Alright, I just want some imput on the feasiblity of this concept.
I'm going to be starting a high fantasy homebrew camapign in a month or so, and I'm thinking of a few major changes to the character creation process.
First, I'm using the Generic Class system supplied by Unearthed Arcana. For those of you unfamiliar, it's a maleable system, with three classes, Warrior, Expert and Spellcaster. They each gain extra feats to be used on special abilities like Favored Enemy and Improved Evasion, etc.
To expand upon the lack of choices for this class system, I'm going to offer more races. I was going to do this anyway, because it fits with the mythology of the world. (Thirteen True Dragons who were in charge of shaping the world, each made their own child race.) The reduction of classes actually reduced my headache.
Yes, this means I'm allowing thirteen races. And I'd like to do them without ECL adjustments.
So far, I have the following races, with their in-world name and a brief description:
Human (Man) - Saxonish, spread most everywhere, centralized in one kingdom
Dwarf (Burgond) - Frankish, mostly in an eastern mountain kingdom
Elf (Mache) - Gaelic, very rare, in the southern foothills, loose city-states
Orc (Yrk) - Norman, mostly along and in the western sea, pirate nation
Halfling (Samman) - Also Saxonish, mostly in the human kingdom
Gnome (Lhurtur) - Lappish, most tribes in the colder southern tundra
Ratling (Munin) - Danish, living with the dwarves in the eastern mountains
Treemen (Bawnwere) - Neanderthalish, slannish society in the northern forest
Spiderfolk (Wyrdkind) - Turkish empire in the north-eastern mountains
Wood Troll (Wodos) - Pictish, tribal society in the southern forests
Goblins (Tanthir) - Tinkerish, dispersed among all peoples
Wavekin (Lidhe) - Welsh, a sea-based united city-states
Drakes (Skoffin) - Icelandic, shifting jarldoms in the northern wastes
These are obiviously very brief descriptions. I've most of the them stated out.
However, my questions are three-fold.
First, what's your opinion on my use of race for variety with the simplistic classes? Any problems you see, even with my sketchy details?
Second, do you have any suggestions on tailoring the classic PHB, or, in the case of orcs, MM races to fit their cultures? I've already done things like replace the gnomish familiarity with illusions with a wilderness familiarity.
Third, for those of you who've read Unearthed Arcana, or at least the Generic Classes section, what suggestions dow you have for converting the bardic music ability to that system?
I ask that last question because the munin, who are from an earlier campaign, are highly musical, gaining bonus ranks in perform that apply towards higher levels of bardic music. The simplest idea I can think of is to offer it in a series of feats, prerequisitied by ranks in perform.
That is all, citizens.
I'm going to be starting a high fantasy homebrew camapign in a month or so, and I'm thinking of a few major changes to the character creation process.
First, I'm using the Generic Class system supplied by Unearthed Arcana. For those of you unfamiliar, it's a maleable system, with three classes, Warrior, Expert and Spellcaster. They each gain extra feats to be used on special abilities like Favored Enemy and Improved Evasion, etc.
To expand upon the lack of choices for this class system, I'm going to offer more races. I was going to do this anyway, because it fits with the mythology of the world. (Thirteen True Dragons who were in charge of shaping the world, each made their own child race.) The reduction of classes actually reduced my headache.
Yes, this means I'm allowing thirteen races. And I'd like to do them without ECL adjustments.
So far, I have the following races, with their in-world name and a brief description:
Human (Man) - Saxonish, spread most everywhere, centralized in one kingdom
Dwarf (Burgond) - Frankish, mostly in an eastern mountain kingdom
Elf (Mache) - Gaelic, very rare, in the southern foothills, loose city-states
Orc (Yrk) - Norman, mostly along and in the western sea, pirate nation
Halfling (Samman) - Also Saxonish, mostly in the human kingdom
Gnome (Lhurtur) - Lappish, most tribes in the colder southern tundra
Ratling (Munin) - Danish, living with the dwarves in the eastern mountains
Treemen (Bawnwere) - Neanderthalish, slannish society in the northern forest
Spiderfolk (Wyrdkind) - Turkish empire in the north-eastern mountains
Wood Troll (Wodos) - Pictish, tribal society in the southern forests
Goblins (Tanthir) - Tinkerish, dispersed among all peoples
Wavekin (Lidhe) - Welsh, a sea-based united city-states
Drakes (Skoffin) - Icelandic, shifting jarldoms in the northern wastes
These are obiviously very brief descriptions. I've most of the them stated out.
However, my questions are three-fold.
First, what's your opinion on my use of race for variety with the simplistic classes? Any problems you see, even with my sketchy details?
Second, do you have any suggestions on tailoring the classic PHB, or, in the case of orcs, MM races to fit their cultures? I've already done things like replace the gnomish familiarity with illusions with a wilderness familiarity.
Third, for those of you who've read Unearthed Arcana, or at least the Generic Classes section, what suggestions dow you have for converting the bardic music ability to that system?
I ask that last question because the munin, who are from an earlier campaign, are highly musical, gaining bonus ranks in perform that apply towards higher levels of bardic music. The simplest idea I can think of is to offer it in a series of feats, prerequisitied by ranks in perform.
That is all, citizens.