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Some alternate ideas for Goblins, Orcs and Elves..
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<blockquote data-quote="AFGNCAAP" data-source="post: 1132344" data-attributes="member: 871"><p>Ar, me matey! They be keen idears of ye![/pirate] Have a couple of questions, though:</p><p></p><p> * What races are already established in your game (& thus not really that viable for stat modification)? For example, the races that the PCs belong to really wouldn't be open for modification (unless you discussed it with them beforehand). However, any race or monster that hasn't been brought into the "canon" of your game are open to change.</p><p></p><p> * How much change are you going for overall? A lot, which may impact mechanics, or a little, which may just be flavor-text & thus have no impact on mechanics?</p><p></p><p>As for the ideas you currently have, they're quite cool. Here's a few suggestions which may or may not meet your vision:</p><p></p><p> * The different "good" elven clans could correspond to the different D&D subraces, if you wanted. For example, high elves could be the Cat clan, wood elves could be the Eagle clan, grey elves could be the Owl clan, etc. Then again, you could have several different animal & plant-based "good" clans, yet all of the elves from these clans are basically the standard elves from the PH.</p><p></p><p> * Maybe tweak racial abilities. Perhaps the good elves are automatically proficient with the scimitar and falchion instead of the longsword & rapier (thus they'd go around with the curved swords that the elves use in the LotR movies). Maybe their Favored Class is Sorcerer instead (for "standard" elves), reflecting more of the inherent magical abilities of elves rather than magic via study.</p><p></p><p> * Even simple physical appearance changes may work. Your gnomes could have orange skin & green hair (possibly heralding countless Oompa-Loompa jokes), but they'd effectively be the same, stat-wise. Nevertheless, it'd be different from the norm. Or, perhaps the good elves look like typical Drow (black skin & white hair), while the "Drow" look like typical surface elves (dark hair & pale skin).</p><p></p><p> * Just increasing the rarity of a creature (esp. a relatively well-known one to gamers) may do the trick. Perhaps gnomes are deemed a myth because they are so rarely encountered or seen by the populace ("Gnomes? They don't exist. Pull the other one!"). Or maybe troglodytes are near extinction (the pocket of trogs the PCs meet & slay wipes out the race entirely).</p><p>Just a twist on player expectations, making the common rare and the rare common.</p><p></p><p>Hope that helps some. [pirate]Good luck to ye, matey! May the wind catch yer sails!</p></blockquote><p></p>
[QUOTE="AFGNCAAP, post: 1132344, member: 871"] Ar, me matey! They be keen idears of ye![/pirate] Have a couple of questions, though: * What races are already established in your game (& thus not really that viable for stat modification)? For example, the races that the PCs belong to really wouldn't be open for modification (unless you discussed it with them beforehand). However, any race or monster that hasn't been brought into the "canon" of your game are open to change. * How much change are you going for overall? A lot, which may impact mechanics, or a little, which may just be flavor-text & thus have no impact on mechanics? As for the ideas you currently have, they're quite cool. Here's a few suggestions which may or may not meet your vision: * The different "good" elven clans could correspond to the different D&D subraces, if you wanted. For example, high elves could be the Cat clan, wood elves could be the Eagle clan, grey elves could be the Owl clan, etc. Then again, you could have several different animal & plant-based "good" clans, yet all of the elves from these clans are basically the standard elves from the PH. * Maybe tweak racial abilities. Perhaps the good elves are automatically proficient with the scimitar and falchion instead of the longsword & rapier (thus they'd go around with the curved swords that the elves use in the LotR movies). Maybe their Favored Class is Sorcerer instead (for "standard" elves), reflecting more of the inherent magical abilities of elves rather than magic via study. * Even simple physical appearance changes may work. Your gnomes could have orange skin & green hair (possibly heralding countless Oompa-Loompa jokes), but they'd effectively be the same, stat-wise. Nevertheless, it'd be different from the norm. Or, perhaps the good elves look like typical Drow (black skin & white hair), while the "Drow" look like typical surface elves (dark hair & pale skin). * Just increasing the rarity of a creature (esp. a relatively well-known one to gamers) may do the trick. Perhaps gnomes are deemed a myth because they are so rarely encountered or seen by the populace ("Gnomes? They don't exist. Pull the other one!"). Or maybe troglodytes are near extinction (the pocket of trogs the PCs meet & slay wipes out the race entirely). Just a twist on player expectations, making the common rare and the rare common. Hope that helps some. [pirate]Good luck to ye, matey! May the wind catch yer sails! [/QUOTE]
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Some alternate ideas for Goblins, Orcs and Elves..
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