Races of Destiny: First Look

Vecna said:
IMO, probably WotC doesn't make more fluff because:
1. it's more demanding to develope

Agreed... but thats the very reason why I as a consumer need fluff. It's very demanding to make myself.. crunch is less so IMO.


Vecna said:
2. it would generally sell less

Which is IMO WoTC own fault since they got into the habit of doing it badly and shallow. Good fluff sold back in the days, it sells for other companies, it would do so for WoTC as well. All those bring back Planescape or give us a Dark Sun book never die out on these boards either.
I could be wrong though since I don't have reliable numbers.


Vecna said:
3. if too specialized, it could interest only few players/DM

I strongly disagree.. check post 45 of this thread.
 
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While I like the Prestige classes being filled out with more flavor, makeing ALL Chameleons assassins could spoil the PrC for others.

There are several different ways the Chameleon can be introduced aside from the way listed;

Schisimed Mind: The Chameleon is a person with multiple personality disorder. The different focus represent different personalities. Sorak from the "Tribe of One" Dark Sun novels would be a good example of this. A Telepath might be able to do this by way of Schisim & a reverse Mind Seed.

Shaman King: Just like the Anime, this Chameleon is channeling spirits to change his focus. Great for Shukenja and Shamans.

Haunted Mind: One of my Ravenloft PCs had a bad habid of encountering ghosts and being possesed by them. What if each of them left a little behind and he gained limited access to their class abilities from the possession.

The Pretender: Like the TV show, your PC is simple a very good learner. Maybe he spent his childhood growing up in a library not even realizing what he was learning.

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It suggests that Psionics could be used as well with the Chameleon, but does not say how. Here is how I would add a Psychic Focus.


For a Psychic Focus I would add an additional requirement, the Hidden Talent feat from the XPH, pg67. Normally, this feat can only be chosen at 1st level, but a Chameleon may take it with any Chameleon level.

Once he has this feat, he unlocks these special abilities:

Psychic Focus: Power points and Powers known would be as a Psion level 1 to 10. You gain bonus Power points from high Intelligence. Maximum level known would be 1st at first level 2nd at second level and third level. and 3rd at forth & fifth, 4th at sixth & seventh, 5th at eight & ninth and 6th at tenth.

Powers may be chosen from the list of any Psionic manifesting class. Powers known are locked in for each Chameleon level. Whenever you gain a new Chameleon level, you may swap out a number of powers equal to your Intelligence modifier. The new power must be the same level as the power being replaced.

When you assume Psychic Focus, you automatically achieve Psionic Focus durring the meditation.

Bonus Feat: You may now choose any Psionic Feat you qualify for. When you have Psychic Focus in place and are at least 3rd level, you can use this feat to take Expanded Knowledge and choose an additional power.

Mimic Class Feature:
You may now add two additional class features;
Wild Surge (Su): As per the Wilder, when you surge, you gain +1 to your Manifester level and may automatically augment the power you are manifesting by +1 power point. As a Wilder, you are also subject to the risk Psychic Enervation whenever you use this ability.

Your Wild Surge increases to +2 at 6th level and +3 at 9th level.

Mind Blade (Su): As per a Soul Knife, you can create a Mind Blade. It is considered a +1 Short Sword of Psychic force.

Your Mind Blade increase to +2 at 6th level and +3 at 9th level.

Psychic Reformation (Psi): At 10th level, you gain the ability to use this power once per day at no power point cost. You must have Psychic Focus active and you must spend the neccessary expericence points to make the changes you wish.
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You might also create Chameleon feats that unlock additional Class Features to Focus & Mimic, especially for any of the additional core classes we have seen; Healer, Warlock, Courtier etc.
 

BryonD said:
But I'm not buying RoD. I don't want more races. I'm not interested in more races. And when they tell me there is a new book about humans and part humans, I'm looking for a book about the humans and part humans I use.
Races of Stone was a decent book. But I felt ripped off by the amount of pages dedicated to Goliaths. Goliaths are not on equal footing with dwarves. Please don't pretend they are. That is not meant to be a slam against goliaths themselves. I just want my dwarf book to be about dwarves.

Ditto for my human book. And looking into my crystal ball, ditto again for my elf book.
You've summed up my position exactly. RoD was the book I was most looking forward to, because I've been thinking that my next campaign will be human only. I'd love a book that was actually about humans. I wouldn't even mind if it included the various half-breeds (especially if half-dwarves were created as a new d20 race). But given that, the last thing I want is a book with *even more* new races. Sigh.

This book is yet another example of why I think WotC is designing for someone other than me these days.
 

Zweischneid said:
After the Eberron CS was released, threads sprang up like mushrooms after the rain on how to fit Warforged into the Realms, how to make Sharn a Planescape town, how to use Valenar Elves as a basis for your own homebrew, etc..., etc... (and there is nothing like that now happening for RoD)

I'm not sure how much that really says... beyond perhaps backing up their claim about the adaptability of illumians.

