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Human only campaigns - good? bad? tips? ideas?
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<blockquote data-quote="AFGNCAAP" data-source="post: 123512" data-attributes="member: 871"><p>You can easily pull off a humans-only style game, but cultures are the key. Characters races allow for the characters to stand out somehow from one another; cultures allow the same thing.</p><p></p><p>The standard PHB human works great for a cosmopolitan human or a human of mixed heritage---not really part of 1 culture or another. However, cultures with a strong identity would have certain perks & limits to them. At the least, this could be resolved much in the manner as the "clan" humans from OA---certain skills are deemed as class skills, while their favored class changes from "any" to a specific class. At most, this could include attribute modifiers, skill bonuses, or perhaps even a unique ability or 2 (such as low-light vision or the like).</p><p></p><p>I have 2 recommendations:</p><p></p><p>*If you go the pure-human route, make sure to create either cultural modifiers for at least 5+ dominant cultures IYC, or perhaps go with the Origins concept from the d20 Pulp Heroes mini-game in Dungeon #90. This way, the players may feel that their characters stand out from one another instead of being "just a bunch of humans."</p><p></p><p>*Another idea is to modify the above concept; create a few human variant races, perhaps. Maybe a culture consisting only of Small-sized humans (perhaps the entire people have a unique type of dwarfism as a dominant, regular trait in their gene pool); maybe something akin to the Nehwonian Ghouls, humans who are virtually transparent (& nearly invisible) with the exception of their skeletons; etc.</p><p></p><p>You could also allow races with human blood---half-elves, half-orcs, & spirit folk, for example. However, these characters should be allowed sparingly, & not without a lot of justification/good backstory by the player---perhaps the half-orc fighter was the result of a mad wizard's breeding program to create his own super-soldiers for his own private army; perhaps the magic-rich elven blood is the source for the half-elf's sorcerer's unique arcane power; etc.</p><p></p><p></p><p>Well, that's all I can think of. Hope this helps some.</p></blockquote><p></p>
[QUOTE="AFGNCAAP, post: 123512, member: 871"] You can easily pull off a humans-only style game, but cultures are the key. Characters races allow for the characters to stand out somehow from one another; cultures allow the same thing. The standard PHB human works great for a cosmopolitan human or a human of mixed heritage---not really part of 1 culture or another. However, cultures with a strong identity would have certain perks & limits to them. At the least, this could be resolved much in the manner as the "clan" humans from OA---certain skills are deemed as class skills, while their favored class changes from "any" to a specific class. At most, this could include attribute modifiers, skill bonuses, or perhaps even a unique ability or 2 (such as low-light vision or the like). I have 2 recommendations: *If you go the pure-human route, make sure to create either cultural modifiers for at least 5+ dominant cultures IYC, or perhaps go with the Origins concept from the d20 Pulp Heroes mini-game in Dungeon #90. This way, the players may feel that their characters stand out from one another instead of being "just a bunch of humans." *Another idea is to modify the above concept; create a few human variant races, perhaps. Maybe a culture consisting only of Small-sized humans (perhaps the entire people have a unique type of dwarfism as a dominant, regular trait in their gene pool); maybe something akin to the Nehwonian Ghouls, humans who are virtually transparent (& nearly invisible) with the exception of their skeletons; etc. You could also allow races with human blood---half-elves, half-orcs, & spirit folk, for example. However, these characters should be allowed sparingly, & not without a lot of justification/good backstory by the player---perhaps the half-orc fighter was the result of a mad wizard's breeding program to create his own super-soldiers for his own private army; perhaps the magic-rich elven blood is the source for the half-elf's sorcerer's unique arcane power; etc. Well, that's all I can think of. Hope this helps some. [/QUOTE]
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