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General Tabletop Discussion
*Dungeons & Dragons
What Races (classes) do you allow or disallow in your campaign?
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<blockquote data-quote="steeldragons" data-source="post: 7165838" data-attributes="member: 92511"><p>Humans: 7 ethnicities & nations/cultures to choose from. 1) Norse/Viking/barbarian analogue; 2) desert empire Egyptian/Arab analogue; 3) magocratic/magic-use centric nation; 4) Mediterranean analogue sea-faring/trading benevolent monarchy/feudal system; 5) ancient fading/failing high-kingdom, celtic/gaelic analogue (See Half-elf option #1 below); 6) region of individual free-cities and city-states; 7) dark skinned/African analogue sea-faring tropical islands nation. There are also 2 human realms (1 remnants of a formerly great/all-but-destroyed exiled empire, and 1 completely lost people/civilization) that are not available for PCs. </p><p></p><p>Half-elves: choose 1) half-elfin "humans" from an ancient nation mixed with enough centuries of elvin ancestry to be genetically stable "half-elves"; 2) a 1st generation human/elf, half-elf/elf, or half-elf/half-elf progeny.</p><p></p><p>Elves: campaign world equivalent of "high" [default], more rarely "wood" equivalent, what I call "mist" or "cloud" elves (a general "valley elf" analog), extraordinarily rarely "aquatic" elf equivalent. Not for PCs: drow or "star/grey" elf equivalent.</p><p></p><p>Dwarf</p><p>Gnome: "Rock" gnomes -who are basically innate illusion-users 1e gnomes. They are NOT "tinkers/mechanists."</p><p>Halfling: Hairfooted only.</p><p></p><p>Satyr</p><p>Centaur</p><p>Homebrew Winged humanoids</p><p></p><p>Half-orcs are not be explicitly disallowed, but would be rare and and highly unusual and have not been seen in play.</p><p></p><p>Have also had/used, but generally not included in the "basic" campaign world list: sprites, lizardmen, homebrewed felinoids, homebrewed shapeshifting "werebear/Beorn-equivalent" type folk ...and in one very specific and special case a half-[aquatic]elf seductive swashbuckling scallywag. </p><p></p><p>Dragonborn and Tieflings do not exist in the campaign world (created well before the arrival of these PC race options). Such a character might be possible for a PC with the right story/reasoning: the existence of a half-demon or "dragon-man" in a fantasy world of magic is certainly possible. But the player would need to understand they'd be extraordinarily unusual [if not unique] individuals who were readily obvious (under most circumstances) and attract undue attention -almost certainly fear and disdain, if not outright hatred and panic.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 7165838, member: 92511"] Humans: 7 ethnicities & nations/cultures to choose from. 1) Norse/Viking/barbarian analogue; 2) desert empire Egyptian/Arab analogue; 3) magocratic/magic-use centric nation; 4) Mediterranean analogue sea-faring/trading benevolent monarchy/feudal system; 5) ancient fading/failing high-kingdom, celtic/gaelic analogue (See Half-elf option #1 below); 6) region of individual free-cities and city-states; 7) dark skinned/African analogue sea-faring tropical islands nation. There are also 2 human realms (1 remnants of a formerly great/all-but-destroyed exiled empire, and 1 completely lost people/civilization) that are not available for PCs. Half-elves: choose 1) half-elfin "humans" from an ancient nation mixed with enough centuries of elvin ancestry to be genetically stable "half-elves"; 2) a 1st generation human/elf, half-elf/elf, or half-elf/half-elf progeny. Elves: campaign world equivalent of "high" [default], more rarely "wood" equivalent, what I call "mist" or "cloud" elves (a general "valley elf" analog), extraordinarily rarely "aquatic" elf equivalent. Not for PCs: drow or "star/grey" elf equivalent. Dwarf Gnome: "Rock" gnomes -who are basically innate illusion-users 1e gnomes. They are NOT "tinkers/mechanists." Halfling: Hairfooted only. Satyr Centaur Homebrew Winged humanoids Half-orcs are not be explicitly disallowed, but would be rare and and highly unusual and have not been seen in play. Have also had/used, but generally not included in the "basic" campaign world list: sprites, lizardmen, homebrewed felinoids, homebrewed shapeshifting "werebear/Beorn-equivalent" type folk ...and in one very specific and special case a half-[aquatic]elf seductive swashbuckling scallywag. Dragonborn and Tieflings do not exist in the campaign world (created well before the arrival of these PC race options). Such a character might be possible for a PC with the right story/reasoning: the existence of a half-demon or "dragon-man" in a fantasy world of magic is certainly possible. But the player would need to understand they'd be extraordinarily unusual [if not unique] individuals who were readily obvious (under most circumstances) and attract undue attention -almost certainly fear and disdain, if not outright hatred and panic. [/QUOTE]
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What Races (classes) do you allow or disallow in your campaign?
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