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*Dungeons & Dragons
Eternally Blue: A Homebrew Setting
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<blockquote data-quote="John4" data-source="post: 5543970" data-attributes="member: 6675381"><p>Thank you; I'll check it out.</p><p></p><p>My first draft of the races is up. I've decided to make orcs a playable race for the PCs (why not?); anyway, here're the changes that I've made thus far:</p><p></p><p><u>Dwarves:</u> Defensive Training applies to monsters of the Aberration type rather than the Giant type (I intend upon a Lovecraftian "monsters from the deeps" feel for the underground realms in this world, and I'm going to stick the giants closer to the starside than the sunside).</p><p></p><p><u>Elves & Half-Elves:</u> Instead of a +2 to Will saves vs. Enchantment effects, I'm giving them a +2 on Fort saves vs. cold environment damage and lowering their Extreme Cold band (1d6 lethal, no save) from -20 F to -40 F to represent their constant battle with the environment on the edge of the starside.</p><p></p><p><u>Orcs:</u> Their ability score bonuses/penalties change from +4 Str/-2 Int/-2 Wis/-2 Cha to +2 Str/+2 Wis/-2 Int. I may wind up changing this to +2 Str/+2 Wis/-2 Cha if folks think the Int penalty is too much. In addition, their light sensitivity is gone. I'm also thinking about giving them a racial feat that lets them use their Wis bonus rather than their Dex bonus (if the Wis bonus is higher) for Ride checks, since I intend upon them filling much the same niche as the Mongols or the Bedouin did in real history. I figure on them being master horsemen and nomadic traders rather than the boogeyman to scare children (and 1st level mages) with.</p></blockquote><p></p>
[QUOTE="John4, post: 5543970, member: 6675381"] Thank you; I'll check it out. My first draft of the races is up. I've decided to make orcs a playable race for the PCs (why not?); anyway, here're the changes that I've made thus far: [u]Dwarves:[/u] Defensive Training applies to monsters of the Aberration type rather than the Giant type (I intend upon a Lovecraftian "monsters from the deeps" feel for the underground realms in this world, and I'm going to stick the giants closer to the starside than the sunside). [u]Elves & Half-Elves:[/u] Instead of a +2 to Will saves vs. Enchantment effects, I'm giving them a +2 on Fort saves vs. cold environment damage and lowering their Extreme Cold band (1d6 lethal, no save) from -20 F to -40 F to represent their constant battle with the environment on the edge of the starside. [u]Orcs:[/u] Their ability score bonuses/penalties change from +4 Str/-2 Int/-2 Wis/-2 Cha to +2 Str/+2 Wis/-2 Int. I may wind up changing this to +2 Str/+2 Wis/-2 Cha if folks think the Int penalty is too much. In addition, their light sensitivity is gone. I'm also thinking about giving them a racial feat that lets them use their Wis bonus rather than their Dex bonus (if the Wis bonus is higher) for Ride checks, since I intend upon them filling much the same niche as the Mongols or the Bedouin did in real history. I figure on them being master horsemen and nomadic traders rather than the boogeyman to scare children (and 1st level mages) with. [/QUOTE]
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Eternally Blue: A Homebrew Setting
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