| My House Rules; See what rules I'm modifying from the book | |
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| Tweet Topic Started: Oct 8 2011, 10:37 PM (99 Views) | |
| Zakon | Oct 8 2011, 10:37 PM Post #1 |
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First: disregard the faction and questing section in the book. That is not information you need to know for any campaign I will be running in this game. It has to do with playing the game like a tabletop version of the EverQuest MMORPG, with quest hubs and faction grinding. I will be running a more story-driven campaign, and I dislike the concept of breaking a character's reputation down into raw numbers for the purposes of a tabletop roleplaying game. I will decide where your character is and is not welcome, and I will decide how NPCs react to you. Second: Experience penalties. Some races have better stats than others, and thus suffer an experience penalty because of it. I know this discourages some players from playing a race they might have otherwise picked, so I will compromise. If you want to play a race that would suffer an experience penalty, let me know, and I will allow you a choice: take the race rules-as-written and suffer an experience penalty, or allow me to nerf the race to the point I no longer think it needs an experience penalty to make it balanced. Third: Racial class restrictions are instead racial class guidelines. What I mean by that is, the class restrictions are in effect because most of the time that race would not become any other class than the ones listed. Sometimes there are very good reasons for that. For example, iksar spellcasters can only become necromancers because they have no teachers who practice schools of arcane magic other than necromancy, so they would have had to learn their art from a different source. And given how recently the iksar were discovered by the other races, combined with how little the iksar trust other races and vice versa, that's extremely unlikely to have happened. But, that doesn't mean that it couldn't have happened. So, if you have a character concept in mind, run it by me. I will try to help you make it work, but be aware that it will be difficult to convince me to allow you to play certain combinations. In particular, playing an evil race as a Paladin or Druid is something I generally won't allow. However, something like a dwarven wizard I'd be fine with. I implore you, though: try to stay within the class restrictions. You may deviate if you have a really good idea, but I don't want to have to disappoint you if I don't approve of your idea. At the very least, be willing to compromise and allow me to offer suggestions on how to make the idea work. This could mean changing a few things about your backstory, or suggesting a different race. Remember, I want you to be able to play what you want, but I also want to remain true to the setting. Whatever the case, if you are playing a race as a class that wouldn't normally be allowed, keep in mind that you would be considered extremely rare. Expect NPCs to react to you as such. All of this also applies to gods - If you want to worship a god that wouldn't normally be allowed due to race or class, run it by me. Fourth: This is the part where I start changing the core rules. There are actually a few race/class restrictions that I find arbitrary and nonsensical, along with a few other things that I'll be changing. Dwarves: Dwarves may wield the same weapons as characters of Medium size at the cost of -1 to their attack roll. They still maintain all other bonuses and penalties from being Small sized creatures. Frogloks: Frogloks are a playable race. See my Froglok thread for information on creating one. Half-Elves: Half-Elves can become Clerics, Wizards, Enchanters and Magicians. They may also become Monks, Necromancers and Shadow Knights as long as they were not raised in Kelethin or Felwithe. When selecting a god, Half-Elves of any of these new classes may select any of the gods their human counterparts of the same class allow. Halflings: Halflings can become Bards. Halfling bards generally worship Bristlebane. Iksar: Iksar can become Rogues. Iksar rogues should likely be considered more like assassins than dashing thieves. Like all iksar, iksar rogues worship Cazic-Thule. Vah Shir: When determining a vah shir's height and weight, use the rules for Barbarians instead. (Seriously, the hell? They were huge in the video game, not human-sized) Wood Elves: Wood Elves can become Beastlords, with their warder of choice being a wolf like the Barbarians. Wood Elf Beastlords can worship Tunare, or choose to be agnostic. Edited by Zakon, Oct 9 2011, 08:59 PM.
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2:24 PM Jul 11
