Matt4
Paragon
Posts: 3,545
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Post by Matt4 on Nov 16, 2023 3:31:53 GMT -8
In 5e, they 'recently' also have introduced variant half-elves where they get different things based on which elven sub-races they originated from. I think it's a cool idea. Here's what they get: Half-Elf Versatility. Choose one of the following traits: - Skill Versatility (General). You gain proficiency in two skills of your choice.
- Elf Weapon Training (High or Wood Elf Heritage). You have proficiency with the longsword, shortsword, shortbow, and longbow.
- Cantrip (High Elf Heritage). You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
- Fleet of Foot (Wood Elf Heritage). Your base walking speed increases to 35 feet.
- Mask of the Wild (Wood Elf Heritage). You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
- Drow Magic (Dark Elf Heritage). You know the Dancing Lights cantrip. When you reach 3rd level, you can cast Faerie Fire once, and it recharges after a long rest. When you reach 5th level, you can cast Darkness once, and it recharges after a long rest. Charisma is your spellcasting ability for these spells.
- Swim Speed (Sea Elf Heritage). You have a swimming speed of 30 feet.
Maybe you could do something similar for 2e's half-elves.
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Post by Daos on Nov 16, 2023 11:55:14 GMT -8
Yes, something along those lines. (Also, kind of ironic WotC went through the trouble now that they're removing half-elves entirely from the game.) Just slight differences to make them feel a bit more distinct from each other. Like maybe half-drow have slightly better infravision and can cast Dancing Lights once a day.
That covers the core races. So next is Goblins.
Actually, it seems I already changed them quite a bit. I gave them a +2 to DEX (by the book, they just get the -1 STR/CHA penalty and nothing else), and gave them the Groveling ability (which I stole from Gully Dwarves) and that bonus to reactions for wolf and wolf-like creatures. I felt they needed some buffing up, because they're really a very weak race otherwise (by design, really; but I've always had a soft spot for them). With all of the changes I've already made, they probably don't need anything else. But what do you all think?
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Matt4
Paragon
Posts: 3,545
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Post by Matt4 on Nov 16, 2023 12:25:51 GMT -8
Personally, I like when races have 'affinity' for certain weapons. Like Elves with bows, dwarves with hammers, kenders with slings, etc. Maybe you could give Goblins one too? Idk which weapon would make more sense for them, maybe spears and lances? To go along the goblin wolf rider trope?
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Post by Daos on Nov 16, 2023 16:46:13 GMT -8
Possibly. Goblins aren't really associated with any particular weapon. In fact, their MM entry states, "They can use any sort of weapon, preferring those that take little training, like spears and maces. They are known to carry short swords as a second weapon." So they tend to prefer stuff that's easy to use, and doesn't require a lot of training or work.
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Post by Daos on Nov 17, 2023 19:29:40 GMT -8
Next up is Hobgoblins. It looks like I've modified them already, albeit slightly so. I gave them a +1 to STR to balance out their -1 to CHA. Otherwise, they're pretty much right out of the book. Not really sure what else there is to do to them to make them stand out more. Hobgoblins, like Goblins, were originally designed to be sword fodder. So there isn't a whole lot to them. I'd have to put some thought in that. Anyone here have any thoughts?
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Matt4
Paragon
Posts: 3,545
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Post by Matt4 on Nov 18, 2023 12:13:16 GMT -8
They only have a malus ability and one ability that's mostly useless..meh, I'll give them something but I don't know much about them to offer any advice.
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Post by Daos on Nov 18, 2023 21:45:46 GMT -8
Well, culturally, I basically modeled Hobgoblins after Klingons. Honorable, thirst for battle, etc. Maybe I could copy some physical traits from them, too. Like multiple redundant organs that help keep them alive longer? Not sure how that would translate mechanically, though.
Next race is Tieflings. They're very rare in most places, but in Renosia they are common (and in Daemon, specifically, they're very common). I don't know, I'm pretty happy with them. I can't think of anything I'd really like to change. They're one of the most variable races (if you use the randomization tables, anyway) in the game. No two are exactly alike. Anyone else have any thoughts?
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Matt4
Paragon
Posts: 3,545
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Post by Matt4 on Nov 19, 2023 3:33:07 GMT -8
They truly give you the randomizer experience, I like it.
