Mighty Halfling
Explorer
In the next few weeks its expected that the campaign I'm playing in will end (prematurely) because the DM's is moving away.
I've volunteered to be DM next.
My thought is to really try to shake things up for the players, and I'm thinking of assembling a game that revolves around a lot of plane-hopping as the players work off a debt that they've incurred. I'm loosely basing my ideas off Robert Aspirin's "Myth Adventure" series.
Money isn't really going to be a big issue for them because their debtor will be supplying them with everything I need, he just will make a big deal about it.
But here's the key change in the campaign ... most of the standard D&D races are going to be barred from player use.
Instead, I've come up with a new list of available races, all from WotC books.
• Human – Exactly as listed in the Player’s Handbook. Favored class: Any Level Adj.: +0
• Half-Giant – Medium-sized, massively built hulks. A race from the Expanded Psionics Handbook, but minus its psionic abilities. Favored class: Fighter Level Adj: +1
• Half-Orc – With some adjustments. See changes here. Favored class: Barbarian Level Adj.: +0
• Mephling – Small-sized elemental-flavored tricksters. A race from the Planar Handbook. Favored class: Bard, Druid, Sorcerer or Monk Level Adj: +1
• Neraph – Medium-sized toad-like hunters. A race from the Planar Handbook. Favored class: Ranger Level Adj: +0
• Tiefling – Pesky human/fiend half-bloods. A race from the Planar Handbook, among other WotC releases. Favored class: Rogue Level Adj: +1
• Uldra – Small-sized fey from the frozen wastes. A race from Frostburn. Favored class: Druid Level Adj: +1
We would start out at second level to even out things for the +0 LA PCs.
Here's the thing though: Two of the four players are die-hard core D&D addicts. Everything else is worthless to them. The other two are interested in non-core stuff.
Question 1 -- Are these races suitable for both? Should I give in and allow one or two more core races?
Question 2 -- Half-Giants: Am I hurting them too much by stripping their psionics? I don't really want to use the psionics book, but I like the race. I've basically eliminated their Stomp psionic and their Psionic bonuses. What, if anything should I use to replace these?
I've volunteered to be DM next.
My thought is to really try to shake things up for the players, and I'm thinking of assembling a game that revolves around a lot of plane-hopping as the players work off a debt that they've incurred. I'm loosely basing my ideas off Robert Aspirin's "Myth Adventure" series.
Money isn't really going to be a big issue for them because their debtor will be supplying them with everything I need, he just will make a big deal about it.
But here's the key change in the campaign ... most of the standard D&D races are going to be barred from player use.
Instead, I've come up with a new list of available races, all from WotC books.
• Human – Exactly as listed in the Player’s Handbook. Favored class: Any Level Adj.: +0
• Half-Giant – Medium-sized, massively built hulks. A race from the Expanded Psionics Handbook, but minus its psionic abilities. Favored class: Fighter Level Adj: +1
• Half-Orc – With some adjustments. See changes here. Favored class: Barbarian Level Adj.: +0
• Mephling – Small-sized elemental-flavored tricksters. A race from the Planar Handbook. Favored class: Bard, Druid, Sorcerer or Monk Level Adj: +1
• Neraph – Medium-sized toad-like hunters. A race from the Planar Handbook. Favored class: Ranger Level Adj: +0
• Tiefling – Pesky human/fiend half-bloods. A race from the Planar Handbook, among other WotC releases. Favored class: Rogue Level Adj: +1
• Uldra – Small-sized fey from the frozen wastes. A race from Frostburn. Favored class: Druid Level Adj: +1
We would start out at second level to even out things for the +0 LA PCs.
Here's the thing though: Two of the four players are die-hard core D&D addicts. Everything else is worthless to them. The other two are interested in non-core stuff.
Question 1 -- Are these races suitable for both? Should I give in and allow one or two more core races?
Question 2 -- Half-Giants: Am I hurting them too much by stripping their psionics? I don't really want to use the psionics book, but I like the race. I've basically eliminated their Stomp psionic and their Psionic bonuses. What, if anything should I use to replace these?