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Putting it together -- Using Arcana Unearthed and other D20 products
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<blockquote data-quote="MDSnowman" data-source="post: 1675369" data-attributes="member: 6255"><p>Yeah I struggled quite a bit in creating the races and in general I used the guidelines I found in other places, Ice Elves, Reef Elves, and Jungle Elves were almost entirely out of Unearthed Arcana under sub-species, and Wood Elves are straight from the Monster Manual. Jungle Elves may just end up getting the default Elven racial ability score adjustments so can play them more as the custodians of Elven Culture, meanwhile I could easily give Wood Elves the racial ability adjustments of Wild elves from the MM. I included so many elves simply because I know they're popular with players, but I wanted to avoid the cliches, Elves are defiently a fractured race in my campaign, if you notice most of them have intelligence penalities. I saw mountain elves as a sort of anti-social group of elitists trying to perverse Elven culture and focusing on magic. I don't really see wood elves infringing on the orcs only because Warcraft Orcs get a bonus to constituion and not strength, they also have a racial ability to rage 1/day which will give them the edge over a wood elf in any kind of conflict.</p><p></p><p>Aelfborn have always been a pet project of mine ever since I RPed one and had a great time in the process. I saw them in an issue of Dragon and you'll find that aside from heightening spells in exchange for sanity they're almost identical to the Dragon Aelfborn. As for dispeling their tattoos I like to think if an enemy magister saw an Aelfborn coming (easy because of the tattoos) <em>dispel magic</em> would be their first spell. The chaos it could create makes it an awefull powerful draw back.</p><p></p><p>Trolls, I'll admit, will need a bit of work, my first draft of them however was very dry. I decided to spice them up a bit by adding the bonus feat and the problem with acid and fire related spells. While you are right, I could see myself dropping the ambidexterity... it doesn't even make sense in game "Well little Bobby can't wield an axe in his left hand, must be he was born to be a witch." I'll probablly change that to a simple bonus feat and not a talent. I defend the ability score adjustments however, simply because I'm with Monte in beliving that physical ability scores aren't nescerilly better than mental scores.</p><p></p><p>Shades I am very proud of. It was posted over at DiamondThrone.com. I honestly thought there needed to be an alternative to the Runechild (or Visitor in my setting). So using that as a guideline I just tried to find some ghoulish powers to give the shade. Some judicious renaming later and it came together perfectly.</p><p></p><p>Creating all these races however showed me just how murky the waters are when it comes to creating races. During this I realized unless you were basing it largely off an established race you were bound to err quite a few times, I agonized over creating the Outcast. I came to the conclusion that creating races from the ground up is about 75% guess work.</p></blockquote><p></p>
[QUOTE="MDSnowman, post: 1675369, member: 6255"] Yeah I struggled quite a bit in creating the races and in general I used the guidelines I found in other places, Ice Elves, Reef Elves, and Jungle Elves were almost entirely out of Unearthed Arcana under sub-species, and Wood Elves are straight from the Monster Manual. Jungle Elves may just end up getting the default Elven racial ability score adjustments so can play them more as the custodians of Elven Culture, meanwhile I could easily give Wood Elves the racial ability adjustments of Wild elves from the MM. I included so many elves simply because I know they're popular with players, but I wanted to avoid the cliches, Elves are defiently a fractured race in my campaign, if you notice most of them have intelligence penalities. I saw mountain elves as a sort of anti-social group of elitists trying to perverse Elven culture and focusing on magic. I don't really see wood elves infringing on the orcs only because Warcraft Orcs get a bonus to constituion and not strength, they also have a racial ability to rage 1/day which will give them the edge over a wood elf in any kind of conflict. Aelfborn have always been a pet project of mine ever since I RPed one and had a great time in the process. I saw them in an issue of Dragon and you'll find that aside from heightening spells in exchange for sanity they're almost identical to the Dragon Aelfborn. As for dispeling their tattoos I like to think if an enemy magister saw an Aelfborn coming (easy because of the tattoos) [I]dispel magic[/I] would be their first spell. The chaos it could create makes it an awefull powerful draw back. Trolls, I'll admit, will need a bit of work, my first draft of them however was very dry. I decided to spice them up a bit by adding the bonus feat and the problem with acid and fire related spells. While you are right, I could see myself dropping the ambidexterity... it doesn't even make sense in game "Well little Bobby can't wield an axe in his left hand, must be he was born to be a witch." I'll probablly change that to a simple bonus feat and not a talent. I defend the ability score adjustments however, simply because I'm with Monte in beliving that physical ability scores aren't nescerilly better than mental scores. Shades I am very proud of. It was posted over at DiamondThrone.com. I honestly thought there needed to be an alternative to the Runechild (or Visitor in my setting). So using that as a guideline I just tried to find some ghoulish powers to give the shade. Some judicious renaming later and it came together perfectly. Creating all these races however showed me just how murky the waters are when it comes to creating races. During this I realized unless you were basing it largely off an established race you were bound to err quite a few times, I agonized over creating the Outcast. I came to the conclusion that creating races from the ground up is about 75% guess work. [/QUOTE]
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