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Which PHB race doesn't fit into YOUR fantasy campaign?
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<blockquote data-quote="Turjan" data-source="post: 1284229" data-attributes="member: 3477"><p>My campaign world is relatively anthropocentric.</p><p></p><p>- I don't have halflings, because I don't think they have any flavour.</p><p> </p><p>- Although a dwarf is a strong archetype, I don't have any, either. Actually, human berserkers or smiths with a good taste for ale fit the bill nicely. And, their underground dwellers' niche is already taken by someone else <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" />.</p><p></p><p>- Half-elves and half-orcs are nearly non-existent. They are not available as player races, they are sterile, and sometimes they have some peculiar abilities which make them unsuited for players.</p><p></p><p>- Elves use more or less gnome statistics and dwell underground, be it in the forests or in the mountains. Think the "King under the Mountain" from "The Hobbit", or just European folklore. Their different cultural subdivisions cover very much the archetypes from woodelf to dwarven smiths deep in the mountains. Of course this means that the preferred class had to go. Although they get a bit older than humans, their exceptional longvity had to go, too.</p><p></p><p>- Orcs/goblins (cultural subdivisions of the same race) are the third intelligent race. The statistics are somewhat changed. They have their own kingdoms and -except the seafaring ones - don't fare well within human society.</p><p></p><p>As far as intelligent races go, you might also count trolls/ogres (who are the same in my campaign), some ratmen on the islands of the great sea, a feline race, some strange arachnoid colony builders and an illithid-like race on the southern continent. But these are either rare or far away, if the players don't go to the unknown territories beyond the horizon <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" />.</p></blockquote><p></p>
[QUOTE="Turjan, post: 1284229, member: 3477"] My campaign world is relatively anthropocentric. - I don't have halflings, because I don't think they have any flavour. - Although a dwarf is a strong archetype, I don't have any, either. Actually, human berserkers or smiths with a good taste for ale fit the bill nicely. And, their underground dwellers' niche is already taken by someone else ;). - Half-elves and half-orcs are nearly non-existent. They are not available as player races, they are sterile, and sometimes they have some peculiar abilities which make them unsuited for players. - Elves use more or less gnome statistics and dwell underground, be it in the forests or in the mountains. Think the "King under the Mountain" from "The Hobbit", or just European folklore. Their different cultural subdivisions cover very much the archetypes from woodelf to dwarven smiths deep in the mountains. Of course this means that the preferred class had to go. Although they get a bit older than humans, their exceptional longvity had to go, too. - Orcs/goblins (cultural subdivisions of the same race) are the third intelligent race. The statistics are somewhat changed. They have their own kingdoms and -except the seafaring ones - don't fare well within human society. As far as intelligent races go, you might also count trolls/ogres (who are the same in my campaign), some ratmen on the islands of the great sea, a feline race, some strange arachnoid colony builders and an illithid-like race on the southern continent. But these are either rare or far away, if the players don't go to the unknown territories beyond the horizon :). [/QUOTE]
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