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General Tabletop Discussion
*Dungeons & Dragons
I would like to play a Homebrew Race. Could I have your thoughts please?
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<blockquote data-quote="Benji" data-source="post: 6986058" data-attributes="member: 6793743"><p>I'm not sure what you mean by this.</p><p></p><p></p><p></p><p>A 'Necromancer' cleric is doable a few ways: either muticlassing or askingthe DM if you can play a cleric of death. However some of the stuff you're thinking of doing is VERY high level stuff. You'd have to be playing in a high-level/long running game for it.</p><p></p><p></p><p></p><p>Maybe, never been to interested in the Necromancy school myself, but if you'd did this to my character (not me but my character) and they found out, they'd be angry at the necromancer. </p><p></p><p></p><p></p><p>It's all down to spell selection. Wizard is likely to be the easier path with that. In earlier editions, a Necromantic sorcerer was a total possiblity. Nowdays, I have no idea how many Necromancy spells are on the list, you'd have to scope out a Player's Handbook.</p><p></p><p></p><p></p><p>Do you mean can you make a dragon magically fear you or do you mean, can you be afraid of a dragon?</p><p></p><p></p><p></p><p>I'm not sure if tieflings get night vision. As for the rest, how NPC's react might change over time but I find predicting that behaivour ahead of time can lead to dissapointments.</p><p></p><p></p><p></p><p>If they are 'By The Book' My advice for you would be - make sure you read those books. Some of the ideas you have are great, and would make a wonderful character for a tale or loose system game. In fact, as the character stands, I would let in run in my mutants and masterminds (superheroes) game but would have trouble with it for Dungeons and dragons. The reason for this is simply that some of the things that you want to do are very special things from several different classes. So building it in a game like D&D is very hard, mechanically speaking. D&D has a lot of pre-built assumptions about what can and can't happen with certain characters. My suggestion is take a moment and attempt to build this character as a human (to begin with), take the basic rule set (which is free from wizard's website but I've put the link here): </p><p><a href="http://dnd.wizards.com/articles/features/basicrules" target="_blank">http://dnd.wizards.com/articles/features/basicrules</a>. </p><p></p><p>Just build the 1st level of wizard. Don't worry about anything else for now. See if the starting character you build is anything like something you want to play. Then once you've done that, add the tiefling traits (which, mechanically, is very little) and then know when you reach second level you are going to pick a necromancer school speciality (not in this ruleset but definately in the Player's Handbook) but don't worry about that for now. If you have any questions about the creation stuff, feel free to PM me about it, or ask on forum.</p><p></p><p>The reason I suggest you going through this is because it adds a 'Mechanical Context' to what you want to build and makes a solid bridge between what you are imagining and what you'll actually be able to do at the table as a first level character. Bridging that gap between 'Brilliant idea' and 'How it plays at table' is a great step to making this work for your 'By-The-Book' group.</p><p></p><p></p><p>Especially if I can summon things that go berserk and then they could kill them for bonus leveling</p><p></p><p></p><p></p><p>That tactic probably won't work. Most DM's wouldn't give you XP for that. if you summon it, it's on your side, ergo, no XP for killing it.</p><p></p><p> Figuring out to be helpful is usually best done by playing and finding out.At some point you'll find a spell or two that you love using. But it's usually one you find during playing the character.</p></blockquote><p></p>
[QUOTE="Benji, post: 6986058, member: 6793743"] I'm not sure what you mean by this. A 'Necromancer' cleric is doable a few ways: either muticlassing or askingthe DM if you can play a cleric of death. However some of the stuff you're thinking of doing is VERY high level stuff. You'd have to be playing in a high-level/long running game for it. Maybe, never been to interested in the Necromancy school myself, but if you'd did this to my character (not me but my character) and they found out, they'd be angry at the necromancer. It's all down to spell selection. Wizard is likely to be the easier path with that. In earlier editions, a Necromantic sorcerer was a total possiblity. Nowdays, I have no idea how many Necromancy spells are on the list, you'd have to scope out a Player's Handbook. Do you mean can you make a dragon magically fear you or do you mean, can you be afraid of a dragon? I'm not sure if tieflings get night vision. As for the rest, how NPC's react might change over time but I find predicting that behaivour ahead of time can lead to dissapointments. If they are 'By The Book' My advice for you would be - make sure you read those books. Some of the ideas you have are great, and would make a wonderful character for a tale or loose system game. In fact, as the character stands, I would let in run in my mutants and masterminds (superheroes) game but would have trouble with it for Dungeons and dragons. The reason for this is simply that some of the things that you want to do are very special things from several different classes. So building it in a game like D&D is very hard, mechanically speaking. D&D has a lot of pre-built assumptions about what can and can't happen with certain characters. My suggestion is take a moment and attempt to build this character as a human (to begin with), take the basic rule set (which is free from wizard's website but I've put the link here): [url]http://dnd.wizards.com/articles/features/basicrules[/url]. Just build the 1st level of wizard. Don't worry about anything else for now. See if the starting character you build is anything like something you want to play. Then once you've done that, add the tiefling traits (which, mechanically, is very little) and then know when you reach second level you are going to pick a necromancer school speciality (not in this ruleset but definately in the Player's Handbook) but don't worry about that for now. If you have any questions about the creation stuff, feel free to PM me about it, or ask on forum. The reason I suggest you going through this is because it adds a 'Mechanical Context' to what you want to build and makes a solid bridge between what you are imagining and what you'll actually be able to do at the table as a first level character. Bridging that gap between 'Brilliant idea' and 'How it plays at table' is a great step to making this work for your 'By-The-Book' group. Especially if I can summon things that go berserk and then they could kill them for bonus leveling That tactic probably won't work. Most DM's wouldn't give you XP for that. if you summon it, it's on your side, ergo, no XP for killing it. Figuring out to be helpful is usually best done by playing and finding out.At some point you'll find a spell or two that you love using. But it's usually one you find during playing the character. [/QUOTE]
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Community
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I would like to play a Homebrew Race. Could I have your thoughts please?
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