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How Much Is Too Much?
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<blockquote data-quote="Desdichado" data-source="post: 1290051" data-attributes="member: 2205"><p>I think trying to peg a number is foolhardy. There's no magic number of "this much is too much" for either classes or races. Develop what you can develop well and strongly, and don't throw in extraneous ideas just because they're "cool stuff." You'll end up with a very patchwork setting that feels (and most likely is) poorly thought-through if you do that. That said, I certainly have my preferences:</p><ul> <li data-xf-list-type="ul">I prefer fewer races rather than more. I think the number of races in a typical D&D setting already is absurd, so you'll fight a very hard uphill battle to convince me that the gaggle of races you've listed above is really integral and important to the setting as a whole. My preference is for no more than about half a dozen races, including ones that are obviously meant simply to be NPC races -- the bad guys, so to speak. I don't mind sub-races to give more variety, but even then, I prefer culturally differentiated groups, not stat-differentiated ones. Any more than that, and you really will struggle to give each race a place in the setting that really is vital, important, and adds character.</li> <li data-xf-list-type="ul">I don't mind a few variant core classes. I despise the idea that core classes should be generic classes only and any actual flavor should be captured in a prestige class. I'm also at a loss to explain where that idea came from; certainly it's not consistent with core D&D rules, that really only have, depending on how you count them, three or four core classes that are generic, out of a total of eleven.</li> <li data-xf-list-type="ul">Still, that being said, it does appear from first glance that you really like to just toss in options. That will, IMO, dilute any coherency or flavor that your setting may have, and instead turn it into something that is sprawling, makes little sense, and is ultimately quite boring.</li> </ul></blockquote><p></p>
[QUOTE="Desdichado, post: 1290051, member: 2205"] I think trying to peg a number is foolhardy. There's no magic number of "this much is too much" for either classes or races. Develop what you can develop well and strongly, and don't throw in extraneous ideas just because they're "cool stuff." You'll end up with a very patchwork setting that feels (and most likely is) poorly thought-through if you do that. That said, I certainly have my preferences: [list] [*]I prefer fewer races rather than more. I think the number of races in a typical D&D setting already is absurd, so you'll fight a very hard uphill battle to convince me that the gaggle of races you've listed above is really integral and important to the setting as a whole. My preference is for no more than about half a dozen races, including ones that are obviously meant simply to be NPC races -- the bad guys, so to speak. I don't mind sub-races to give more variety, but even then, I prefer culturally differentiated groups, not stat-differentiated ones. Any more than that, and you really will struggle to give each race a place in the setting that really is vital, important, and adds character. [*]I don't mind a few variant core classes. I despise the idea that core classes should be generic classes only and any actual flavor should be captured in a prestige class. I'm also at a loss to explain where that idea came from; certainly it's not consistent with core D&D rules, that really only have, depending on how you count them, three or four core classes that are generic, out of a total of eleven. [*]Still, that being said, it does appear from first glance that you really like to just toss in options. That will, IMO, dilute any coherency or flavor that your setting may have, and instead turn it into something that is sprawling, makes little sense, and is ultimately quite boring. [/list] [/QUOTE]
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