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I'm making my own setting book [PFDR] & [4E], thoughts?
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<blockquote data-quote="Ixis" data-source="post: 5871997" data-attributes="member: 82429"><p>I'm changing that to roughly describing how large or small things should be instead of giving basic numbers.</p><p></p><p></p><p></p><p>The reasoning for that is based on the fact that it never made sense to me that half-orcs are playable but orcs are monster-as-PC. Because of that it makes a lot of half-orcs that are PCs the products of tragic pasts, when a half-elf could have a troubled past, or not. Not to mention that because of the way races are done, if you're an orc or not, it's more or less random. So you can have orcs of any temperament or intelligence level, and half-orcs can be the products of happy or unhappy (or nonexistant) homes. Gnomes also sort of fill the niche that goblins do in a lot of campaigns (and, imo, goblin racials are way too good for any class with stealth/ride.)</p><p></p><p></p><p></p><p>Well, they are, technically. WotC doesn't own the rights to the word Changeling, and they are available as a monster-as-PC race as prosfilaes said. I personally like Changelings, and they work well for more political settings where stealth and subterfuge are important, so it seemed like a good idea to include a shape-shifting race. Choosing the name changeling makes it easy for familiar fans to instantly know that that's a race they might pick if they want to play that style of character.</p><p></p><p></p><p></p><p>Thanks, I'm doing all the art by myself in my free-time now. As I think I said before, if I get enough interest I'll definitely spring for better art by other people, but until then it's just me by myself.</p><p></p><p></p><p></p><p>There's more information on various locations in the latter chapters (and the reasoning is because I was specifically avoiding filling in the world with too much detail outside of some basic threads to start a story), but I'm beginning to warm up to the idea of adding more locations and information.</p><p></p><p></p><p></p><p>They're just mutated humans, not aliens. I'll have to clarify that point. In a future book I'd definitely want to have a racial page for all the specific alien races, and their hybrids (and this is suggested in later chapters), until then it's just these races.</p><p></p><p></p><p></p><p>Because my brain crapped out on me and I was thinking about how popular half-elves are with players without considering the mathematical logistics (a consistent problem I'm finding.) </p><p></p><p></p><p></p><p>The members of the Void aren't outsiders, they're more like that third superpower that wants to wipe out the other two. But I do like that idea. I'll think on it.</p><p></p><p></p><p></p><p>Space travel does come into play, but that won't be in this book. This book is specifically concerned with what's happening on the planet Earth, but there are still adventures going on with the Galactic Accords and other forces in the universe. I avoided it here because I didn't want to do too much at one time, but I'm definitely interested in a Spelljammer-esque companion book that goes into that.</p><p></p><p>As for the Outer-plane it fits, but I've compressed all the planes into a single location (the Outer-realm.) You could conceivably shift into the Outer-realm and then back to the material plane somewhere else in the universe, however I should probably think up a stop-gap, setup by the Galactic Accord ahead of time, now that I think about it.</p><p></p><p></p><p></p><p>Thanks for the info! I thought about scrapping the alignment system for a factions system, but it would up making things a bit more confusing, and spells like protection from evil or lawful circle unusable. I'll try to clarify rules like that a bit more.</p><p></p><p></p><p></p><p>I actually think I'll switch to having a handful of common languages, and then the extra languages (draconic, infernal, aasir, etc). I can't have dwarven/elven/gnomish because those aren't separate races in the traditional sense (and the Shadowrun approach never really made much sense to me), but cutting out too many languages feels strange. I like the idea of having neo-russian or something, and giving players the opportunity to pick from a selection of languages that correlate roughly to where their PC might be from (maybe a gutter language for the folks who live underground, a south american language, etc).</p><p></p><p></p><p></p><p>I like this idea. Giving out lots of numbers doesn't do much to help people imagine the scope of something, and explaining size through example or how long it would take to cross something makes it a bit freer to interpretation, which I like.</p></blockquote><p></p>
[QUOTE="Ixis, post: 5871997, member: 82429"] I'm changing that to roughly describing how large or small things should be instead of giving basic numbers. The reasoning for that is based on the fact that it never made sense to me that half-orcs are playable but orcs are monster-as-PC. Because of that it makes a lot of half-orcs that are PCs the products of tragic pasts, when a half-elf could have a troubled past, or not. Not to mention that because of the way races are done, if you're an orc or not, it's more or less random. So you can have orcs of any temperament or intelligence level, and half-orcs can be the products of happy or unhappy (or nonexistant) homes. Gnomes also sort of fill the niche that goblins do in a lot of campaigns (and, imo, goblin racials are way too good for any class with stealth/ride.) Well, they are, technically. WotC doesn't own the rights to the word Changeling, and they are available as a monster-as-PC race as prosfilaes said. I personally like Changelings, and they work well for more political settings where stealth and subterfuge are important, so it seemed like a good idea to include a shape-shifting race. Choosing the name changeling makes it easy for familiar fans to instantly know that that's a race they might pick if they want to play that style of character. Thanks, I'm doing all the art by myself in my free-time now. As I think I said before, if I get enough interest I'll definitely spring for better art by other people, but until then it's just me by myself. There's more information on various locations in the latter chapters (and the reasoning is because I was specifically avoiding filling in the world with too much detail outside of some basic threads to start a story), but I'm beginning to warm up to the idea of adding more locations and information. They're just mutated humans, not aliens. I'll have to clarify that point. In a future book I'd definitely want to have a racial page for all the specific alien races, and their hybrids (and this is suggested in later chapters), until then it's just these races. Because my brain crapped out on me and I was thinking about how popular half-elves are with players without considering the mathematical logistics (a consistent problem I'm finding.) The members of the Void aren't outsiders, they're more like that third superpower that wants to wipe out the other two. But I do like that idea. I'll think on it. Space travel does come into play, but that won't be in this book. This book is specifically concerned with what's happening on the planet Earth, but there are still adventures going on with the Galactic Accords and other forces in the universe. I avoided it here because I didn't want to do too much at one time, but I'm definitely interested in a Spelljammer-esque companion book that goes into that. As for the Outer-plane it fits, but I've compressed all the planes into a single location (the Outer-realm.) You could conceivably shift into the Outer-realm and then back to the material plane somewhere else in the universe, however I should probably think up a stop-gap, setup by the Galactic Accord ahead of time, now that I think about it. Thanks for the info! I thought about scrapping the alignment system for a factions system, but it would up making things a bit more confusing, and spells like protection from evil or lawful circle unusable. I'll try to clarify rules like that a bit more. I actually think I'll switch to having a handful of common languages, and then the extra languages (draconic, infernal, aasir, etc). I can't have dwarven/elven/gnomish because those aren't separate races in the traditional sense (and the Shadowrun approach never really made much sense to me), but cutting out too many languages feels strange. I like the idea of having neo-russian or something, and giving players the opportunity to pick from a selection of languages that correlate roughly to where their PC might be from (maybe a gutter language for the folks who live underground, a south american language, etc). I like this idea. Giving out lots of numbers doesn't do much to help people imagine the scope of something, and explaining size through example or how long it would take to cross something makes it a bit freer to interpretation, which I like. [/QUOTE]
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I'm making my own setting book [PFDR] & [4E], thoughts?
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