Why would you want to play *that*??

MoogleEmpMog said:
I don't consider that a great failing. I consider it a design decision.

Those are not mutually exclusive propositions.

Nonetheless, I'd love to see those rules! They sound very cool.

Thanks. I used some non-OGL material in compiling them, though. The general gist is that most non-human characters cease to be humanoids. Elves and gnomes become fey, and are subject to modified fey rules from Goodman Games' Complete Guide to the Fey. An action point system is in place, but the actions are based upon meeting preset conditions within a game session, similar to the Personality Feats in Dynasties & Demogogues.

The general idea is to add "victory conditions" to a game that have nothing to do with simply beating the BBEG & taking his stuff, but which are either designed to avoid penalties or to grant bonuses for beating the BBEG & taking his stuff.

I also added things like outcast ratings, taint, racially exclusive forms of magic, racial levels, etc. (even to various human types) to individuate them. I limited even core classes on the basis of race, again to individuate them. Anything that makes an elf different from a human is a good thing, in my book.

Just an aside, I think the flumph is rather a strawman (a strawflumph?) because it's a deliberately outrageous, borderline unplayable creature only available in 3.x in a Dungeon magazine from more than six months ago, possibly more than a year.

Nah. A flumph would be a wonderful creature to play if you really wanted a character with an alien mindset. Just pull out the 1st Edition Fiend Folio, your Beast Builder, and convert away. Talk about kewl powerz! The flumph is like nothing else in the game. Talk about unique! You're pretty much guaranteed to be the only one in the party. Challenge to play? The flumph has that in spades.

All these things that players claim they want those outrageous character types for? Flumphs are the way to go. They answer all your weird character needs.

LONG LIVE THE FLUMPH!


RC


(If somebody came to me and said, "I want to play a flumph in your game" I'd bend heaven and earth to allow it.)
 

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MoogleEmpMog said:
The difference is, one set of rules forces the PC to be good at something: combat.

The other forces (or tries to force) the PLAYER to be good at something: roleplaying.

The latter is far more difficult, IMX.


Whereas, IMX, once the players have a firm grasp on what the "victory conditions" are, they charge at them like an enraged bull. I've always discovered that players are exceptionally clever at meeting whatever requirements one sets to get ahead.

I might just be lucky in the players I've encountered over the years, though. :D
 

On this subject, the "Favored Class" rules of Conan where if you play your races Favored Class you get bonus feats? I'd be all over it. Carrot gets more rabbits than the stick, IME.
 



Ok, Raven, lets test this out:

I want to play a half-Elf(your fey elf) Half-Fishman Dragon in your campaign. Whats my LA, my crux, and my favored class?

*runs*
 

Raven Crowking said:
(1) K3wl powerz.
(2) Expectation that the character will play a central role in the campaign.
(3) The DM kept throwing weird NPCs out there, so why let her have all the fun?
(4) Modules/Dragon/D&D novels kept throwing weird NPCs out there, and they kept doing it for the "Woah!" factor, so why let them have all the fun?
(5) Inability to think of an imaginative way to play a human.
(6) Unwillingness to immerse in the world as presented/desire to change the world to fit a different vision.
(7) It wasn't as though the elf was anything other than a human with k3wl powerz and pointy ears anyway, and that dwarf is just a short surly Scotsman.
(8) Recreation of a character from a movie/novel/video game.
(9) I had a neat idea for an encounter, but I don't want to DM.
The one that determines what all my characters will be:
(10) It seemed like a fun idea at the moment I had it, so I wrote it down and now I'm playing it.
 
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der_kluge said:
And I'm surprised to see so many people here sit back so passively and watch Dungeons and Dragons turn into a Dragonball-Z game.

LOL! The game is what you make it. D&D is only turning into a "Dragonball Z" game if you're playing it that way. ;)
 

Seeten said:
Ok, Raven, lets test this out:

I want to play a half-Elf(your fey elf) Half-Fishman Dragon in your campaign. Whats my LA, my crux, and my favored class?

*runs*

LOL

Half-elf is a template added to a human type.

