• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Eliminating Eastern Flavor From D&D?

Status
Not open for further replies.

love.christine

Banned
Banned
I'll be starting a new game in about a month and I'm creating a new world to go with it. There are absolutely no Eastern cultures in it, and thus the game should have no Eastern flavor in the classes and mechanics.

What changes do you propose I pu in place to reflect this?
 

log in or register to remove this ad



Change the name of the monk, and the names of its class abilities. Call it a "brawler" or something similar.
Pugilist.

However, the monk has a few abilities that don't make sense, even for a brawler. Teleporting, slow-fall, etc.

But then, I think the Monk makes for a great operative/bodyguard. Organizations training them to be lethal without carrying weapons, and to be stealthy/mobile in order to carry out missions.

Or, you could just re-name it what it is: Mage-slayer.
 
Last edited:


01. Are there things (Races/Base classes/Prestige Classes/Skills/Feats/Spells/Magic Items) I should consider renaming and reworking?

02. Are there things (Races/Base classes/Prestige Classes/Skills/Feats/Spells/Magic Items) I should consider using from third party sources?
 


You know. Not to discourage you from changing the fluff from stuff, but just to play a little devil's advocate...

Just because your campaign world does not have a place that is clearly Fantasy Asia, does not mean that you can't have Eastern flavor. You simply tuck the various flavors into different places, so the flavor fits your campaign.

Let me give you a Western example. Vampires (at least 3rd edition vampires) turn into bats and mist, they call creatures of the might, they dominate with their gaze. That is very much the Dracula style of vampire. If your campaign does not have a Transylvania equivalent place, or even an Eastern European place, it doesn't mean you have to rip out the vampire.

Let's say your campaign has a place where warriors are held in a high regard (i.e. a social class second to the nobility, and treated as quasi-nobles themselves). They put a firm emphasis on law, proper behavior, hold discipline and honor as a very high trait. Sounds like Dwarven clans, doesn't it? It also sounds like Samurai. So Samurai could come from dwarves. (Incidentally, there is a way to easily flavor Samurai to work with Elves, but you get the idea).

Similarly, you don't have to do much to the monk to change it, even if it didn't come from a fantasy Asia. All you have to do is say, "Monks are the nomadic priests of Religion X. They practice severe ascetisim (resulting in their poverty). Due to the nature of their God, the divine magic is not cast outwards (with spells), but instead cast inwards. This way, the monk can go around the land righting wrongs, and is durable enough to withstand the trials they will face, in the name of their God."

Or, the monk could have originated from a desert or very cold region; again, nomadic and ascetic, and their body has been hardened to deal with the harsh environment of their homeland. Thus, their magic is built around survival (why they have awesome saves, can heal, withstand falls, etc). Or the Monk could be a tribal thing; men emulating the animals they hunt and live with, believing that if you cannot catch and kill it with your bare hands, you do not deserve to eat (this explains their mobility, lack of armor, and offensive capacity). The monk's powers, then, are shamanistic powers.
 
Last edited:

Remove angels, demons, devils, devas, ogre magi, gold dragons, lamasu, sphinx, tigers, camels, nagas, golems, mummies, and probably a few more.

Remove the monk class. Remove the cleric's ability to turn undead. Remove the wizard. Remove the paladin.

Remove the lute and mandolin.

Remove gypsies, at the very least including halfling caravans and Shadowdancers.

Remove avatars. Remove the the concept of an immortal soul that is joined to the psyche.

Remove coined money. Remove paper and parchment. Remove linen, cotton, and silk.

Remove beer and ale. Remove chickens. Remove cows.
 

The Chronicles of Thomas Covenant has the Bloodguard, who are basically D&D Monks, in a non-Eastern setting. Still, getting rid of them certainly isn't a bad idea. You also need to choose your monster palette with care. I think the main thing is getting player buy-in, some players will insist on saying "I draw my katana!" in your Tolkienesque European setting...
 

Status
Not open for further replies.

Into the Woods

Remove ads

Top