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Aasimar too potent for Curse of Strahd?
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<blockquote data-quote="hastur_nz" data-source="post: 7032677" data-attributes="member: 40592"><p>As long you everyone know they are playing Curse of Strahd, and have some vague idea of what that might entail, I'd just let the players be whatever they want to be. After all, they are going to be outsiders, drawn in, who have a chance of defeating Strahd - if they were all plain humans, they might as well be locals...</p><p></p><p>Personally, I ended up with a couple of human PC's, a Goliath, a Gnome and a half-elf-drow. The half-drow, looked a bit like a dusk elf, so I tried a couple of tie-ins there but they were not a main feature. The Goliath was a local, a 'monster of the forest' that the player created a background etc for to explain how he started to help the natives (he found the inactive hilt of the sun sword, got it re-forged, and it made him do 'good stuff' - he then had to find a way of actually making it the sun sword). The gnome, I decided was an orphan 'returning home' - later they found she was a mutant offspring of the barbarians and druids on Yester Hill. They were all easily motivated to 'follow the story', even if it was simply to 'escape back home'.</p><p></p><p>Anyway, I suggest you always try and let the players know something of the campaign, then let them play what they want; you can all have fun working out how it all makes sense as you play the game.</p><p></p><p>Note how the campaign is actually quite varied, it isn't all about fighting undead, vampires etc. Sure, a Cleric can be handy for the times when you do face a lot of powerful undead, but in reality that's only a very small part of the campaign; every type of race and class can find many useful things to do at various times. Barovia, as written in Curse of Strahd, is a pretty weird place, so a group of weird PC's is nothing out of the ordinary, in fact at various points it's advantageous if the players don't get too carried away with killing everything that looks and/or acts like a 'monster' (they could easily kill pretty much everything that moves).</p></blockquote><p></p>
[QUOTE="hastur_nz, post: 7032677, member: 40592"] As long you everyone know they are playing Curse of Strahd, and have some vague idea of what that might entail, I'd just let the players be whatever they want to be. After all, they are going to be outsiders, drawn in, who have a chance of defeating Strahd - if they were all plain humans, they might as well be locals... Personally, I ended up with a couple of human PC's, a Goliath, a Gnome and a half-elf-drow. The half-drow, looked a bit like a dusk elf, so I tried a couple of tie-ins there but they were not a main feature. The Goliath was a local, a 'monster of the forest' that the player created a background etc for to explain how he started to help the natives (he found the inactive hilt of the sun sword, got it re-forged, and it made him do 'good stuff' - he then had to find a way of actually making it the sun sword). The gnome, I decided was an orphan 'returning home' - later they found she was a mutant offspring of the barbarians and druids on Yester Hill. They were all easily motivated to 'follow the story', even if it was simply to 'escape back home'. Anyway, I suggest you always try and let the players know something of the campaign, then let them play what they want; you can all have fun working out how it all makes sense as you play the game. Note how the campaign is actually quite varied, it isn't all about fighting undead, vampires etc. Sure, a Cleric can be handy for the times when you do face a lot of powerful undead, but in reality that's only a very small part of the campaign; every type of race and class can find many useful things to do at various times. Barovia, as written in Curse of Strahd, is a pretty weird place, so a group of weird PC's is nothing out of the ordinary, in fact at various points it's advantageous if the players don't get too carried away with killing everything that looks and/or acts like a 'monster' (they could easily kill pretty much everything that moves). [/QUOTE]
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