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General Tabletop Discussion
*Pathfinder & Starfinder
What Races Do You Allow?
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<blockquote data-quote="Tharkon" data-source="post: 5558494" data-attributes="member: 6674292"><p>A few save ways to reduce the amount of odd races:</p><p></p><p>Start the campaign at level 1 (most odd races have level adjustments).</p><p>Unless your campaign is high risk and your players are dying all the time, they shouldn't have many chances of choosing a new race.</p><p></p><p>Make odd races less welcome in settlements. Make sure a player knows that whenever his half-ogre character walks in a human town people stare at him, or when in an elven town some of the guard may constantly be watching what they consider a brutal and clumsy stranger. If a player picks a large creature, especially quadrupeds like centaurs. Then make some underground adventures or some in big castles with small corridors. If the race is known to be very magical, the player's character may be faced with constant distrust. If some of your other players are of a normal race, those players may even join the NPCs in this distrust.</p><p></p><p>For my upcoming campaign I am probably gonna let my players roll for race. Not entirely sure if and how it will work, but I got these races on the table:</p><p>Deep Halfling, Dream Dwarf, Forest Gnome, Gray Elf, Half-Elf, Half-Orc, High Elf, Hill Dwarf, Human, Illumian, Killoren, Lightfoot Halfling, Mongrelfolk, Mountain Dwarf, Raptoran, Rock Gnome, Talfellow Halfling, Whisper Gnome, Wild Elf, Wood Elf.</p><p>Not every race has equal chances of being rolled, none have level-adjustment.</p><p></p><p>As for how accepting communities are of odd races, this is all up to the DM, and it makes perfect sense that a DM that is uncomfortable with odd PC races creates communities that are uncomfortable with those same races. Of course the really big cities should still have some of the savage humanoids represented, if only in slums. It is mostly the smaller towns where most people know each other where you can enforce the races.</p></blockquote><p></p>
[QUOTE="Tharkon, post: 5558494, member: 6674292"] A few save ways to reduce the amount of odd races: Start the campaign at level 1 (most odd races have level adjustments). Unless your campaign is high risk and your players are dying all the time, they shouldn't have many chances of choosing a new race. Make odd races less welcome in settlements. Make sure a player knows that whenever his half-ogre character walks in a human town people stare at him, or when in an elven town some of the guard may constantly be watching what they consider a brutal and clumsy stranger. If a player picks a large creature, especially quadrupeds like centaurs. Then make some underground adventures or some in big castles with small corridors. If the race is known to be very magical, the player's character may be faced with constant distrust. If some of your other players are of a normal race, those players may even join the NPCs in this distrust. For my upcoming campaign I am probably gonna let my players roll for race. Not entirely sure if and how it will work, but I got these races on the table: Deep Halfling, Dream Dwarf, Forest Gnome, Gray Elf, Half-Elf, Half-Orc, High Elf, Hill Dwarf, Human, Illumian, Killoren, Lightfoot Halfling, Mongrelfolk, Mountain Dwarf, Raptoran, Rock Gnome, Talfellow Halfling, Whisper Gnome, Wild Elf, Wood Elf. Not every race has equal chances of being rolled, none have level-adjustment. As for how accepting communities are of odd races, this is all up to the DM, and it makes perfect sense that a DM that is uncomfortable with odd PC races creates communities that are uncomfortable with those same races. Of course the really big cities should still have some of the savage humanoids represented, if only in slums. It is mostly the smaller towns where most people know each other where you can enforce the races. [/QUOTE]
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