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Verboten! What do you NOT allow in your campaigns?
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<blockquote data-quote="Belen" data-source="post: 1674591" data-attributes="member: 1405"><p>If I tend to eliminate options, then it always has a story or world-specific reason. My homebrew differs from the basic/ core DnD in several ways, such as all the stats for the races (except humans) are changed:</p><p></p><p>Nomani (elves): They are a gypsy race that tends to wander the world. They have the longest life spans as 150 years and rogue is their favored class.</p><p></p><p>Roviri (half-elves): Mostly seen as mistakes by humans. They live to about 125. </p><p></p><p>Avyrim (dwarves): Nature lovers and natural druids. They travel the land making sure to keep it healthy and act as diplomats between nature and civilization.</p><p></p><p>Estradi (halflings): The most magical of races. They excel at magic and live in mountainous terrain.</p><p></p><p>Gremen (bear-folk): Nuff said.</p><p></p><p>I have also assign a common/ uncommon/ rare status to each base class where anyone can choose to play a common class, but rare classes have restrictions. I have also added a good number of classes from AU into the mix.</p><p></p><p>For example, Clerics are a rare class in my world. The majority of churches are made of priests, but get no real powers, while a cleric has a true calling and passion for his god.</p><p></p><p>It would take too long to really explain all the aspects and some are still being created, but this may give you a good idea.</p><p></p><p>Oh! Monstrous races are not native to the world. Orcs and such are outsiders. They get no special powers, but they are just not native.</p></blockquote><p></p>
[QUOTE="Belen, post: 1674591, member: 1405"] If I tend to eliminate options, then it always has a story or world-specific reason. My homebrew differs from the basic/ core DnD in several ways, such as all the stats for the races (except humans) are changed: Nomani (elves): They are a gypsy race that tends to wander the world. They have the longest life spans as 150 years and rogue is their favored class. Roviri (half-elves): Mostly seen as mistakes by humans. They live to about 125. Avyrim (dwarves): Nature lovers and natural druids. They travel the land making sure to keep it healthy and act as diplomats between nature and civilization. Estradi (halflings): The most magical of races. They excel at magic and live in mountainous terrain. Gremen (bear-folk): Nuff said. I have also assign a common/ uncommon/ rare status to each base class where anyone can choose to play a common class, but rare classes have restrictions. I have also added a good number of classes from AU into the mix. For example, Clerics are a rare class in my world. The majority of churches are made of priests, but get no real powers, while a cleric has a true calling and passion for his god. It would take too long to really explain all the aspects and some are still being created, but this may give you a good idea. Oh! Monstrous races are not native to the world. Orcs and such are outsiders. They get no special powers, but they are just not native. [/QUOTE]
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