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5e System Redesign through New Classes and Setting. A Thought Experiment.
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<blockquote data-quote="Steampunkette" data-source="post: 9779937" data-attributes="member: 6796468"><p>So. Species for a setting.</p><p></p><p>My thoughts on a list are:</p><p></p><p><strong>1) Humans.</strong> Gotta have 'em.</p><p></p><p><strong>2) Elves.</strong> With massive species variety. We're talking "Two elves walk into a bar and now there's a bar elf species"</p><p> <strong>2a) Eyre Elves.</strong> High elves. They live in the mountain ranges and have marvelous fairy tale castles.</p><p> <strong>2b) Wod Elves.</strong> Wood elves. They live in the forests and are hunter-gatherers who live in harmony with the land.</p><p> <strong>2c) City Elves.</strong> At some point, humanity became part of some Elven Lines and now there's a humanelf species.</p><p><strong> 2d) Dozens of one-off and tiny microcosm offshoots that aren't listed out because they're plentiful and largely irrelevant.</strong></p><p><strong></strong></p><p><strong>3) Dwarves.</strong> Formerly conquered by the Eyre Elves, there've been wars over old Dwarf Holds in Elflands and vice-versa.</p><p><strong> 3a) Hill Dwarves.</strong> Fled from the Elflands to settle in other areas.</p><p><strong> 3b) Mountain Dwarves. </strong>Still trying to reclaim or protect their Dwarfholds from Elves and Underground Monsters.</p><p></p><p><strong>4) Harpies.</strong> A plague upon Eyrelands, they primarily exist in hunting and terrace farming societies. Clumsy Flyers (no hover).</p><p></p><p><strong>5) Goblins. </strong>Minions of Malevar the Eternal, they're largely assumed to be evil because of that connection. </p><p></p><p><strong>6) Orcs. </strong>Minions of Malevar the Eternal, they're largely assumed to be evil because of that connection.</p><p></p><p><strong>7) Fiends.</strong> With the coming of the Starfall, Hell itself wants alien technology. Fiends are full on Outsiders.</p><p><strong> 7a) Contractors.</strong> Fair, fancy, delicate, dealmakers and brokers. There are -so- many Warlocks because of them.</p><p><strong> 7b) Soldiers.</strong> Strong, violent, destructive. They're here to help fight the aliens and steal their tech.</p><p></p><p><strong>8) Faeries.</strong> Straight up tiny folk. Treated as Small for combat purposes, tiny for movement purposes.</p><p></p><p><strong>9) Giantkin. </strong>Bigfolk. That's it. That's the entire thought. This is where your "Powerful Build" characters are.</p><p><strong> 9a) Cyclopses.</strong> One eye, strong heart.</p><p><strong> 9b) Minotaurs. </strong>Grab 'em by the nosering. The horns won't hurt them.</p><p><strong> 9c) Firbolg. </strong>Forest Guardians.</p><p></p><p><strong>10) Beastfolk.</strong> Furries galore! Why spend my time making 12 different variations on Catgirl when I can bundle them all in one?</p><p> <strong>10a) </strong>Sharpclaw. Gets better claw-related stuff and a climb speed.</p><p><strong> 10b) </strong>Longfang. Gets better bite-related stuff and pouncing.</p><p><strong> 10c) </strong>Deepbreath. Swim speed, water breathing, better grapple.</p><p><strong> 10d) </strong>Swiftstride. Run speed, can choose to trade in fangs for a headbutt, acrobatics benefits.</p><p> </p><p>The Blighted Lands were recovered a couple decades ago, so the Goblins and Orcs that are player characters are mostly going to be either descendants of Malevar's servants or people who were liberated from Malevar's control. The "Dozens of Elves" thing is just going to be a straight up sidebar of "Talk to your DM about trading an ability from one of the other elf species and pick something that fits the elf you wanna do" and go from there.</p><p></p><p>Goblins replace gnomes, faeries replace halflings, giantkin replace goliaths, fiends in for tieflings, harpies for dragonborn, beastfolk for most of the animal-human hybrids like Aarakocra, Leonin, Tabaxi, Tortle, Kenku, Etc etc etc. You wanna play one of those heritages? Fine, but within the setting you're Beastfolk for all intents and purposes.</p><p></p><p>Thoughts?</p></blockquote><p></p>
