But but but sorlock is just my character concept. It’s necessary. Same with my paladin sorcererI agree with you. And for some reason, the thing that they want to play is almost always some kind of OP/broken combo...
But but but sorlock is just my character concept. It’s necessary. Same with my paladin sorcererI agree with you. And for some reason, the thing that they want to play is almost always some kind of OP/broken combo...
man, you guys are so much better at this, I can't even hammer out one custom race properly.
My current setting has three 'core races' at this point. There are plenty more of sapient species, but these are the most prominent ones.
(I already posted these pics in another thread, but seems to be apropos for this as well)
Humans. You might be familiar with these guys. Humans are numerous and have variety of differnt cultures. Most live in small hunter-gatherer tribes or nomadic bands, using mostly stone age technology, whilst some build city states and have mastered the bronze.
Hunter-gatherers
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Sherennid traders who travel between the various settlements on their droms caravans. (the droms are huge draft animals)
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People from the city states. From left to right: wizard-scribe from Shimbal, hedonite from Xaharranad, Marutian noblewoman, Ilumian soldier.
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The Eldri are small elf-like beings that live in small clans or family groups. From left to right: river clan, jungle clan, desert clan, underdark clan.
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The Orcs are proud and honourable warrior people who are much hardier than humans and thus can survive in extreme conditions. They mostly live in deserts though many also can be found in the cities of humanity.
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There are also gnolls, lizardfolk, kreen (basically thri-kreen) kobols (dog-men kobolds), morogs (ape-men like bugbear equivalents) and some others. But these are really not that detailed.
I am far more of a cultural ideals kinda guy with a side or of fundamental differences of biology, if dwarves and live permanently underground they do not need sunlight to survive this would likely impact what they think about getting sun, but they still need air circulation so you would see giant air vent structures above ground to let air circulate something like this.I'm terrible at figuring out the mechanics.
Story-wise... I just ended up asking questions. One big thing I've noticed about my personal world-building is that I am far more interested in the religions and practical applications.
Just for an example, I realized the first time I tried to write a world with plantfolk that if they buried their dead, it would have a far different connotation than it does for humans. I imagined that in doing so they were keeping the dead as part of the living community, in fact, it would make some sense if their minds or maybe souls stuck around. Well, then you need someone to handle that and tend to the dead, so I made a "priest/priestess" class whose sole role was to be in a single location and tend to the dead beneath the earth. You then need people to protect them..
And so on and so on.
If we are negating elf, dwarf and halfling...For the sake of discussion, let's say that you're putting out your own homebrew campaign setting and you get to choose 9 races but CANNOT include the original 3 demihumans - elf, dwarf, halfling. Your new lineup can be from the history of canonical D&D lore or something new to the game.
What does your world's core 9 looks like?
I’ve used the same continuity for 35 years. During the Spelljammer and Planescape days, the party would hop around but the main world is loosely based on Mystara (Isle of Dread started it all) but a totally different map. Then the world was changed a couple times between editions (2e-3e and them 3e-4e) but the actual universal continuity has stayed the same and even still has characters from the 2E days running around.One thing I'm confused by is the people who run multiple homebrew worlds. What is it that you are trying to learn/discover/answer by running a new world with every campaign?
My homebrew world has been the same, across systems, for about 25 years
If that were true, why didn't 4e's version of Dark Sun cause a huge riot among the fans? People were quite receptive. Some things did get adapted (e.g. Dragonborn as a second version of Dray), but plenty of extinct races remained extinct, and divine classes were still not available as an option.When writing a supplement, because it actually does make a big difference, it is much easier to add core things than it is to remove things that were part of the core rules. Once something is part of the "core rules" then certain players feel entitled to use it, making it much more difficult to remove without alienating that player. "The D&D book that I paid $50 for has Dragonborn/Teiflings/whatever in it! It is NOT FAIR that I can't play what I want!"
Because most players abandoned 4E for other systemsIf that were true, why didn't 4e's version of Dark Sun cause a huge riot among the fans? People were quite receptive. Some things did get adapted (e.g. Dragonborn as a second version of Dray), but plenty of extinct races remained extinct, and divine classes were still not available as an option.
4e was the absolute poster child for "everything is core" philosophy, and yet it DID NOT have the very problem you cite. Whereas I have personally and frequently seen the reverse, where if you're a player who wants something without official support, tough luck buddy, nobody's gonna let you have the thing you genuinely just like for its flavor, or because it allows you to realize a combination you think is cool. Doesn't matter if it's better balanced than the core rules, 5e DMs are far more likely than not to not merely reject it but get MAD at you for suggesting it. And the situation isn't better if you're a DM. Damn near every thread I see where someone asks how something should work, one of the first ten replies (often the first three!) is "you're the DM, you decide" (or "ask your DM" followed by "...I am the DM, I'm asking for advice").
It is always easier to limit than to expand when it comes to race and (especially) class options. Period. You CANNOT tell me that persuading a player to get on board with your narrower slice of the rules is actually more work than inventing a whole new class. Like, even with 5e classes potentially being pretty simple, I've spent hours and hours trying to get just ONE into a shape that's both a reasonable first approximation of balanced (testing is always needed to know for sure) and that fits the flavor and concept I want, and I'm not even half finished. Are you truly going to claim that one conversation--wherein you literally have veto power and can just say, "if you don't like it, you are not required to play at my table"--is harder than that?
If so, I've got a bridge to sell you.
I have that in in one of my backpocket setting: Pantheon War.
Men
Asgardians
Olympians
Satyr
Dragonborn
Goblins
Critterfolk
Gnomes
Warforged
Followers of the Order/Knowledge Pantheon
Men, Dragonborn, Warforged
Followers of the War/Trickery Pantheneon
Men, Asgardians, Goliaths, Warforged
Followers of the Tempest Panthenon
Men, Goliaths, Satyrs, Olympians, Warforged
Followers of the Life Pantheon
Men
Followers of the Nature "Pantheon""
Critterfolk, Gnomes, Satyrs, Warforged
Followers of the Light God
Men, Goblins, Satyre, Olympians, Warforged
Followers of the Death Panthenon
Goblins, Warforged
I'm only running one game at present, but I am at least thinking about what to do once that game wraps up. I'll most likely make a new world, unless the players really want to explore one of the other continents we haven't been to yet.One thing I'm confused by is the people who run multiple homebrew worlds. What is it that you are trying to learn/discover/answer by running a new world with every campaign?
My homebrew world has been the same, across systems, for about 25 years