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Post by Daos on Nov 19, 2023 12:52:06 GMT -8
Okay, a quick review of what we have so far:
01.) Character Generation; 4d6 drop the lowest, arrange to taste 02.) Level Limits are out. 03.) Humans are fine as they are 04.) Orisons for clerics (Matt) 05.) Spontaneous healing for clerics (Matt) 06.) Identify cheaper (Matt) 07.) Dwarves are fine as they are 08.) Elves; Drow get better infravision 09.) Gnomes are fine as they are 10.) Halflings possibly need revision 11.) Half-Elves made more mechanically distinct 12.) Goblins might need a little work 13.) Hobgoblins have redundant organs? 14.) Tieflings are fine as they are
I'm going to spend some time working on these. As I said before, any changes made won't affect this game, just future Lost Souls games.
But anyone who wants to can continue discussing these topics, or others, if they like. But just wanted to give a head's up that my going quiet for a bit isn't because I'm giving up or anything.
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Post by Igordragonian on Nov 23, 2023 22:31:57 GMT -8
Well, it's a thing that I am seeing that many modern OSR games go for- simpler ways to deal with encumbrance.
I vaguly remember a one, that like in some RPG video games, each item worth x amount of "boxes" which you need to fit into limited amount in the inventory, which can be less limited if you have high strengh.
I am not sold on this soluation specifacly- I just see that in practice, most d&d players I know, sort of handwave encumbrance, or just when they feel they players are overdoing it "....You want to carry 40 two handed swords on your back? Ummmm... I dont know..."
So, I am just saying, that it's a thing that OSR devolpers are trying to modernize this days, so there are still intresting limitations with encumbrance.
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Post by Daos on Nov 26, 2023 11:03:00 GMT -8
I actually like encumbrance, though. I use it in all of my games. Always have. Even my 5E games, much to the chagrin of a number of players.
I can understand the argument to remove it for real-time games, where it can be a hassle to pause everything and recalculate all of the time. But in a forum game, where time is plentiful, I don't see any reason not to keep track of it. Same with food and water.
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Post by Igordragonian on Nov 26, 2023 11:48:32 GMT -8
I didnt said to discard it- just to see if there are more convient ways to apporach it.
But fair. Forum bpbs are diffrent
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Post by Daos on Nov 26, 2023 15:19:31 GMT -8
Convenient for whom, though? The player, or the DM? I keep track of the whole thing on my own, so there is no inconvenience to the player, beyond not being able to carry a storefront's worth of goods in their backpack.
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Post by Daos on Dec 11, 2023 20:05:15 GMT -8
And we're back. What's next? Genasi, right.
I've always had a fondness for genasi, ever since they were introduced in Planescape. Lost Souls has always had strong elemental themes, so they fit in pretty well. In fact, I liked them so much I homebrewed versions for the energy, para-elemental and quasi-elemental planes, as well. Meaning Lost Souls has 18 different kinds of genasi. Much like other races, only certain kinds are often found in different regions. For Renosia, the most common kinds are Fire, Magma, Smoke, Radiance, Ash, and Death. But in other parts of the world, you can also find Earth, Water, Air, Ooze, Ice, Mineral, Steam, Lightning, Salt, Dust, Void, and Life.
I don't know if any of them need work or not. I've never had a chance to really playtest any of them, especially the new ones. But if anyone has any thoughts on them, feel free to share them.
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Post by Daos on Dec 12, 2023 19:40:47 GMT -8
All that remains of the Races are the miscellaneous ones. I won't give each one a post, because that will take forever. But I will list them:
Aarakocra, Alaghi, Beastman, Bugbear, Bullywug, Centaur, Fremlin, Gnoll, Firbolg, Flind, Kobold, Lizard Man, Minotaur, Mongrelman, Ogre, Ogre Magi, Half-Ogre, Ogre Mage, Orc, Half-Orc, Pixie, Satyr, Saurial (Bladeback, Finhead, Flyer, Hornhead), Voadkyn, and Wemic.
Most of these races have never been played in my games, so I can't speak to how good or bad they might be. That said, if anyone has any opinions or feedback about any of them, I'll be glad to hear it. Otherwise, I'm assuming they're fine as is.
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