[QUOTE="Steampunkette, post: 9779937, member: 6796468"] So. Species for a setting. My thoughts on a list are: [B]1) Humans.[/B] Gotta have 'em. [B]2) Elves.[/B] With massive species variety. We're talking "Two elves walk into a bar and now there's a bar elf species" [B]2a) Eyre Elves.[/B] High elves. They live in the mountain ranges and have marvelous fairy tale castles. [B]2b) Wod Elves.[/B] Wood elves. They live in the forests and are hunter-gatherers who live in harmony with the land. [B]2c) City Elves.[/B] At some point, humanity became part of some Elven Lines and now there's a humanelf species. [B] 2d) Dozens of one-off and tiny microcosm offshoots that aren't listed out because they're plentiful and largely irrelevant. 3) Dwarves.[/B] Formerly conquered by the Eyre Elves, there've been wars over old Dwarf Holds in Elflands and vice-versa. [B] 3a) Hill Dwarves.[/B] Fled from the Elflands to settle in other areas. [B] 3b) Mountain Dwarves. [/B]Still trying to reclaim or protect their Dwarfholds from Elves and Underground Monsters. [B]4) Harpies.[/B] A plague upon Eyrelands, they primarily exist in hunting and terrace farming societies. Clumsy Flyers (no hover). [B]5) Goblins. [/B]Minions of Malevar the Eternal, they're largely assumed to be evil because of that connection. [B]6) Orcs. [/B]Minions of Malevar the Eternal, they're largely assumed to be evil because of that connection. [B]7) Fiends.[/B] With the coming of the Starfall, Hell itself wants alien technology. Fiends are full on Outsiders. [B] 7a) Contractors.[/B] Fair, fancy, delicate, dealmakers and brokers. There are -so- many Warlocks because of them. [B] 7b) Soldiers.[/B] Strong, violent, destructive. They're here to help fight the aliens and steal their tech. [B]8) Faeries.[/B] Straight up tiny folk. Treated as Small for combat purposes, tiny for movement purposes. [B]9) Giantkin. [/B]Bigfolk. That's it. That's the entire thought. This is where your "Powerful Build" characters are. [B] 9a) Cyclopses.[/B] One eye, strong heart. [B] 9b) Minotaurs. [/B]Grab 'em by the nosering. The horns won't hurt them. [B] 9c) Firbolg. [/B]Forest Guardians. [B]10) Beastfolk.[/B] Furries galore! Why spend my time making 12 different variations on Catgirl when I can bundle them all in one? [B]10a) [/B]Sharpclaw. Gets better claw-related stuff and a climb speed. [B] 10b) [/B]Longfang. Gets better bite-related stuff and pouncing. [B] 10c) [/B]Deepbreath. Swim speed, water breathing, better grapple. [B] 10d) [/B]Swiftstride. Run speed, can choose to trade in fangs for a headbutt, acrobatics benefits. The Blighted Lands were recovered a couple decades ago, so the Goblins and Orcs that are player characters are mostly going to be either descendants of Malevar's servants or people who were liberated from Malevar's control. The "Dozens of Elves" thing is just going to be a straight up sidebar of "Talk to your DM about trading an ability from one of the other elf species and pick something that fits the elf you wanna do" and go from there. Goblins replace gnomes, faeries replace halflings, giantkin replace goliaths, fiends in for tieflings, harpies for dragonborn, beastfolk for most of the animal-human hybrids like Aarakocra, Leonin, Tabaxi, Tortle, Kenku, Etc etc etc. You wanna play one of those heritages? Fine, but within the setting you're Beastfolk for all intents and purposes. Thoughts? [/QUOTE]
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