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General Tabletop Discussion
*TTRPGs General
Setting with humans only (that is, all races as humans)
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<blockquote data-quote="Iron Sky" data-source="post: 4923140" data-attributes="member: 60965"><p>I ran a short campaign (back when only the core 3 books were out) where I required that everyone appear human. I let everyone "re-skin" anything about their character to create whatever it was they wanted to make. The restriction was that they couldn't change anything mechanically about their character: everything was Character Builder-legit, just how it appeared in game was different.</p><p></p><p>Examples:</p><p></p><p>Character 1: Mechanically a Human Tactical Warlord MC Warlock with a greatspear. In-game, a creepy human from a desolate land laced with Far Realm energies. In combat, he sprouted tentacles for attacks, blasted allies with thick protective slime for buffs, and threw healing globs of goo that coated and healed wounds for his heals.</p><p></p><p>Character 2: Mechanically a Tiefling Infernal Warlock. In-game, a dark-skinned human nomad shaman who summoned swirling walls of sand (pact-boon Temp HP/Armor of Agathys) and various summoned elements for other powers.</p><p></p><p>Character 3: A Dragonborn One-Hand Fighter. In-game, a wandering unarmed monk that was just extremely tough and durable.</p><p></p><p>Character 4: A Human Orb Wizard. In-game, a Tinker who used gadgets and explosive alchemical mixtures, caltrops, and the like.</p><p></p><p>It worked really well, especially since the players could potentially use the same power in three different combats and have it look mechanically different every time.</p><p></p><p>The monk still had to use a minor action to "get in fighting stance(draw his weapon mechanically)" and the like, they could just "reflavor" anything to make it match the theme of their character. It does require a willingness to radically divorce mechanics from in-game "reality".</p></blockquote><p></p>
[QUOTE="Iron Sky, post: 4923140, member: 60965"] I ran a short campaign (back when only the core 3 books were out) where I required that everyone appear human. I let everyone "re-skin" anything about their character to create whatever it was they wanted to make. The restriction was that they couldn't change anything mechanically about their character: everything was Character Builder-legit, just how it appeared in game was different. Examples: Character 1: Mechanically a Human Tactical Warlord MC Warlock with a greatspear. In-game, a creepy human from a desolate land laced with Far Realm energies. In combat, he sprouted tentacles for attacks, blasted allies with thick protective slime for buffs, and threw healing globs of goo that coated and healed wounds for his heals. Character 2: Mechanically a Tiefling Infernal Warlock. In-game, a dark-skinned human nomad shaman who summoned swirling walls of sand (pact-boon Temp HP/Armor of Agathys) and various summoned elements for other powers. Character 3: A Dragonborn One-Hand Fighter. In-game, a wandering unarmed monk that was just extremely tough and durable. Character 4: A Human Orb Wizard. In-game, a Tinker who used gadgets and explosive alchemical mixtures, caltrops, and the like. It worked really well, especially since the players could potentially use the same power in three different combats and have it look mechanically different every time. The monk still had to use a minor action to "get in fighting stance(draw his weapon mechanically)" and the like, they could just "reflavor" anything to make it match the theme of their character. It does require a willingness to radically divorce mechanics from in-game "reality". [/QUOTE]
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