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A multitude of disliked races

Humans
Brains in Jars (just like it sounds)
Demons (also just like it sounds)
Dwarves (per the PHB)
Elves (per the PHB)
Homonculi (in the traditional sense)
Intelligent Constructs (e.g., golums, zombies, etc)
Intelligent Weapons (again, just like it sounds)

That said. . . my setting is more or less all of the cool from Hellboy ported into D&D. Which also means a liberal does of psionics and crazy powerful ritual magic (converted from the Role-Aids Arch Magic boxed set).
 

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Races are only limited by geography for me. So, at the start, the choices were humans, dwarves and gnomes. As the player characters venture out into the world, though, they are moving through areas where other races are available, so if someone really wants to play something, we can make it work, if there's a plausible reason for that sort of character showing up.
 

My players can be almost anything. Just because I don't like a race is no reason I feel to force a player to not play one. I run my own homebrew usually so it is easy for more to tweak whatever a player wants to play. I find it is more fun for everyone if I find a way to say yes then just forbid things. It also helps that my players don't want the exotic stuff. They are happy with the PHB races.
 

jolt said:
And why do "half's" always have to be part human? What about a dwarf/gnome or an elf/halfling? If they wanted to go the "half" route I wish they had done so more completely than they did. The only reason we seem to have half-elf/orc's is because we had them before.

Look into Midnight, you'll love it!

In midnight, the "fey races" (all PC races other than human) have a common ancestry (the elder fey race), so they can interbreed, but they can't breed with humans (since they're not fey).

I guess everything would, "genetically" be possible among the younger fey races, but some will probably not work due to size differences, or just because it never happens. Three halfbreed races are common:

Elfling: Mix between halfling and elf (especially the jungle elves, which are small even for elves), extremely agile, but both frail and weak.

Dwarrows: Mix between Gnome and Dwarf. Not quite as charming as the riverfolk, but more so than mountain fey.

Dworg: Yes, what it sounds like: Born of dwarven females raped by orcs. The most pitiable race, but also the most impressive physically, combining the orcs' power with the dwarves' toughness. Also the only race that hates orcs more than dwarves do.
 

Crothian said:
My players can be almost anything.
I'm sure they can, but I'm still willing to bet they're all Human.

Their *characters*, on the other hand... :)

Just because I don't like a race is no reason I feel to force a player to not play one. I run my own homebrew usually so it is easy for more to tweak whatever a player wants to play. I find it is more fun for everyone if I find a way to say yes then just forbid things. It also helps that my players don't want the exotic stuff. They are happy with the PHB races.
Their not wanting the exotic stuff really helps...you're lucky with that.

Lanefan
 

Yeah, most of the people in my group (myself included) suffer from "humanitis". Typically, at leasy 75% of the group is human. That doesn't really stand in my current game, where 40% are non-human, but that's an abberation. Mostly, we're human freaks.

Dwarves get a lot of play time in my games, because dwarves rock. Elves are almost never touched, by anyone. Which is fine by me. We did run an all halfling game a while back, and they show up from time to time in more normal groups.
 

I usually just use the standard races, but I made a world where there were nine unique races, all PC races, and all the only sentient beings native to the world. Other sentient, non-humanoid beings came either from the gods' own planes of existence or from an alien world.

They were:

Charboncles: Three-eyed geniuses with a reckless sense of experimentation.

Beastlings: Powerful anthropomorphized animals with ties to nature.

Amborae: Beautiful, frivolous beings with vines and flowers for hair.

Entamborae: Dark underground cousins of the Amborae, with fungus, thorns, and roots for hair.

Grachens: Solid, stoic beings apparently made of living stone.

The Wizened: Gnarled wretches who lived in the swamp, were cold to the touch, and knew more about death than healthy.

Strakhans: Ferocious long-limbed beings with stars in their eyes--nocturnal philosopher barbarians.

High Ones: Tall, regal humanoids with mastery over skills and could adopt aspects of the other races.

