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DRAGONLANCE LIVES! Unearthed Arcana Explores Heroes of Krynn!
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<blockquote data-quote="Marandahir" data-source="post: 8573692" data-attributes="member: 6803643"><p>To that end: </p><p></p><p>There's no reason we can't have hard crunch and mechanics for cultural evil. I don't think anyone's saying we should be ridding the game of Menzoberranzan or Erelhei-Cinlu. But those cultural evil mechanics? They belong in backgrounds and classes and spells and weapons and setting write-ups and character write-ups and SPECIFIC monster & NPC statblocks. They don't belong in GENERAL Drow lineage features or a monster stat block simply named "Drow." </p><p></p><p>There's even a place for evil-based campaigns. <em>Book of Vile Darkness </em>exists for a reason. But completely compelled to be evil with no chance of free will or change of heart? MAYBE you could get away with it for a monstrosity, aberration, undead, or fiend. But even then, I'd argue that there should be a way for them to change their nature. They just might no longer be the thing they were if their nature changed (a fiend that ceases to be evil may become a celestial, for example). </p><p></p><p>Klepto-Kender culture CAN be included in the game. I don't think it should be, but they can definitely get away with it. But it MUST NOT be a compelled thing, that the Kender has no choice in the matter but to pickpocket you. And if they're smart? They'd make it a subculture and not a defining feature of ALL Kender on Krynn.</p></blockquote><p></p>
[QUOTE="Marandahir, post: 8573692, member: 6803643"] To that end: There's no reason we can't have hard crunch and mechanics for cultural evil. I don't think anyone's saying we should be ridding the game of Menzoberranzan or Erelhei-Cinlu. But those cultural evil mechanics? They belong in backgrounds and classes and spells and weapons and setting write-ups and character write-ups and SPECIFIC monster & NPC statblocks. They don't belong in GENERAL Drow lineage features or a monster stat block simply named "Drow." There's even a place for evil-based campaigns. [I]Book of Vile Darkness [/I]exists for a reason. But completely compelled to be evil with no chance of free will or change of heart? MAYBE you could get away with it for a monstrosity, aberration, undead, or fiend. But even then, I'd argue that there should be a way for them to change their nature. They just might no longer be the thing they were if their nature changed (a fiend that ceases to be evil may become a celestial, for example). Klepto-Kender culture CAN be included in the game. I don't think it should be, but they can definitely get away with it. But it MUST NOT be a compelled thing, that the Kender has no choice in the matter but to pickpocket you. And if they're smart? They'd make it a subculture and not a defining feature of ALL Kender on Krynn. [/QUOTE]
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DRAGONLANCE LIVES! Unearthed Arcana Explores Heroes of Krynn!
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