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General Tabletop Discussion
*Dungeons & Dragons
How many Races it too much?
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<blockquote data-quote="Voadam" data-source="post: 8149978" data-attributes="member: 2209"><p>I usually like to start with a small palette for major races with options for oddballs.</p><p></p><p>In my planned 5e Iron Gods (think Thudarr the Barbarian some post apocalypse sword and sorcery with some sci-fi) game I said the main races are humans with Mad Max style ethnically Kellid (Celtic/Cimmerian) nomadic barbarians being the majority, with lots of wolf-blooded shifters (Eberron) and demon-blooded tieflings. Villages and cities are Bartertown-esque or considered decadent cesspools generally dominated by the sorcerous technic league and their golem gearsmen with populations of non-nomadic Kellids and other ethnicities. There are also the occasional Cylon "rune-children" (androids) people with magical tattoos who show up with no memories and weird low emotions. In addition to the humans there are pockets of other races, so tribes or settlements of humanoids are not out of place. If I had a decent 5e mutant race option I would definitely spotlight it. </p><p></p><p>So four main PC race options that fit the specifics of the setting plus flexibility for many others to fit in easily.</p><p></p><p>So far one player is planning on playing a kobold with an interest in rediscovering ancient lost civilizations.</p><p></p><p>In my prior Gothic Horror Ustalav 5e Carrion Crown game I asked for human, near human, and traditional Core races and the party ended up with mostly human, plus a half-elf and a half-orc, and the NPCs through two modules expanded out to elves and dwarves with background material about orcs and some fey. I was specifically going for a human to near human perspective for the gothic horror angle there though.</p></blockquote><p></p>
[QUOTE="Voadam, post: 8149978, member: 2209"] I usually like to start with a small palette for major races with options for oddballs. In my planned 5e Iron Gods (think Thudarr the Barbarian some post apocalypse sword and sorcery with some sci-fi) game I said the main races are humans with Mad Max style ethnically Kellid (Celtic/Cimmerian) nomadic barbarians being the majority, with lots of wolf-blooded shifters (Eberron) and demon-blooded tieflings. Villages and cities are Bartertown-esque or considered decadent cesspools generally dominated by the sorcerous technic league and their golem gearsmen with populations of non-nomadic Kellids and other ethnicities. There are also the occasional Cylon "rune-children" (androids) people with magical tattoos who show up with no memories and weird low emotions. In addition to the humans there are pockets of other races, so tribes or settlements of humanoids are not out of place. If I had a decent 5e mutant race option I would definitely spotlight it. So four main PC race options that fit the specifics of the setting plus flexibility for many others to fit in easily. So far one player is planning on playing a kobold with an interest in rediscovering ancient lost civilizations. In my prior Gothic Horror Ustalav 5e Carrion Crown game I asked for human, near human, and traditional Core races and the party ended up with mostly human, plus a half-elf and a half-orc, and the NPCs through two modules expanded out to elves and dwarves with background material about orcs and some fey. I was specifically going for a human to near human perspective for the gothic horror angle there though. [/QUOTE]
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