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What traditional fantasy conventions are you tired of?
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<blockquote data-quote="Doctor Bomb" data-source="post: 1771560" data-attributes="member: 8300"><p>I sort of cured that problem in my campaign by giving hit die modifiers to the classes instead of class hit dice. So, Adept, Wizard, Sorcerer, Psion are -4, Expert, Rogue and Bard are -2, Ranger, Druid, Cleric, Warrior, etc get no modifier, Fighters get +2, and Barbarians get +4. These modifiers go to racial hit dice, so humanoids end up with the same numbers as old skool class hit dice, but fey (d6) end up with d2's for arcane classes and d8's for fighters, and dragons end up with d8's for arcane classes and 2d8 for barbarians. It seems to be working for my group (makes those annoying pixie sorcerers instant kills if anyone can actually hit them, while dragons get EVEN MORE POWERFUL!! AH HA HA HA HA!!) <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /></p><p></p><p>I also get annoyed by the "all elves use bows, all dwarves are good at smithing, all gnomes are clumsy inventors" stereotypes. I split the RACIAL stuff (Stat bonuses, jump bonus due to kangaroo-type legs, etc) from the CULTURAL stuff in my campaigns (bonus to hit giants, favored weapons, favored classes) and ensure my players have a reasonable background for thier character. If they all grew up together in the city, they will all have the same set of cultural skills and abilities. For humans, the racial bonus is the Feat and the first three bonus skill points, while the cultural stuff is +1 skill point per level and ANY as the favored class.</p><p></p><p>Half orcs in my campaign, as well as half-elves, are self-sustaining races which have their own cities and cultures, and not the product of rediculous interbreeding. If they were, they would be a lot more like the Dark Sun Muls, sterile and enslaved, and rare except where forcibly created. I mean, really, how often do orc hordes have to overrun the local humans to create the number of half-orcs seen in the stereotypical world? A LOT. You would think the humans, with their bonus feat and natural flexibility, would have figured out a way around all the raping and pillaging by now, or would have moved.</p><p></p><p>Other than those quirks, I kind of like infinite variety in my subraces, but I don't allow them all to co-exist in the same world. I added a dash of Spelljammer to my campaigns, so after picking the 6 or 8 "local" races/subraces, all the others are assumed to be travelers from another crystal sphere, and therefore won't be encountered as villages or random passers by, but as moderate to high level trading parties in big cities or as adventuring groups exploring the planes. All the tauric creatures in my campaign fit under this category (no player has yet seen a centaur, hybsil, or wemic) as well as six legged critters of other varieties (only one displacer beast has ever been seen, an escape from some sort of traveling gladiator troupe, but they sure do run across a lot of Girillon/Yeti/Legendary Gorilla types in those mountains...)</p></blockquote><p></p>
[QUOTE="Doctor Bomb, post: 1771560, member: 8300"] I sort of cured that problem in my campaign by giving hit die modifiers to the classes instead of class hit dice. So, Adept, Wizard, Sorcerer, Psion are -4, Expert, Rogue and Bard are -2, Ranger, Druid, Cleric, Warrior, etc get no modifier, Fighters get +2, and Barbarians get +4. These modifiers go to racial hit dice, so humanoids end up with the same numbers as old skool class hit dice, but fey (d6) end up with d2's for arcane classes and d8's for fighters, and dragons end up with d8's for arcane classes and 2d8 for barbarians. It seems to be working for my group (makes those annoying pixie sorcerers instant kills if anyone can actually hit them, while dragons get EVEN MORE POWERFUL!! AH HA HA HA HA!!) :] I also get annoyed by the "all elves use bows, all dwarves are good at smithing, all gnomes are clumsy inventors" stereotypes. I split the RACIAL stuff (Stat bonuses, jump bonus due to kangaroo-type legs, etc) from the CULTURAL stuff in my campaigns (bonus to hit giants, favored weapons, favored classes) and ensure my players have a reasonable background for thier character. If they all grew up together in the city, they will all have the same set of cultural skills and abilities. For humans, the racial bonus is the Feat and the first three bonus skill points, while the cultural stuff is +1 skill point per level and ANY as the favored class. Half orcs in my campaign, as well as half-elves, are self-sustaining races which have their own cities and cultures, and not the product of rediculous interbreeding. If they were, they would be a lot more like the Dark Sun Muls, sterile and enslaved, and rare except where forcibly created. I mean, really, how often do orc hordes have to overrun the local humans to create the number of half-orcs seen in the stereotypical world? A LOT. You would think the humans, with their bonus feat and natural flexibility, would have figured out a way around all the raping and pillaging by now, or would have moved. Other than those quirks, I kind of like infinite variety in my subraces, but I don't allow them all to co-exist in the same world. I added a dash of Spelljammer to my campaigns, so after picking the 6 or 8 "local" races/subraces, all the others are assumed to be travelers from another crystal sphere, and therefore won't be encountered as villages or random passers by, but as moderate to high level trading parties in big cities or as adventuring groups exploring the planes. All the tauric creatures in my campaign fit under this category (no player has yet seen a centaur, hybsil, or wemic) as well as six legged critters of other varieties (only one displacer beast has ever been seen, an escape from some sort of traveling gladiator troupe, but they sure do run across a lot of Girillon/Yeti/Legendary Gorilla types in those mountains...) [/QUOTE]
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