Half-Elf

Of all the fey, elves are perhaps the most likely to mate with humans and produce viable offspring. Half-elves may be of several human types, or admixed from the human types listed below. They are always of a single elf type, and can only take elven racial levels in the “class” of that elf type. Because of their strong human blood, half-elves are not specifically affected by cold iron, and can gain the benefit of divine miracles and rituals (although they cannot become Priests).

• Human Types: Alderhald, Fenlanders, Indrus, Lakashi, and Lakelanders
• Outcast Rating: +2.
• Low-Light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
• Elven Blood: For all effects related to race, a half-elf is considered an elf. A half-elf is allowed to take up to one racial level in the elf type of his elven parent. The maximum of three racial levels still applies. Half-elves are considered elves for the purpose of prestige class requirements.
• Fey-Kin: In addition to the Humanoid type, a half-elf is considered to be of the Fey type for the purpose of any spell, feat, or special ability. In addition, the half-elf may take up to one racial level in the Seelie, Unseelie, or Wild Fey racial “class”. The maximum of three racial levels still applies. Half-elves are not considered Fey for the purposes of prestige class requirements.
• Bonus Languages: As human type, plus Sylvan.
• Favoured Class: Ranger.
• Other Core Classes Allowed: As human type, plus Druid, Magician, Psychic, Shaman, and Witch (Wood). Regardless of human type, this character cannot become a Priest.
• The offspring of a half-elf and an elf is an elf. The offspring of a half-elf and a human is a human. However, a half-elf may aquire additional templates from its human parent; these are limited to beast-touched and caliban. Each additional template adds to the ECL of the half-elf template. A beast-touched half-elf would have an ECL of +2, for example, and a beast-touched half-elf caliban would have an ECL of +3.
• Effective Character Level: +1.​

Now, I don't have "fishmen" per se, but let's consider this to be the Beast-Touched template:

Beast-Touched

There are those who worship the Beast Lords, and before the advent of the Seven Good Gods, such worship was even more common. Descendents of ancient worshipers, or modern ones, may be beasttouched, carrying some traits of animal type without being wholly transformed. The qualities of the beast-touched are based upon the type of beast whose traits they carry.

Depending upon the individual, the beast-touched template may cause either physiological or psychological changes in the character, or both. A boy raised by wolves, for example, may be wolf-touched. A community of people who worship Baerbeth may be all (or partially) cat-touched.

• Human Types: Any. The animal type chosen must make sense for the racial group and campaign region, however. I.e., no one in the Hêtlands can be walrus-touched, nor can the Alderhald be monkey-touched.
• Gains subtype of its animal type (if any).
• Technological Level: As human type, minus 1, to a minimum of I.
• Outcast Rating: +2.
• Automatic Language: As human type, plus the Beast Tongue of the beast-touched creature type.
• Favoured Class: Ranger.
• Other Core Classes Allowed: As human type, plus Druid and Shaman.
• The character gains a +2 bonus to one physical ability score, but also gains a –2 penalty to two other ability scores. The ability scores affected vary by animal type, and can be found in Appendix I: Common Animal Statistics.
• The character gains a +8 racial bonus to one skill, and a +4 racial bonus to two skills. The skills vary by animal type, and can be found in Appendix I: Common Animal Statistics. A beast-touched character can always Take 10 when using the skill with the +8 racial bonus, regardless of circumstances.
• The character can take up to two racial levels in the Beastfolk racial “class”. The character cannot exceed three racial levels maximum.
• The child of a beast-touched human may (but does not necessarily) inherit the beast-touched template. If the child is intended to be a PC, then this is a matter of player choice. If not, assume a 25% chance that the beast-touched template is retained. In the case of compounding templates, beast-touched adds +1 to the character’s ECL.
• Effective Character Level: +0.​

I'm not going to let you play a dragon. Sorry. But I imagine that your desire for the dragon part of the character is to be cool, and alien, and something few people want to mess with. For your human type, then, may I suggest the Indrus?

