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<blockquote data-quote="hastur_nz" data-source="post: 7140398" data-attributes="member: 40592"><p>Was there a question in here?</p><p></p><p>I'll give some comments...</p><p></p><p>Tieflings are not a distinct race in Greyhawk but rather the descendents of demons (usually cambions) or humans transformed by some kind of curse or pact. As such, it's hard to justify a PC Tiefling IMO, but YMMV.</p><p></p><p>Drow are CE, there is no Drizzt types, Good Drow Goddesses who dance in moonlight, or other crap like that in GH. Again, hard to justify a PC Drow IMO.</p><p></p><p>Same goes for Monks - typically, the only Monks in Greyhawk were members of the Scarlet Brotherhood, who are LE with plans for world domination. Or at least in my games, that was the case; we had a PC monk once, and he was a turncoat who had escaped the Brotherhood.</p><p></p><p>For Wizards, rather than ban most sub-classes, why not just make the Illusionist more appealing e.g. make it so the classic Illusionist spells are only available to Illusionists, or are level+1 for others, or suchlike?</p><p></p><p>Lastly, I'm not sure why you'd want to remove Feats, they were introduced in 3.0 but 2e had somewhat similar stuff and Greyhawk didn't specifically not have that stuff. But whatever - they are an optional rule anyways.</p><p></p><p>Is your adventure going to be complete home-brew?</p><p></p><p>To me, it's not so much the restriction or races, classes, etc that make something "Greyhawk"... it's the actual setting - the cities, towns, the history of the places and races, the crumbling ruins left over from the (higher-magic) ages gone by, and the struggle between the forces of Good and Evil that rage across the lands. The adventure(s) you run in Greyhawk are, far more than the PC's stat-blocks, what defines the Setting.</p></blockquote><p></p>
[QUOTE="hastur_nz, post: 7140398, member: 40592"] Was there a question in here? I'll give some comments... Tieflings are not a distinct race in Greyhawk but rather the descendents of demons (usually cambions) or humans transformed by some kind of curse or pact. As such, it's hard to justify a PC Tiefling IMO, but YMMV. Drow are CE, there is no Drizzt types, Good Drow Goddesses who dance in moonlight, or other crap like that in GH. Again, hard to justify a PC Drow IMO. Same goes for Monks - typically, the only Monks in Greyhawk were members of the Scarlet Brotherhood, who are LE with plans for world domination. Or at least in my games, that was the case; we had a PC monk once, and he was a turncoat who had escaped the Brotherhood. For Wizards, rather than ban most sub-classes, why not just make the Illusionist more appealing e.g. make it so the classic Illusionist spells are only available to Illusionists, or are level+1 for others, or suchlike? Lastly, I'm not sure why you'd want to remove Feats, they were introduced in 3.0 but 2e had somewhat similar stuff and Greyhawk didn't specifically not have that stuff. But whatever - they are an optional rule anyways. Is your adventure going to be complete home-brew? To me, it's not so much the restriction or races, classes, etc that make something "Greyhawk"... it's the actual setting - the cities, towns, the history of the places and races, the crumbling ruins left over from the (higher-magic) ages gone by, and the struggle between the forces of Good and Evil that rage across the lands. The adventure(s) you run in Greyhawk are, far more than the PC's stat-blocks, what defines the Setting. [/QUOTE]
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