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If you had to cut two core races from your game....
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<blockquote data-quote="Feldspar" data-source="post: 3377947" data-attributes="member: 20450"><p>Ummm, I suspect that in most cases the human lady *wasn't* into the orc. See also, Tanis Halfelven's origin.</p><p></p><p>The two I voted for were Half-Orc and Half-Elf - my problem is that they're basically races without their own cultures. All those races bring to the game are changes to the stat block. Its all up to the player to decide how their heritage affects them in deciding how they'll role-play the character, which is fine, but as its been said you don't really need a new race to do that. You could just pick one of the parent races and have everyone role-play out the rest.</p><p></p><p>I'm not crazy about Gnomes as written; I *really* don't like Bard as a favored class. But I think they have untapped potential to be tweaked into something much cooler. My plans involve really mining their relationships to the burrowing animals they can talk to and how that would have influenced their development - such as them making their "dens" in nice safe and defensible underground burrows. Clerics are out and Spirit Shamans are in - while all Gnomes have a limited ability to speak to burrowing animals, the Shamans that guide them have made a connection with a guiding animal spirit.</p><p></p><p>I do quite like gypsish take on Halflings. With Halflings being so small, and horses being just as big as they usually are, Halfling should find life on the road in their wagons far more comfortable than humans ever could. For me, this is the obvious, spiritual and historical, home of the Bard. </p><p></p><p>But I also imagine some chaotic time period that created a Halfling diaspora and that those who didn't become rovers settling into halfling ghettos in larger cities. These 'warrens' would be reminiscent of the famous "<a href="http://en.wikipedia.org/wiki/Kowloon_Walled_City" target="_blank">Walled City</a>" that existed in Hong Kong - only in this case, the lawlessness coming from the fact that with everything rebuilt to halfling standards it becomes simply too difficult, and dangerous, for humans to police the inner sections. Territory would be clained by "sheriffs" - gang leaders mostly with the occasional people's hero. And some (Hexblades) have even perfected that gypsy Evil Eye and will hex you if cross them.</p><p></p><p>Oh yes, Gnomes and Halflings are definately going to find places in my ideal setting.</p></blockquote><p></p>
[QUOTE="Feldspar, post: 3377947, member: 20450"] Ummm, I suspect that in most cases the human lady *wasn't* into the orc. See also, Tanis Halfelven's origin. The two I voted for were Half-Orc and Half-Elf - my problem is that they're basically races without their own cultures. All those races bring to the game are changes to the stat block. Its all up to the player to decide how their heritage affects them in deciding how they'll role-play the character, which is fine, but as its been said you don't really need a new race to do that. You could just pick one of the parent races and have everyone role-play out the rest. I'm not crazy about Gnomes as written; I *really* don't like Bard as a favored class. But I think they have untapped potential to be tweaked into something much cooler. My plans involve really mining their relationships to the burrowing animals they can talk to and how that would have influenced their development - such as them making their "dens" in nice safe and defensible underground burrows. Clerics are out and Spirit Shamans are in - while all Gnomes have a limited ability to speak to burrowing animals, the Shamans that guide them have made a connection with a guiding animal spirit. I do quite like gypsish take on Halflings. With Halflings being so small, and horses being just as big as they usually are, Halfling should find life on the road in their wagons far more comfortable than humans ever could. For me, this is the obvious, spiritual and historical, home of the Bard. But I also imagine some chaotic time period that created a Halfling diaspora and that those who didn't become rovers settling into halfling ghettos in larger cities. These 'warrens' would be reminiscent of the famous "[URL=http://en.wikipedia.org/wiki/Kowloon_Walled_City]Walled City[/URL]" that existed in Hong Kong - only in this case, the lawlessness coming from the fact that with everything rebuilt to halfling standards it becomes simply too difficult, and dangerous, for humans to police the inner sections. Territory would be clained by "sheriffs" - gang leaders mostly with the occasional people's hero. And some (Hexblades) have even perfected that gypsy Evil Eye and will hex you if cross them. Oh yes, Gnomes and Halflings are definately going to find places in my ideal setting. [/QUOTE]
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