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Birthright Conversion WIP
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<blockquote data-quote="GreenTengu" data-source="post: 6766407" data-attributes="member: 6777454"><p>Well, I would suggest that if there are going to be class restrictions at all, it needs to come from "what makes sense". There aren't going to be examples of magic-casting Halflings because they were unwilling to challenge the model. It is one thing to remove a race from the world, another entirely to say that the weird racial restrictions get waived.</p><p></p><p>So if there are going to be racial restrictions, they should make at least a bit of sense.</p><p></p><p>First, Monks as expressed in the core rulebook just aren't going to exist at all I believe. I don't recall the concept being used in any of the little Birthright material that was printed. So you could exclude that class in its entirety from the world. And while Sorcerer and Warlock didn't exist at the time either, they also didn't exist as classes and it would be easy to imagine how their concepts would have fit under the umbrella of "magic-user" back then. In fact, the whole Bloodlines thing makes Sorcerer a class that fits all too perfectly within the setting.</p><p></p><p>As for other </p><p>Humans - None</p><p></p><p>Dwarfs - Druids, Rangers, Sorcerers, Warlocks and Wizards - the Dwarven concept is one that is pretty cut off from living nature and wild animals and back in 2nd edition they had an anti-magic aura that pretty much prevented them from using arcane magic. You might want to alter the Dwarven racial block to give them advantage on rolls against magic if you are going to restrict them in this way. Dwarven Warlocks could be a nasty evil NPC concept though.</p><p></p><p>Elves - Barbarian, Bards, Warlocks (except fae pact) - All Elves in Birthright are reclusive sorts that live in their hidden kingdom shards deep in the woods. They are centralized around courts and they are cool, calculating and collective. Both the battle rager and the traveling minstrels make no sense for them. Swordmage and Bladesingers subclasses would be available though.</p><p></p><p>Half-Elf - Like human, I don't see any particular restrictions being applicable here.</p><p></p><p>Halflings - Barbarian, Druids, Paladins, Warlocks - The concept of Halfling are simple people, basically universally commoners from tiny hamlets. That being said, a lot of classes they were restricted from just don't have a whole lot of good reason. They could easily become clerics or henge wizards, Bard would be a perfect fit for any that was actually inclined to go adventuring in the first place, and even Ranger is perfectly conceivable without breaking their concept.</p><p></p><p>Beyond this?</p><p>Well, technically the answer to Gnomes exists. The Forest Gnome version works as a minor people from the Shadow World. But that obviously also means they aren't a power of any sort, but a few lost and scattered wanderers.</p><p></p><p>A closer look reveals Orcs don't exist within the world as previously presented. The closest you get are Orog. Although the Hobgoblin of this world are more like Orcs than what any other setting would call Hobgoblins at this point-- they are tribal barbarians. This means you could have Half-Orcs in your setting, they would just be called Half-Hobgoblins or even Half-Bugbears instead, but otherwise would be conceptually identical. In which case I would exclude them having access to Bard, Druid, Paladin or Wizard classes.</p><p></p><p>I don't think the setting had a unique enough twist on celestials or demons to preclude Aasimar or Tieflings, but they would be exceptionally rare things.</p><p></p><p>Beyond that, the world is very much human vs. human so a lot of these non-human races are intended to have a very marginal role within the world at all.</p></blockquote><p></p>
[QUOTE="GreenTengu, post: 6766407, member: 6777454"] Well, I would suggest that if there are going to be class restrictions at all, it needs to come from "what makes sense". There aren't going to be examples of magic-casting Halflings because they were unwilling to challenge the model. It is one thing to remove a race from the world, another entirely to say that the weird racial restrictions get waived. So if there are going to be racial restrictions, they should make at least a bit of sense. First, Monks as expressed in the core rulebook just aren't going to exist at all I believe. I don't recall the concept being used in any of the little Birthright material that was printed. So you could exclude that class in its entirety from the world. And while Sorcerer and Warlock didn't exist at the time either, they also didn't exist as classes and it would be easy to imagine how their concepts would have fit under the umbrella of "magic-user" back then. In fact, the whole Bloodlines thing makes Sorcerer a class that fits all too perfectly within the setting. As for other Humans - None Dwarfs - Druids, Rangers, Sorcerers, Warlocks and Wizards - the Dwarven concept is one that is pretty cut off from living nature and wild animals and back in 2nd edition they had an anti-magic aura that pretty much prevented them from using arcane magic. You might want to alter the Dwarven racial block to give them advantage on rolls against magic if you are going to restrict them in this way. Dwarven Warlocks could be a nasty evil NPC concept though. Elves - Barbarian, Bards, Warlocks (except fae pact) - All Elves in Birthright are reclusive sorts that live in their hidden kingdom shards deep in the woods. They are centralized around courts and they are cool, calculating and collective. Both the battle rager and the traveling minstrels make no sense for them. Swordmage and Bladesingers subclasses would be available though. Half-Elf - Like human, I don't see any particular restrictions being applicable here. Halflings - Barbarian, Druids, Paladins, Warlocks - The concept of Halfling are simple people, basically universally commoners from tiny hamlets. That being said, a lot of classes they were restricted from just don't have a whole lot of good reason. They could easily become clerics or henge wizards, Bard would be a perfect fit for any that was actually inclined to go adventuring in the first place, and even Ranger is perfectly conceivable without breaking their concept. Beyond this? Well, technically the answer to Gnomes exists. The Forest Gnome version works as a minor people from the Shadow World. But that obviously also means they aren't a power of any sort, but a few lost and scattered wanderers. A closer look reveals Orcs don't exist within the world as previously presented. The closest you get are Orog. Although the Hobgoblin of this world are more like Orcs than what any other setting would call Hobgoblins at this point-- they are tribal barbarians. This means you could have Half-Orcs in your setting, they would just be called Half-Hobgoblins or even Half-Bugbears instead, but otherwise would be conceptually identical. In which case I would exclude them having access to Bard, Druid, Paladin or Wizard classes. I don't think the setting had a unique enough twist on celestials or demons to preclude Aasimar or Tieflings, but they would be exceptionally rare things. Beyond that, the world is very much human vs. human so a lot of these non-human races are intended to have a very marginal role within the world at all. [/QUOTE]
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