compared to Nirkana).
  • Goblins: their light weight should enhance their jumps, and I also see them adding to forced movement applied to them, with or without control (possibly gaining control through feats). They should be those who "bounce around", especially when blasts and explosions abound...
    Oh, and they'll also be the ones that ride strange beasts. With a diverse range of control degrees of course!!
  • Surrakar: they're not so good with vertcality, but they should be masters of difficult terrain. They're amphibious to begin with (like Merfolk), and will have swampwalk as standard. Through feats, they could be able to overcome any difficult terrain, and ultimately even be resistant to magical forms of constriciton and such, making them the "inexorable all terrain tanks" of the situation. Something good for defenders (able to reach their targets always) and leaders (able to reach their allies always), and Surrakar will be good at both roles.

So, what do YOU think?

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Campaigns and Characters:
Zendikar: Covenant of The Forgotten Relics
- Cylonea: Merfolk (Elemental Priest) Shaman(World Speaker)/Artificer --> Sheet, Obsidian Portal's, Fluff
- Vurokk Dahvre: Shade (Escaped Slave) Blackguard of Fury --> Sheet, Obsidian Portal's, Fluff, Blogs (1, 2)
Nature's Allies
- Carwyn Sihderfein: Half-Elf (Tuathan) Blackguard of Domination / Binder of Gloom --> Sheet, Fluff, Blogs (1, 2)

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3 years ago  ::  Oct 14, 2010 - 2:07PM #2
Garthanos
Date Joined: Jan 15, 2009
Posts: 17,813
Humans get a defense compensation bonuses to there defenses basically in compensation for the second attribute lack... So what does one compensate gobbies with? increased Fort or Reflex def maybe but not seeing will ;p

Enhanced jumps might be an athletics + acrobat boost ... they arent a strength race generally speaking the way I look at them are you completely set on the flexi-stat?

shifting is kind of moving suddenly in unexpected directions perhaps a kobold power might serve as inspiration.

Hmm I seem to be focusing too much on goblins.

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3 years ago  ::  Oct 14, 2010 - 3:00PM #3
Garthanos
Date Joined: Jan 15, 2009
Posts: 17,813
How about a short range telepathy that tripples range only in Water for the Merfolk --- brings in the psi stuff and hydro power too.

Improvisation in 4e: Improv. Attacks(by wrecan) - Fave 4E Improvisations

The Non-combatant Adventurer

Reality is unrealistic - and even monkeys protest unfairness

Dynamic Reflavoring : The Fighter : The Wizard : The Swordmage
Creative Character Collection - Featuring:The Faerie Master - Snow White - Joxer - Ironman - Elric - Bloodwright

By virtue of being a player your characters are the protagonists in a heroic fantasy game even at level one

"You have to explicitly give non-casters permission to do awesome, where as with magic it is just assumed they can." -Garthanos

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3 years ago  ::  Oct 14, 2010 - 3:42PM #4
LordArchaon
Date Joined: Jan 14, 2006
Posts: 2,133

Oct 14, 2010 -- 3:00PM, Garthanos wrote:

How about a short range telepathy that tripples range only in Water for the Merfolk --- brings in the psi stuff and hydro power too.


Good idea for psionic Merfolk!

Also, Goblins as I'm envisioning them will not need enhanced movement as a steady bonus... Because it will be triggered and it could also be elemental-powered!


Join the Zendikar D&D Campaign Setting group: discover the fantastic world and contribute to make Zendikar a playable setting!
   - Warning! Spectacular visuals and lore ahead! ... Take a look...

Play-by-Post and my D&D blogging! Show

*All my latest rolls!*

Campaigns and Characters:
Zendikar: Covenant of The Forgotten Relics
- Cylonea: Merfolk (Elemental Priest) Shaman(World Speaker)/Artificer --> Sheet, Obsidian Portal's, Fluff
- Vurokk Dahvre: Shade (Escaped Slave) Blackguard of Fury --> Sheet, Obsidian Portal's, Fluff, Blogs (1, 2)
Nature's Allies
- Carwyn Sihderfein: Half-Elf (Tuathan) Blackguard of Domination / Binder of Gloom --> Sheet, Fluff, Blogs (1, 2)

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3 years ago  ::  Oct 15, 2010 - 9:35AM #5
Garthanos
Date Joined: Jan 15, 2009
Posts: 17,813
I sometimes think of the Eladrin with the Longswords as having a Fencing culture.. ... with the elf having bow being a  Hunting Culture ...but well weapon focus could be one of the ways to distinguish sidhe cultures. . Robert Jordan had a Culture of people which featured everyone having elaborate daggers and using them in street duels and other things that are pure culture like in wedding rituals.


Improvisation in 4e: Improv. Attacks(by wrecan) - Fave 4E Improvisations

The Non-combatant Adventurer

Reality is unrealistic - and even monkeys protest unfairness

Dynamic Reflavoring : The Fighter : The Wizard : The Swordmage
Creative Character Collection - Featuring:The Faerie Master - Snow White - Joxer - Ironman - Elric - Bloodwright

By virtue of being a player your characters are the protagonists in a heroic fantasy game even at level one

"You have to explicitly give non-casters permission to do awesome, where as with magic it is just assumed they can." -Garthanos

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3 years ago  ::  Oct 16, 2010 - 5:57AM #6
LordArchaon
Date Joined: Jan 14, 2006
Posts: 2,133

Oct 15, 2010 -- 9:35AM, Garthanos wrote:

I sometimes think of the Eladrin with the Longswords as having a Fencing culture.. ... with the elf having bow being a  Hunting Culture ...but well weapon focus could be one of the ways to distinguish sidhe cultures. . Robert Jordan had a Culture of people which featured everyone having elaborate daggers and using them in street duels and other things that are pure culture like in wedding rituals.


