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General Tabletop Discussion
*Dungeons & Dragons
How many Races it too much?
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<blockquote data-quote="Neonchameleon" data-source="post: 8150076" data-attributes="member: 87792"><p>Major or minor races?</p><p></p><p>I mean I tend to cap out at about half a dozen major races in the part of the setting I'm using. But if you want to play a warforged, shardmind, or wilden result of a magical experiment, sure. If you want to be a dragonborn either from over the sea or as a result of a blessing/curse, sure. If you want to be a tiefling as a result of a demonic pact made by you or your ancestors, sure. If you want to be a gith that fell through a portal from the Astral Sea we might not be going back there, but sure. If you want to be a member of a small tribe of halflings when most of them live on the far side of the world, sure. This applies whether or not I wrote them in.</p><p></p><p>Does this mean my world has shardminds if no one plays one? Probably not.</p><p></p><p>The real world is much stranger and with many more subcultures than I can imagine. I have never seen a reason why D&D with strong magic should be that restricted.</p><p></p><p>So how many races do I think is about right? Half a dozen <em>plus one for each PC at the table if they want it</em>. (And possibly one for each fallen former PC).</p><p></p><p>And for [USER=7023887]@AcererakTriple6[/USER] I'll make space for whatever's wanted. It's called one of the blank bits of the map.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 8150076, member: 87792"] Major or minor races? I mean I tend to cap out at about half a dozen major races in the part of the setting I'm using. But if you want to play a warforged, shardmind, or wilden result of a magical experiment, sure. If you want to be a dragonborn either from over the sea or as a result of a blessing/curse, sure. If you want to be a tiefling as a result of a demonic pact made by you or your ancestors, sure. If you want to be a gith that fell through a portal from the Astral Sea we might not be going back there, but sure. If you want to be a member of a small tribe of halflings when most of them live on the far side of the world, sure. This applies whether or not I wrote them in. Does this mean my world has shardminds if no one plays one? Probably not. The real world is much stranger and with many more subcultures than I can imagine. I have never seen a reason why D&D with strong magic should be that restricted. So how many races do I think is about right? Half a dozen [I]plus one for each PC at the table if they want it[/I]. (And possibly one for each fallen former PC). And for [USER=7023887]@AcererakTriple6[/USER] I'll make space for whatever's wanted. It's called one of the blank bits of the map. [/QUOTE]
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How many Races it too much?
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