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<blockquote data-quote="Barastrondo" data-source="post: 4764801" data-attributes="member: 3820"><p>Hee hee! I am entertained, because last time I actually got to <em>play</em> D&D, my wife's character was a shifter druid mechanically. In-character, she was an actual <em>werewolf</em>, but one that had felt regrets and undergone a ritual to more or less reduce her shifting ability but put it under her control. Sort of like being on medication, but with the more dramatic focus of her silver wedding ring being the thing ritually keeping her lycanthropy in check. </p><p></p><p>I wound up playing a human for that game, but my initial idea was using shifter mechanics to do something similar, only representing an ordinary human who'd been savaged by a werewolf attack but had been only partially infected. I wound up keeping the "attacked by werewolf" concept and just going human, though, so we wouldn't have too many shifters in the party. (And of course, the werewolf that had mauled him was my wife's character.) </p><p></p><p>I like shifters. I wouldn't use them with the existing fluff, but mechanically they're great for building interesting character concepts.</p><p></p><p></p><p>Back on topic, it's rarely the actual mechanics of a race or class that I have a problem with, it's generally the twist on it. Playing a half-elf from elven stock that just really doesn't make sense, or European-style eladrin with references to a Seelie Court in a scimitars-and-sorcery game. But it's always best to be gracious. If there are actual problems with that choice, such as stepping on another player's toes or bringing undue social troubles on the group, I'll talk with the player about it. Otherwise, though, I just smile and let them do as they please. If it's an idea that works, they'll convince me; if my gut feeling was more on target, they'll probably feel it themselves and change out.</p></blockquote><p></p>
[QUOTE="Barastrondo, post: 4764801, member: 3820"] Hee hee! I am entertained, because last time I actually got to [I]play[/I] D&D, my wife's character was a shifter druid mechanically. In-character, she was an actual [I]werewolf[/I], but one that had felt regrets and undergone a ritual to more or less reduce her shifting ability but put it under her control. Sort of like being on medication, but with the more dramatic focus of her silver wedding ring being the thing ritually keeping her lycanthropy in check. I wound up playing a human for that game, but my initial idea was using shifter mechanics to do something similar, only representing an ordinary human who'd been savaged by a werewolf attack but had been only partially infected. I wound up keeping the "attacked by werewolf" concept and just going human, though, so we wouldn't have too many shifters in the party. (And of course, the werewolf that had mauled him was my wife's character.) I like shifters. I wouldn't use them with the existing fluff, but mechanically they're great for building interesting character concepts. Back on topic, it's rarely the actual mechanics of a race or class that I have a problem with, it's generally the twist on it. Playing a half-elf from elven stock that just really doesn't make sense, or European-style eladrin with references to a Seelie Court in a scimitars-and-sorcery game. But it's always best to be gracious. If there are actual problems with that choice, such as stepping on another player's toes or bringing undue social troubles on the group, I'll talk with the player about it. Otherwise, though, I just smile and let them do as they please. If it's an idea that works, they'll convince me; if my gut feeling was more on target, they'll probably feel it themselves and change out. [/QUOTE]
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