Races of Faerun... ummm.. yawn?


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MeepoTheMighty said:
What's that, Flipper? You want a fishy?? Flipper want a fis....AHH SWEET MOTHER OF GOD IT JUMPED OUT OF THE WATER AND IS BITING MY FACE OFF!!!!

LOL!

I now have coffee on my pants, thank-you-very-much! :/
 

I hate FR. Long argument I'm not going to get into. But I'm still going to buy this book, as I did FRCS, Magic of Faerun, and Monsters of Faeurn. Because there are things there I can readily steal. Conversly, I had/have no interest in Lords of Darkness (more villans? Bleh) or Silver Marches (Why would I need a setting book for a setting I won't use?).
 



I think this could be good, but it does raise some concerns.

* I'd be concerned about DMs trying to incorporate EVERY race into their game. The old "if humans are so common, how come we don't see any" thingie. (I'd use 'phenomina' but I can't spell it).

* Roll playing tips were given on each race. There's no point in having this many races if the player is going to be an "oddball" example. That pretty much leads the way to simplistic powergaming, the Dark Side of the Force, and the apocolypse. Trust me.

* With roughly 60 races, it looks like a lot of mechanics. I mean, three pages per race with each one having an illustration and you could walk away with your job done. That's not a big problem in and of itself, but I'd really want to see this stuff playtested. The point of flavor text is to bring out the subtle differences mechanics can't provide. If this is going to be a mechanics heavy bood (and bear in mind I haven't read the thing, so I don't know) then I'm going to be less tolerant of loopholes in the rules.

* Also, a +2 STR isn't worth a INT and CHA penalty, darn it! Granted this has little to do with the book, but there's no point in ranting if I can't wander off on a somewhat irrelevant tangent.

-BG
 


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