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New Dragon Article: Ecology of the Fire Archon
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<blockquote data-quote="JohnSnow" data-source="post: 3972016" data-attributes="member: 32164"><p>Well, I honestly think that, sacred cows aside, there's a certain degree of truth to that.</p><p></p><p>What differentiates one "fiery elemental" from another? That's a good question for the designers to ask, and, quite honestly, the answer should be <em>something</em> quantifiable, or it shouldn't be made. However, if you have one race of elementals that operates like a military regiment, and another that wantonly rampages like destructive animals, and a third that isn't really an elemental but just uses fire as a weapon, you don't really have 3 types.</p><p></p><p>The different races of evil humanoids fall into two categories. The first is sacred cow aspect. D&D has ALWAYS had kobolds, goblins, orcs, hobgoblins, bugbears, gnolls and ogres. Secondly, all those races have traction of a sort. Thirdly, they all have a pretty distinctive "style" of combat, even if their mechanics haven't always supported it. To whit:</p><p></p><p>kobolds are the small trap guys with the twisted warrens.</p><p>goblins are the small sneaks who ambush people and ride wolves.</p><p>orcs are the rampantly destructive race.</p><p>hobgoblins are the militaristic tyrants.</p><p>gnolls are the savage pack hunters.</p><p>ogres are the strong solo monsters.</p><p></p><p>You'll notice that the race I left out is the bugbear. Which I'm not sure has a distinctive enough niche to BE kept. It's role is basically "kinda like an orc, or a big goblin." I'm not sure if <em>Warhammer</em> didn't get this one right by just making orcs goblinoids and dumping bugbears.</p><p></p><p>So yeah, I think the evil humanoids could probably use a look too.</p></blockquote><p></p>
[QUOTE="JohnSnow, post: 3972016, member: 32164"] Well, I honestly think that, sacred cows aside, there's a certain degree of truth to that. What differentiates one "fiery elemental" from another? That's a good question for the designers to ask, and, quite honestly, the answer should be [i]something[/i] quantifiable, or it shouldn't be made. However, if you have one race of elementals that operates like a military regiment, and another that wantonly rampages like destructive animals, and a third that isn't really an elemental but just uses fire as a weapon, you don't really have 3 types. The different races of evil humanoids fall into two categories. The first is sacred cow aspect. D&D has ALWAYS had kobolds, goblins, orcs, hobgoblins, bugbears, gnolls and ogres. Secondly, all those races have traction of a sort. Thirdly, they all have a pretty distinctive "style" of combat, even if their mechanics haven't always supported it. To whit: kobolds are the small trap guys with the twisted warrens. goblins are the small sneaks who ambush people and ride wolves. orcs are the rampantly destructive race. hobgoblins are the militaristic tyrants. gnolls are the savage pack hunters. ogres are the strong solo monsters. You'll notice that the race I left out is the bugbear. Which I'm not sure has a distinctive enough niche to BE kept. It's role is basically "kinda like an orc, or a big goblin." I'm not sure if [i]Warhammer[/i] didn't get this one right by just making orcs goblinoids and dumping bugbears. So yeah, I think the evil humanoids could probably use a look too. [/QUOTE]
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New Dragon Article: Ecology of the Fire Archon
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