Indrus

The Indrus are a tall, willowy people whose tan to brown skin has a noticeably olive cast. They have dark, curly hair and blue eyes. They prefer brightly colored robes of ornamental cloth. The Indrus are the remnants of the Old Avlantean people, who survived the sinking of Avlantar long ago. It is said that, in ages past, the Indrus once wielded great powers of magic and mind, and had greater knowledge of alchemy and metallurgy than any beings now living. There was a time when Avlantean rule of the Middle World stretched as far north as the southern slopes of the Trollshanks, and as far south as the Mountains of the Moon. Their rule ended when Avlantar sank, and the Parthelonians rose to power.

The Indrus still speak Avlantean, though few understand the Old High Avlantean of their forefathers. They write with brush or quill using the ornate Avlantean script. Noble Indrus consider calligraphy, poetry, and painting to be important arts, for Indrus culture cultivates all powers of the mind. They worship many gods, good and evil – for they do not abide by the Treaty of Brentkirk. It is said that some Indrus have dealings with both Lunarites and
diabolical powers, but mostly the Indrus are concerned with gods associated with magic, secrets, and power.

Indrus names come from the Hindi and Japanese traditions, and include both a family name and a given name. Given names are typically from Japanese, while family names are Hindi. The family name always comes before the given name, so that Chidambaram Michi would be Michi of the family Chidambaram. Indrus given names include (male) Arkira, Botan, Haru, Hiroshi, Jiro, and Kisho, and (female) Mai, Miyoko, Nozomi, Ren, and Sakura. Family names include Krishnan, Kaliyana, Nambiar, Patankar, Joshi, and Gowda.

Indrus have the following racial traits:

• Location: Eastern Faerthalos and islands in the Midworld Sea.
• Technological Level: V (Renaissance).
• Outcast Rating: 8.
• Automatic Language: Avlantean.
• Bonus Languages: Beast Tongues (Lizard and Serpent Tongues), the Common Tongue, the Dark Tongue, Low Dwarven, Lunarian, and Southron.
• Favoured Class: Psychic.
• Other Core Classes Allowed: Fighter, Magician, Rogue, Shadowfist, and Witch (Iron, Mind, and Sea).
• Racial Feats: Coven Membership, Latent Dreamer, Open Mind, Sensitive, and Sixth Sense.
• Effective Character Level: +0.​

The basic rules for demi-humans are

The intermingling of humans with other species creates demi-humans. In most cases this is due to either a romantic liaison or rape (often the case with half-goblins), but in some cases (such as with changelings) the interference may be more insidious.

It is possible for a demi-human character to be a beast-touched half-elf caliban. In this case, the demi-human templates are said to be compounded. Each template describes the likelihood of offspring carrying the template, and the penalties for compounding one template with others. Some templates cannot be compounded.

All demi-human characters share these basic traits:

• Humanoid type and Human subtype (but may have other subtypes).
• Medium: As Medium creatures, demi-humans have no special bonuses or penalties due to their size.
• Demi-human base land speed is 30 feet.
• Adding a template to a base human racial type creates all demi-human characters. As a result, demi-humans are allowed to gain racial levels in their initial human type; however, they may only take two levels in their base human type and admixed demi-humans cannot take human type racial levels.
• Demi-humans do not gain additional skill points, or a bonus feat at first level, as do humans.​

The question becomes, in a setting that includes 10 human types, awakened animals, humanoid animals of many types, 6 demi-human templates that can be applied to humans, sinister gypsy halflings, dwarves with three different types of racial levels, giants, and fey characters that include 5 types of elves, gnomes, and faerie animals (western hengeyokai ranging from sparrows to black bears and walruses) that belong to one of three Courts, one of eight Hosts, and that can take racial levels in their fey subtype or the Seelie, Unseelie, or Wild Fey type.......do you need to be a dragon to have fun?
 

Dr. Awkward said:
The one that determines what all my characters will be:
(10) It seemed like a fun idea at the moment I had it, so I wrote it down and now I'm playing it.

I didn't say the nine reasons I listed were an exclusive list, merely a list of the most common reasons by far to play weird characters. Exceptions exist.
 

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