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Do We Need Gnomes, Halflings AND Dwarves?
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<blockquote data-quote="TheLostSoul" data-source="post: 1963212" data-attributes="member: 21237"><p>Wether or not a race is essential depends on the setting the game is set in, but, in general, no race is truly essential. I am currently working on a setting with only Humans, Dwarves and Elves. I wanted fewer races, as I wanted a more earthlike (Northern Europe) atmosphere to the setting. i will also limit the number on non-humans in the party to maximum one at any given moment.</p><p></p><p>I excluded Gnomes, as they are too close to elves and I do not need more than one fay race. Halflings was excluded as they are too human like. Orcs do not exist in my setting, so Half-Orcs cannot exist.</p><p></p><p>The demi-humans is as culturally diverse as humans. In the area of the campaign, however, the Elves has a Celtic-like culture (complete with sacrifice of sentient beings) and Dwarves are modelled after the norse legends (Great smiths and magicians, who are not always trustworthy).</p><p></p><p>Besides these three races, I plan to include Goblins (probably cursed humans and demi-humans) and Lizardmen (not really known in the initial region). I might include Halflings and Gnomes at a later point, but only on far away lands, where they take the role of Humans and Elves, respectively (still keeping there PHB stats). undeads will also be in the game and there might be a single, mystical appearance of other races, such as Ogres, Trolls (very likely) and Dragons (Though more in line with the elements and more mystical/mythological).</p><p></p><p>I have to change a few thing about the Elves and Dwarves though. As the Elves are Celtic-like, I will have to exchange they proficiency with bows with something else. Right now I am thinking about giving them a bonus feat, but it is not set in stone yet. The Dwarves will loose their bonus to AC vs Giants. I do not know what they will gain instead yet...</p><p></p><p>The game will be somewhat grimm and horrific, using the generic classes from UA (with limitations to the Spellcaster class, both in regards to spells and class level), Massive Damage Threshold equal to Con, Armor as DR, Sanity Rules and no allignments. I might add a few more special rules, as I continue developing the game.</p></blockquote><p></p>
[QUOTE="TheLostSoul, post: 1963212, member: 21237"] Wether or not a race is essential depends on the setting the game is set in, but, in general, no race is truly essential. I am currently working on a setting with only Humans, Dwarves and Elves. I wanted fewer races, as I wanted a more earthlike (Northern Europe) atmosphere to the setting. i will also limit the number on non-humans in the party to maximum one at any given moment. I excluded Gnomes, as they are too close to elves and I do not need more than one fay race. Halflings was excluded as they are too human like. Orcs do not exist in my setting, so Half-Orcs cannot exist. The demi-humans is as culturally diverse as humans. In the area of the campaign, however, the Elves has a Celtic-like culture (complete with sacrifice of sentient beings) and Dwarves are modelled after the norse legends (Great smiths and magicians, who are not always trustworthy). Besides these three races, I plan to include Goblins (probably cursed humans and demi-humans) and Lizardmen (not really known in the initial region). I might include Halflings and Gnomes at a later point, but only on far away lands, where they take the role of Humans and Elves, respectively (still keeping there PHB stats). undeads will also be in the game and there might be a single, mystical appearance of other races, such as Ogres, Trolls (very likely) and Dragons (Though more in line with the elements and more mystical/mythological). I have to change a few thing about the Elves and Dwarves though. As the Elves are Celtic-like, I will have to exchange they proficiency with bows with something else. Right now I am thinking about giving them a bonus feat, but it is not set in stone yet. The Dwarves will loose their bonus to AC vs Giants. I do not know what they will gain instead yet... The game will be somewhat grimm and horrific, using the generic classes from UA (with limitations to the Spellcaster class, both in regards to spells and class level), Massive Damage Threshold equal to Con, Armor as DR, Sanity Rules and no allignments. I might add a few more special rules, as I continue developing the game. [/QUOTE]
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