Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Flavor changes, show me the problems.
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Eolin" data-source="post: 2035872" data-attributes="member: 13266"><p>Inspired by the thread on fixing the half-orc, I've redesigned a few of the base classes and made some slight changes to the normal races.</p><p></p><p>This is for a world in which how magic manifests is governed by your race. Each race seems magic in a different way. While each race is imbued with the power to change and contort the world around them, each race has a different outlook.</p><p></p><p>The dwarves are wizards. And the wizard bonus feats have to be item-creation. That's the only real change. I don't see dwarves crafting new spells (ala metamagick) on the fly, but using what abilities they have to craft items. I'm considering giving all dwarves proficiency with the dwarven waraxe or the warhammer, as I figure that if wizards were common in dwarven society, they'd still teach everybody how to use a weapon.</p><p></p><p>The elves are druids. As the druid class is already fairly powerful, I havn't changed this at all. The only change I've made is to elves favored class -- its now druid.</p><p></p><p>Next, the humble orcs. Orcs I'm leaving the same, but I am doing some changes to the half-orc. For this campaign, a half-orc is what happens when an orc breeds with any species. The orchood is diluted, but the other species isn't there at all. I remember the recent thread on halfbreeds and genetics -- this is just magic. And yes, I think orcs can breed with animals. Icky.</p><p></p><p>Half-orcs no longer get the -2 to cha, they instead get a -2 to Diplomacy and gather information checks. But they get a +1 to intimidation and the like. And, i guess, get to add there str mod to intimidation checks as well. Oh, I almost forgot, half-orcs get weapon familiarity with weapons with orc in the name.</p><p></p><p>Orcs get sorcerery magic. Different, isn't it? They get it because orcs want power immedietly without the waiting or studying or what have you that the others do. They sure don't want to have to memorize spells!</p><p></p><p>So, I had to change the sorcerer a bit. Given that this is enworld, I'm sure this'll be met with um ... diffidence. I did a small change. I took away the familiar, and gave them eschew Material components at first. Then a bonus metamagick feat at fifth and every five. Add Intimidation, gather info and diplomacy to the spell list, and give them 4 skills a level.</p><p></p><p>The humans are clerics. I've been hashing through changes to the cleric class in another thread - I've been wanting to make them even more versatile. Here's what we got:</p><p>The lessening:</p><p>only light armor, </p><p>spontaneous conversation to cures at one level lower than the spell unless you have the domain, </p><p>one domain at first level.</p><p>Spells level 7-9 come from only domains.</p><p></p><p>The upping:</p><p>spontaneous converstion to domain spells from spell level 1-6. </p><p>Bonus feat at first, fifth and every five. This is to be spent on domains, armor profs (possibly other fighting-type profs), metamagick and item creation. Maybe other things if I get talked into it.</p><p></p><p>I wonder, does all that balance out?</p><p></p><p>You know what I'd really like? For clerics to have something that yells cleric and just build on that every five. I guess I could do that with turning. These current changes have a *lot* of changes, which bothers me a bit. I'm vaguely thinking of changing it back to normal but with a bonus feat every five that has to be a turning related feat. The clerics are still up in the air.</p><p></p><p>so, what do you all think of these changes? Except for the cleric, they're all pretty minor changes. And I suppose I took away a lot more from the cleric than I gave ... but I did give them five feats. That's pretty nice, right?</p></blockquote><p></p>
[QUOTE="Eolin, post: 2035872, member: 13266"] Inspired by the thread on fixing the half-orc, I've redesigned a few of the base classes and made some slight changes to the normal races. This is for a world in which how magic manifests is governed by your race. Each race seems magic in a different way. While each race is imbued with the power to change and contort the world around them, each race has a different outlook. The dwarves are wizards. And the wizard bonus feats have to be item-creation. That's the only real change. I don't see dwarves crafting new spells (ala metamagick) on the fly, but using what abilities they have to craft items. I'm considering giving all dwarves proficiency with the dwarven waraxe or the warhammer, as I figure that if wizards were common in dwarven society, they'd still teach everybody how to use a weapon. The elves are druids. As the druid class is already fairly powerful, I havn't changed this at all. The only change I've made is to elves favored class -- its now druid. Next, the humble orcs. Orcs I'm leaving the same, but I am doing some changes to the half-orc. For this campaign, a half-orc is what happens when an orc breeds with any species. The orchood is diluted, but the other species isn't there at all. I remember the recent thread on halfbreeds and genetics -- this is just magic. And yes, I think orcs can breed with animals. Icky. Half-orcs no longer get the -2 to cha, they instead get a -2 to Diplomacy and gather information checks. But they get a +1 to intimidation and the like. And, i guess, get to add there str mod to intimidation checks as well. Oh, I almost forgot, half-orcs get weapon familiarity with weapons with orc in the name. Orcs get sorcerery magic. Different, isn't it? They get it because orcs want power immedietly without the waiting or studying or what have you that the others do. They sure don't want to have to memorize spells! So, I had to change the sorcerer a bit. Given that this is enworld, I'm sure this'll be met with um ... diffidence. I did a small change. I took away the familiar, and gave them eschew Material components at first. Then a bonus metamagick feat at fifth and every five. Add Intimidation, gather info and diplomacy to the spell list, and give them 4 skills a level. The humans are clerics. I've been hashing through changes to the cleric class in another thread - I've been wanting to make them even more versatile. Here's what we got: The lessening: only light armor, spontaneous conversation to cures at one level lower than the spell unless you have the domain, one domain at first level. Spells level 7-9 come from only domains. The upping: spontaneous converstion to domain spells from spell level 1-6. Bonus feat at first, fifth and every five. This is to be spent on domains, armor profs (possibly other fighting-type profs), metamagick and item creation. Maybe other things if I get talked into it. I wonder, does all that balance out? You know what I'd really like? For clerics to have something that yells cleric and just build on that every five. I guess I could do that with turning. These current changes have a *lot* of changes, which bothers me a bit. I'm vaguely thinking of changing it back to normal but with a bonus feat every five that has to be a turning related feat. The clerics are still up in the air. so, what do you all think of these changes? Except for the cleric, they're all pretty minor changes. And I suppose I took away a lot more from the cleric than I gave ... but I did give them five feats. That's pretty nice, right? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Flavor changes, show me the problems.
Top