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*Pathfinder & Starfinder
wolverine race(btw im new)
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<blockquote data-quote="Dark Hermit" data-source="post: 4547189" data-attributes="member: 79843"><p>Hello there.</p><p></p><p>Well, first, I don't think it's a good idea to make a race that sounds too much like a rip-off from any character, much less an X-Men character.</p><p>Try making it more different from things that are already known.</p><p>It's good to get inspiration from stuff like comics and movies, but taking whole ideas and just trying to put them in the game isn't that good.</p><p></p><p>You have some problems there. First, the claws. If they are too powerful, the race will make monks that are far better than the others (since it sounds more reasonable that the claws won't count as normal weapons and then influence their unarmed strikes), and then unbalance the game. Also, their sorcerers and wizards would have a good weapon they are automatically proficient with, so you should take care about it.</p><p>Also, having a race with the scent ability, in my opinion, makes this race better than the core races, since they will know when there are hidden/invisible enemies around.</p><p></p><p>What I've done once was to idealize a wolvish race that didn't have such thing as claws and stuff. They were basicly a human tribe that in the past were punished by their gods and forced to live with a curse. They were something like a "half-wolf" human. I never created the actual rules for them, I stopped after thinking about their history. But they didn't have claws and stuff.</p><p>I was planning to use the hybrid werewolf from Monster Manual I as a guide, so I think that's a good idea for you too. Just make it less powerful than the one in the book.</p><p></p><p>And, for your race not to look too much a rip-off, just try first thinking about what yo uwant from that race, where it came from, what's their job in the world and stuff.</p></blockquote><p></p>
[QUOTE="Dark Hermit, post: 4547189, member: 79843"] Hello there. Well, first, I don't think it's a good idea to make a race that sounds too much like a rip-off from any character, much less an X-Men character. Try making it more different from things that are already known. It's good to get inspiration from stuff like comics and movies, but taking whole ideas and just trying to put them in the game isn't that good. You have some problems there. First, the claws. If they are too powerful, the race will make monks that are far better than the others (since it sounds more reasonable that the claws won't count as normal weapons and then influence their unarmed strikes), and then unbalance the game. Also, their sorcerers and wizards would have a good weapon they are automatically proficient with, so you should take care about it. Also, having a race with the scent ability, in my opinion, makes this race better than the core races, since they will know when there are hidden/invisible enemies around. What I've done once was to idealize a wolvish race that didn't have such thing as claws and stuff. They were basicly a human tribe that in the past were punished by their gods and forced to live with a curse. They were something like a "half-wolf" human. I never created the actual rules for them, I stopped after thinking about their history. But they didn't have claws and stuff. I was planning to use the hybrid werewolf from Monster Manual I as a guide, so I think that's a good idea for you too. Just make it less powerful than the one in the book. And, for your race not to look too much a rip-off, just try first thinking about what yo uwant from that race, where it came from, what's their job in the world and stuff. [/QUOTE]
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wolverine race(btw im new)
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