I am planning on making Sharn a planar metropolis... but it will take some doing, because that is what it is designed for.

I also plan on dropping illumians in my game, but don't see it as a difficult task at all. Most of what I need has been given me as-is.
 

Buttercup said:
This book is yet another example of why I think WotC is designing for someone other than me these days.

If you have everything you feel you need, I'm not sure that is a bad thing.
 

Zweischneid said:
Agreed... but thats the very reason why I as a consumer need fluff. It's very demanding to make myself.. crunch is less so IMO.

Hmmmm. I find myself going the other direction, but that could be because even more so than D&D in general, I'm addicted to homebrewing worlds. I love taking a handful of random published crunch, smashing it together, and seeing what falls out. I'm one of those who mostly ignores fluff as printed, because I'm writing my own anyway. I think a fine example is the dwarven AC bonus vs. giants. I looked at that for hours going "What? Dwarves live in underground halls. How threatened by giants can they be? Just make a smaller tunnel, guys." When the answer came to me, it laid the foundation for orcs, goblinoids (except hobgoblins, 'cause I love them most of all low-CR evil humanoids), giants, and dwarves all at once.

Some purchases have given me nothing I wanted, others have made huge strides for my world. My world wouldn't be the same without the Sacred Flame Steward from Dragon #283 (thank you Monte!). Maybe I'm just lucky that way.

On the other hand, I find crunch a little exhausting to create, mostly in the balancing act. Does class ability X match up against feat Y? Should the prereqs be higher? I'd spend all my time in House Rules trying to balance what I wanted to add.

YMMV, clearly, but I devour crunch and pick the fluff out from between my teeth when I'm done. :) Again, maybe I'm just lucky.
 

Psion said:
If you have everything you feel you need, I'm not sure that is a bad thing.
What's need got to do with it? :D For at least a year, I've been buying stuff not because I think I need it, but just 'cause I feel like it. I've got far more settings, monsters, rules, modules and prestige classes than I could use in 3 lifetimes, let alone one. Silly me.
 

With all due respect guys, the fluff/crunch talk has moved *way* past it pertaining to Races of Destiny, and thusly should be continued somewhere else. I just had to sort through three pages of this thread hoping I'd get some info on what Races of Destiny was like, and instead I got about two pages of people's opinions on fluff vs. crunch.

As for Races of Destiny, could someone give me an idea of the mechanics behind the Outcast Champion and Scar Enforcer? Obviously you can't post the mechanics verbatim, but an idea of what the class features would be great.
 

Dark Psion said:
There is also a lot of wasted space in this book where NPCs are stated and they give the full definition of every class ability, full stats of every familiar and repeat the exact information for a Prestige class ability that is on the previous page.

Has anyone at WotC ever commented on the rationale behind why they reprint all the class ability information like that? Someone here suggested it was because perhaps they assume you might photocopy the page, but I'm curious if there has ever been an "official" answer?
 

Wil Harvey said:
With all due respect guys, the fluff/crunch talk has moved *way* past it pertaining to Races of Destiny, and thusly should be continued somewhere else. I just had to sort through three pages of this thread hoping I'd get some info on what Races of Destiny was like, and instead I got about two pages of people's opinions on fluff vs. crunch.

As for Races of Destiny, could someone give me an idea of the mechanics behind the Outcast Champion and Scar Enforcer? Obviously you can't post the mechanics verbatim, but an idea of what the class features would be great.

Outcast champions are half-breeds who try to win a place in human societies by standing up for the disenfranchised. It is a 5-level PrC with d10 HD, Good BAB, Good Fort save, Poor Ref and Will, 4 skill pts/level. Their special abilties are odd: an aura that boosts allies' Will saves; a smite-like limited uses boosted melee attack that does extra damage to opponents that have dealt damage to an ally within the last hour; a weaker form of Barbarian Rage, which can later be shared with others; and increased bonuses from the Aid Another action.

The text notes that almost any Half-breed character will qualify by 5th level.

The Scar Enforcer is a half-elf (only) that attacks both Elf and Human societies. d8 Hit Dice, 10 levels, Medium BAB, Poor Fort, Poor Ref, Good Will, 6 skill pts/level. Although spellcasting is not a requirement, the class boosts existing spellcasting abilities by 5 over 10 levels. They gain Elves and Humans as favored enemies, increasing use of a Smite enemy ability, sneak attack dice progression, and ambush-related abilities (disguise self & Hide in plain sight), and finally renouncing your heritages altogether.

An interesting note. This class is "transformational" in that, at the end, you become something else (losing both Human and Elf qualities for most purposes). However, in this case, the class notes specifically that "you still count as a half-elf for the purpose of qualifying for this class".
 

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