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Oz d20 - a world of Swashbuckling Adventure and High Weirdness
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<blockquote data-quote="tsadkiel" data-source="post: 302543" data-attributes="member: 262"><p><strong>Monsters!</strong></p><p></p><p>I'm back. Let's talk monsters.</p><p></p><p>The concept of a "monster palette" comes from these here boards, and it's a good one. You can add a great deal of flavor to a campaign by restricting the types of monsters that appear. So, Oz's monster palette:</p><p></p><p>Go through all the monster books you have on hand. You know the monsters that you looked at and passed on, saying "I'm never going to use that?" The ones that are just too weird? They belong in Oz. The flumph is the king of Ozlike beasties. From the Monster Manual, the ravid and rast look like great candidates, along with shocker lizards, phantom fungus, krenshar, etc. </p><p></p><p>In addition to the "what the heck?" monsters, there are a few general trends to be aware of. Baum uses lots of Monstrous Humanoids, but they tend to be things of his own creation. There are no gnolls or hobgoblins or bugbears, but there are wheelers and scoodlers and and horners and hoppers and flatheads and hammerheads, etc. Omega World, in the new Polyhedron, looks like it will be invaluable for creating the right sort of humanoid for Oz. I may start putting together mutation packages for assorted Oz races and posting them here.</p><p></p><p>Constructs. Lots of constructs. Between Smith & Tinker and the Powder of Life, just about any sort of construct can be fitted in.</p><p></p><p>There are dragons around Oz, but they tend to b more over the top than the D&D varieties. They certainly don't fit into the standard chromatic/metallic categories. but theyshow up so rarely that I haven't had to worry about them.</p><p></p><p>Undead are generally out. When I ran "The Longest Night," the fact that undead were marching on the city was a big deal - that sort of thing doesn't happen in Oz.</p><p></p><p>same goes for most of the big families of outsider - demons and devils kill the mood. Mephits are great, though. You can't go wrong with mephits.</p></blockquote><p></p>
[QUOTE="tsadkiel, post: 302543, member: 262"] [b]Monsters![/b] I'm back. Let's talk monsters. The concept of a "monster palette" comes from these here boards, and it's a good one. You can add a great deal of flavor to a campaign by restricting the types of monsters that appear. So, Oz's monster palette: Go through all the monster books you have on hand. You know the monsters that you looked at and passed on, saying "I'm never going to use that?" The ones that are just too weird? They belong in Oz. The flumph is the king of Ozlike beasties. From the Monster Manual, the ravid and rast look like great candidates, along with shocker lizards, phantom fungus, krenshar, etc. In addition to the "what the heck?" monsters, there are a few general trends to be aware of. Baum uses lots of Monstrous Humanoids, but they tend to be things of his own creation. There are no gnolls or hobgoblins or bugbears, but there are wheelers and scoodlers and and horners and hoppers and flatheads and hammerheads, etc. Omega World, in the new Polyhedron, looks like it will be invaluable for creating the right sort of humanoid for Oz. I may start putting together mutation packages for assorted Oz races and posting them here. Constructs. Lots of constructs. Between Smith & Tinker and the Powder of Life, just about any sort of construct can be fitted in. There are dragons around Oz, but they tend to b more over the top than the D&D varieties. They certainly don't fit into the standard chromatic/metallic categories. but theyshow up so rarely that I haven't had to worry about them. Undead are generally out. When I ran "The Longest Night," the fact that undead were marching on the city was a big deal - that sort of thing doesn't happen in Oz. same goes for most of the big families of outsider - demons and devils kill the mood. Mephits are great, though. You can't go wrong with mephits. [/QUOTE]
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