Yes, weapon focus will surely be used to distinguish the three different elven clans of Zendikar. It would have been elegant design to represent them with the three existing races (Elves, Eladrin and Drow), but it would have posed many problems. For example they should have been patched with a "but they all look like elves" sentence, teleportation would have been something completely out of their flavor, same for Drow powers, weapons would have been arbitrary and so on.
So I guess I'll have to make a new race for Zendikar elves, which will include the options to describe the three clans. However, they will also "count as Elves" mechanically, since racial feats for Elves are quite fitting. And I'll also have to leave the Elven Accuracy power as standard for all of them. The best way to differentiate the three clans will be by taking clan-specific feats, as normal for these kind of matters.


Join the Zendikar D&D Campaign Setting group: discover the fantastic world and contribute to make Zendikar a playable setting!
   - Warning! Spectacular visuals and lore ahead! ... Take a look...

Play-by-Post and my D&D blogging! Show

*All my latest rolls!*

Campaigns and Characters:
Zendikar: Covenant of The Forgotten Relics
- Cylonea: Merfolk (Elemental Priest) Shaman(World Speaker)/Artificer --> Sheet, Obsidian Portal's, Fluff
- Vurokk Dahvre: Shade (Escaped Slave) Blackguard of Fury --> Sheet, Obsidian Portal's, Fluff, Blogs (1, 2)
Nature's Allies
- Carwyn Sihderfein: Half-Elf (Tuathan) Blackguard of Domination / Binder of Gloom --> Sheet, Fluff, Blogs (1, 2)

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3 years ago  ::  Oct 17, 2010 - 2:57AM #7
Gamma-Mage
Date Joined: May 8, 2009
Posts: 1,874
In the novel, Nissa exhibits better-than-human acurracy whilst fighting, as do the other elves we briefly see.
Evil doesn't always triumph. - Ajani Goldmane
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3 years ago  ::  Nov 16, 2010 - 8:04AM #8
Gamma-Mage
Date Joined: May 8, 2009
Posts: 1,874
Would you be able to diffferentiate the Elven clans by using backgrounds, or are backgrounds not allowed to grant racial powers and weapon proficiencies?

I don't know the rules well enough to create actual feats, but I've come up with names that can hopefully inspire others to turn them into feats. Also, I'm working off the Character Builder Demo, which I know is out of date, so I apologise if I mess up.

Nations


Joraga Nation
Skill Benefit: +2 to Endurance or Intimidate
Weapon Proficiencies: Longsword, Glaive
Racial Power: Joraga Superiority

Mul Daya Nation
Skill Benefit: +2 to Religion or Bluff
Weapon Proficiencies: Quarterstaff
Racial Power: Spirits of Mul Daya

Tajuru Nation
Skill Benefit: +2 to Acrobatics or Diplomacy
Weapon Proficiencies: Shortbow, Longbow
Racial Powers: Tajuru Innovation, Tajuru Preservation

Not sure if this is needed:
Tajuru Nation - Kazandu Splinter
Skill Benefit: +2 to Acrobatics or Dungeoneering
Weapon Proficiencies: Shortbow, Longbow
Racial Power: Kazandu Reckoning (as in finding one's current position by 'dead reckoning'.)
Evil doesn't always triumph. - Ajani Goldmane
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3 years ago  ::  Nov 16, 2010 - 4:20PM #9
LordArchaon
Date Joined: Jan 14, 2006
Posts: 2,133
Well Gamma, you're going to "think in D&D" very soon!
This is very helpful, mostly because of the names you gave to the power.

You also gave me a great idea. While it's true that backgrounds can't give benefits comparable to those of a (good) feat, there are already cases of feats that build up on top of specific backgrounds. And that will be the case with Elves.

A special rule, if needed would be that of granting Elves two backgrounds: a clan background and a regular one. A character can always take more than one background, but should always choose one among them for the mechanical benefit. Elves (or better yet, Elven Clan Backgrounds) could have the special rule to allow two different mechanical background benefits at once.
Then, with a series of feats, they would get the proficiencies and even the "clan powers", as feat powers (which do not have to swap any existing power of the character, they're minor so they just count as extra).

Elves are solved!

Join the Zendikar D&D Campaign Setting group: discover the fantastic world and contribute to make Zendikar a playable setting!
   - Warning! Spectacular visuals and lore ahead! ... Take a look...

Play-by-Post and my D&D blogging! Show

*All my latest rolls!*

Campaigns and Characters:
Zendikar: Covenant of The Forgotten Relics
- Cylonea: Merfolk (Elemental Priest) Shaman(World Speaker)/Artificer --> Sheet, Obsidian Portal's, Fluff
- Vurokk Dahvre: Shade (Escaped Slave) Blackguard of Fury --> Sheet, Obsidian Portal's, Fluff, Blogs (1, 2)
Nature's Allies
- Carwyn Sihderfein: Half-Elf (Tuathan) Blackguard of Domination / Binder of Gloom --> Sheet, Fluff, Blogs (1, 2)

What monster Am I? What class am I? Show
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3 years ago  ::  Nov 16, 2010 - 4:57PM #10
dlynch
Date Joined: Sep 3, 2007
Posts: 43
Just a thought: the Athasian "Theme" idea  (from Dark Sun) of an additional minor power for your character's societal niche could serve for the elves rather than a secondary background. Maybe I am just calling a shovel a spade, but it would seem to fit the flavor of what I think you have in mind.
Inconsistency and procrastination...in practice.
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