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5e Homebrew Setting: Malebolge, Post-Apocalyptic Fantasy
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<blockquote data-quote="QuietBrowser" data-source="post: 7090995" data-attributes="member: 6855057"><p>Alright, so, my internet connection has basically died, except for a short window between 2 and 7 in the morning, so I'm going to have a lot of time to think about things, including this project. I can still read even when my window is closed, I just can't post. So, I'd like to try and focus on getting some more content generated for this project, but... I'm hitting that damn "can't see the forest for the trees" thing and so I really don't know where to focus my attention on.</p><p></p><p>So, I'd like folks to talk about what they'd like to see more of for this setting. Terrain guides? New races? Something, anything, it can't possibly hurt.</p><p></p><p>That said... there are three things I could really use a hand to talk about.</p><p></p><p>Firstly: I cannot shake it from my mind that a Runesmith subclass for Artificers would be really fitting for this seting. The only problem is... I have no idea for what would actually make a Runesmith <em>work</em>. What special gimmick would it have that sets it apart from the standard Artificers, like the Alchemist with its bag of tricks, or the Gunslinger with its thunderstick? This is something I'm desperate to talk about.</p><p></p><p>Secondly: on a similar topic to the above, I've long known I want to include half-gnomes as part of the hybrid races in this setting. The problem is, the only canonical half-gnome D&D has ever had is the Half-Tinker Gnome, whose big schtick was... well, essentially being a walking joke about the mentally ill. They do everything but state outright that Half-Minoi are all suffering from either OCD or ADHD. As you can assume, not something I hugely want to repeat. So, I need somebody to talk to in order to figure out who they are as a race; what is the potential that comes from mingling gnomish magic with human stability, things like that.</p><p></p><p>On a tangent, I would also like to discuss if perhaps I shouldn't also present the 5e Arcane Gnome (my update of a gnome subrace from Dragon #281) as an alternative to the Rock Gnome for those interested in playing Gnomoi characters.</p><p></p><p>Finally: In the last couple of days, I rediscovered and rekindled my interest in one of D&D's oldest and most obscure races; the Phanaton. This is a classic Mystaran race; picture a halfling-sized, traditionally Stone Age cultured, raccoon-monkey-flying squirrel. It sounds goofy, I know, but come on, doesn't it also sound a perfect fit for a world as magically messed up as this one? They're forest and jungle dwellers, and I really think they could be a fun addition to the setting... but what about the rest of you? Do you think that there's an idea worth pursuing here?</p></blockquote><p></p>
[QUOTE="QuietBrowser, post: 7090995, member: 6855057"] Alright, so, my internet connection has basically died, except for a short window between 2 and 7 in the morning, so I'm going to have a lot of time to think about things, including this project. I can still read even when my window is closed, I just can't post. So, I'd like to try and focus on getting some more content generated for this project, but... I'm hitting that damn "can't see the forest for the trees" thing and so I really don't know where to focus my attention on. So, I'd like folks to talk about what they'd like to see more of for this setting. Terrain guides? New races? Something, anything, it can't possibly hurt. That said... there are three things I could really use a hand to talk about. Firstly: I cannot shake it from my mind that a Runesmith subclass for Artificers would be really fitting for this seting. The only problem is... I have no idea for what would actually make a Runesmith [i]work[/i]. What special gimmick would it have that sets it apart from the standard Artificers, like the Alchemist with its bag of tricks, or the Gunslinger with its thunderstick? This is something I'm desperate to talk about. Secondly: on a similar topic to the above, I've long known I want to include half-gnomes as part of the hybrid races in this setting. The problem is, the only canonical half-gnome D&D has ever had is the Half-Tinker Gnome, whose big schtick was... well, essentially being a walking joke about the mentally ill. They do everything but state outright that Half-Minoi are all suffering from either OCD or ADHD. As you can assume, not something I hugely want to repeat. So, I need somebody to talk to in order to figure out who they are as a race; what is the potential that comes from mingling gnomish magic with human stability, things like that. On a tangent, I would also like to discuss if perhaps I shouldn't also present the 5e Arcane Gnome (my update of a gnome subrace from Dragon #281) as an alternative to the Rock Gnome for those interested in playing Gnomoi characters. Finally: In the last couple of days, I rediscovered and rekindled my interest in one of D&D's oldest and most obscure races; the Phanaton. This is a classic Mystaran race; picture a halfling-sized, traditionally Stone Age cultured, raccoon-monkey-flying squirrel. It sounds goofy, I know, but come on, doesn't it also sound a perfect fit for a world as magically messed up as this one? They're forest and jungle dwellers, and I really think they could be a fun addition to the setting... but what about the rest of you? Do you think that there's an idea worth pursuing here? [/QUOTE]
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