Low Ones: Small humanoids usually beneath the notice of others, with the ability to slip from others' minds.

I tried to make the races different enough to be enjoyable, but similar enough to the standard races to be comfortable. I've had a bunch of great characters come out of this from my players over the years. High One dwarves. Child-like Wizened raptor-riders. Suave ladies'-man Grachens. Sniveling Beastlings. Inept, innocent Entamborae. A whole lot of fun!
 

Human

You want something else?

Roll d100
01-97 Human
98 Sindarin (elf)
99 Khuzdul (dwarf)
00 Let’s talk

So far, human and it looks unlikely to change. The ‘let’s talk option could, I suppose result in a player with a ‘different’ off world character, but I’d need to be happy with the backstory. I’d take a lot of persuading.
 

As a relatively new gamer (I started in '99, right as 2nd Ed. was on it's last legs) I never developed a great deal of attachment to D&D's races. While conceptually, I have no problem with Dwarves, Elves, Orcs, Halflings and Gnomes as depicted in fantasy fiction, I've never been a fan of their statistical representation in D&D.

For example, Elves have the inexplicable ability to detect secret doors in a dungeon. Elves don't live in dungeons. In fact, the fluff would have us believe that they live in the woods, outdoors, where by definition there aren't doors. How living in a treehouse out in the wilds makes you well adapted to finding hidden doors in a stone tunnel underground is beyond me. How such a talent is a racial ability shared by every Elf, regardless of their experience and subrace, is baffling.

It seems to me that most of these races are saddled with abilities that are extremely circumstantial to Dungeoneering. While that's all fine and good (the game is called Dungeons and Dragons afterall), I tend to run games that involve wilderness exploration or urban intrigue with only the occassional dungeon, and I'd like for the races to have abilities that might benefit them in the normal, non-adventuring life of their race. Moreover, I'd like for implied setting fluff not to make the race inflexible. For example, it has become more and more common for fantasy games to depict Orcs as noble savages rather than ravening monsters, at which point, the Dwarven bonus to attack rolls against them seems out of place, especially if Orcs are a player race that might conceivably end up in the same party as the Dwarf.

For the last several years, I've been running Arcana Evolved games partially because of the magic system, and partially because the races make sense to me. Even where abilities are based on the implied setting, they are still more generally useful and less limited than similar bonuses in D&D classes, IMHO. Moreover, the skill bonuses the races get often serve to counter-program other aspects of their stats. Litorians have a wisdom penalty, but get +2 bonuses to three wisdom based skills crucial to their racial identity. Giants, who make excellent fighters, are discouraged from being played as dumb brutes by having bonuses to Craft, Diplomacy, and Sense Motive. Quicklings, while having a 20 foot movement rate because of their small size, get the Run feat racially so that they can flee with the best of them (They don't have to outrun the Dragon, just the party fighter in fullplate). The list goes on.

Yet, there's something to be said for Foppish Elves, Hard-Drinking Dwarves, and Savage Orcs, and I find myself missing the familiarity of them from time to time, if not D&D's mechanics. Therefore, I'm currently working on homebrewed versions of these races to be used in my next campaign alongside Humans (which are the same in AE as in D&D), Giants, Loresong Faen, Quickling Faen, Mojh, and Verrik. Those familiar with AE willl also note that this list drops the anthropomorphic AE races and the Sprytes, who I have become somewhat annoyed with after three years of trying to figure out what a mammalian anthro looks like after taking a class that gives him snake-like scales, or the logistics of PCs who are both tiny size and force the DM to have the flight maneuverability rules handy in every single encounter.

The older I get, the more I have the urge to homebrew everything, races, classes, the whole nine yards, using D&D as a jumping off point for my own d20 Fantasy.

Robert "Just My Opinions" Ranting
 

IMC everything except elves and fey is allowed unless the race comes from a warm climate.
However, my players almost exclusively play humans. The only exceptions so far have been two dwarves. One of my players has expressed an interest in playing a warforged next should his present character decease.
 

Into the Woods

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