So, no Elves, Dwarves, Halflings, etc....

DungeonmasterCal

First Post
Though I'm far from wrapping up my current homebrew campaign, I've already been thinking about the next one. I create my own settings, and for a long time I've been contemplating a setting where the only PC races are humans, or at least human variants. Having just picked up Magic of Incarnum this week, the Azurin, Rilkan, and Skarn races got me thinking again. The races I'm thinking of including are the three mentioned, Humans (of course), Shifters, Elan, and Maedar.

My question is this: Are the Illumians (from Races of Destiny) worth including?
 

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I haven't gotten to use them, but I think they have potential.

I picked up MoI a while ago, but only recently have I warmed up to it. There is some good stuff in there! However, I'm not that impressed by the races. I'd pick one or the other of the 2 similar races, and find something else to fill the "gap."
 

I love Incarnum, but there is one thing I absolutely loathe about it.

In my games, when I describe Rilkan and the Skarn as lizardfolk-type creatures, not "Humans with scales and spikes"

"Rilkan are tall and lanky lizard-men with long necks and lanky builds. Their scales are a drab blue-grey, except on the shins, forearms, and neck. There, bright bands of vibrantly-colored scales adorn their bodies. their tails are long and thin. They have a large dewlap underneath their neck.

Skarn are heavily built, and shorter than the Rilkan. They are squat, but have powerful tails. Large spikes adorn their back, tail, neck, arms, and legs, and hundreds of thin, long spike-scales rest on the creatures head, making it seem almost as though it has hair. Their small dewlaps even has some spines on them."

Anyway, that's how I describe 'em. I had a thread on the wizards boards with pictures (badly drawn, I'm afraid) and a couple of feats giving them claw, bite, and tail-slap attacks, as well as NA, all augmentable by Essentia.
 

I figure I'll leave the Rilkan and Skarn the way they are for my purposes. I just don't want to spend the cash for RoD if I only want the one race, though. None of the guys in my group own it. But I'd love to take a good look at the Illumians.

This is what I have so far:
Humans (of course)
Rilkan
Azuran
Skarn
Maenad
Elan
Aventi
Shifter
Vashar (maybe)
Illumian (maybe)
Buil (a home brew race, very large and very strong)
Neanderthals
 
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IMHO, 6+ races in a world is silly, but voluntary transformation is cool.

I dislike the Illumians. A class or template that grants you glowing head-runes? That's cool. Even a small class (paragon or prestige). But a race? Bleah.

I feel the same way about the Incarnum races. Their big abilities are things you can invest Incarnum in and boost, so why not make that racial feature into a Feat that normal Humans can take? Or into some other kind of soulmeld augment?


Next campaign world I start -- and it'll be a while I'm sure -- will probably have these races:

Human
- Changeling (feat)
- Shifter (feat)
- Elan (transformational PrC)
- Tiefling (transformational PrC)
- Half-Dragon (three transformational PrCs)
- Giant (feat + transformational PrC)

Warforged

Kobold (Yuan-ti created slave race)


Many of the standard "evil" races will be Humans who have joined Abyssal Beast Cults (e.g. Gnolls will be human cultists of Yeenoghu who have transformed themselves in a depraved rite). Yuan-ti will be there, too. Basically, a world of humans, and the evil they have created. :]

Cheers, -- N
 

Personally I thought the race was kinda silly, to be honest. Among other things, I was somehow never able to get my mind around the idea of how a race with glowing head runes could specialize in stealth. :)
 

Illumians seem like something you might encounter on another world. An isolated race that might show up in an episode of Star Trek or something of that ilk. I don't think they work terribly well in a mixed crowd, but if you had them as the dominant (preferably, sole) race in a pocket dimension (or some other invented claptrap) then you could do something interesting with them.

Illumians are just a little too contrived for me to picture as a race that is as commonplace as other accepted races in a given setting. To be believable, they really need to be written into a campaign, not just tossed in at random. Personally, I don't think I'll ever use them in a campaign unless the history of the setting is somehow infused with their presence.
 

Nifft said:
IMHO, 6+ races in a world is silly

IMO, the only problem with having 6+ races in a world is that inevitably one or two of them are stronger than the rest, and everyone gravitates to those optima. This is made worse by the fact that if "core" races are always at LA+0, you're effectively limited to "balanced" stats with a few flavor abilities thrown in, which means there are only a few combinations to work with. This is especially a problem in a point-buy system; what's the point of giving a race +2 DEX, -2 CON if a player's just going to spend two extra points on his CON score and two less on his DEX?

In the end, no one ends up playing the Half-Orcs, and you're left with the "Star Trek" universe: all the "aliens" are just humans with bumpy foreheads and one single character trait that defines their culture (as if any culture on Earth could be simplified that much). If your race can be described as "Humans, but with (blank)", then you're suffering from this. The Illumians, unfortunately, are one of these races IMO.

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On to the solution:

One thing my friends and I learned from our homebrew campaign: things are MUCH more interesting when every race is the equivalent of LA+1 (using Soldarin's ECL system to balance). You can stack on far more abilities, to the point where the races aren't nearly so similar and can't be "spoofed" simply by spending your points/Feats differently. That allowed us to add more races without overlapping so much with the existing ones; in the end, I think we had 8 playable races and 3 common subraces, plus 5 distinct half-breed combinations. Of course most of these didn't get played by the PCs in our campaign, but that wasn't because they weren't good enough.
In some cases, we just upgraded the core races to a more powerful form (think Paragon rules); the Humans, for instance, now get +2 skill points per level, the usual free Feat, automatic Martial Weapon Proficiency, choose a few skills to be permanent class skills, and so on. They're by far the most flexible race, but they pay for it by being the only race without an attribute boost; since the other races aren't restricted to "balanced" stats, this isn't minor. (The "elf" race is DEX +4, STR -2, CHA +2, for instance, and has a 40' base movement and a Swim movement.)

My point is this (and I apologize if I went too far off the original topic): imagine a campaign where everyone's an Aasimar, Tiefling, etc. In that sort of world, having a "strange" race like the Illumians isn't so big a deal, since you can give them enough abilities to make them truly different, instead of just Humans with funny marks on their heads. Now yes, you could get the same effect by making a bunch of 1-level templates or PrCs that changed you, but at that point it's the same effect.
 



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