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<blockquote data-quote="Shiroiken" data-source="post: 7140591" data-attributes="member: 6775477"><p>Awww... I thought we were going to discuss a classic Greyhawk adventure <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /></p><p></p><p>I'm currently running a Greyhawk campaign and am about to start up another one. I removed Dragonborn and most Volo's races, because they just don't fit the setting at all, as well as limited some sub-races. Races were visually changed to fit the AD&D appearances (all dwarves have beards, elves are only 5' tall, halflings look like human children, PC half-orcs can pass for ugly humans, etc.). Classes were left alone for the most part, making a few changes as needed (Shadow Monk must be Suel Human Scarlet Brotherhood, for example). I felt no need to place race/class restrictions, but made note that certain combinations would cause social problems (the Dwarf Wizard, for example, would be distrusted even by his kin). Even though several classes were not part of the game at the time, nor were feats, I feel those don't impact the story aspect of the setting (and in some cases, they enhance it). </p><p></p><p>Alignment Restrictions were part of the game for the same reason level limits were: as a balancing mechanic. Since I run Greyhawk as more neutral focused, alignment becomes much less important (it's not "good vs. evil", it's "them vs. us") anyway. Besides Hextor (Heironious's evil brother) was the patron of the anti-paladins, so it makes sense for evil paladins to be a thing. Of course, in my deity descriptions I list which deities are more or less likely to have paladins.</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 7140591, member: 6775477"] Awww... I thought we were going to discuss a classic Greyhawk adventure :( I'm currently running a Greyhawk campaign and am about to start up another one. I removed Dragonborn and most Volo's races, because they just don't fit the setting at all, as well as limited some sub-races. Races were visually changed to fit the AD&D appearances (all dwarves have beards, elves are only 5' tall, halflings look like human children, PC half-orcs can pass for ugly humans, etc.). Classes were left alone for the most part, making a few changes as needed (Shadow Monk must be Suel Human Scarlet Brotherhood, for example). I felt no need to place race/class restrictions, but made note that certain combinations would cause social problems (the Dwarf Wizard, for example, would be distrusted even by his kin). Even though several classes were not part of the game at the time, nor were feats, I feel those don't impact the story aspect of the setting (and in some cases, they enhance it). Alignment Restrictions were part of the game for the same reason level limits were: as a balancing mechanic. Since I run Greyhawk as more neutral focused, alignment becomes much less important (it's not "good vs. evil", it's "them vs. us") anyway. Besides Hextor (Heironious's evil brother) was the patron of the anti-paladins, so it makes sense for evil paladins to be a thing. Of course, in my deity descriptions I list which deities are more or less likely to have paladins. [/QUOTE]
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