Lekai
Commoner
Posts: 20
Favorite D&D Class: Rogue
Favorite D&D Race: Human
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Post by Lekai on May 28, 2015 23:53:58 GMT
I've always really liked the dark cloak and dagger style games, and a part of me feels that there is something really wonderful about a human-only campaign in this style (OHAI ASOIAF).
However the issue is that all humans are lumped together in the DMG and PH, and I was wondering if anyone has ever done some racial repurposing to create variants of humans to confer some of the natural bonuses that dwarves, elves and such give without having to set a game in a high fantasy setting. Mountain people with the stats of dwarves or something?
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Samuel Wise
Demigod
Ready to Help...
Posts: 989
Favorite D&D Class: Warlock
Favorite D&D Race: Mousefolk
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Post by Samuel Wise on May 29, 2015 0:04:13 GMT
However the issue is that all humans are lumped together in the DMG and PH, and I was wondering if anyone has ever done some racial repurposing to create variants of humans to confer some of the natural bonuses that dwarves, elves and such give without having to set a game in a high fantasy setting. Mountain people with the stats of dwarves or something? I created an adventure for some of my friends (note: we haven't actually played it) where they had to 1. Only be humans and 2. Could not use magic whatsoever. This was because of some story/atmosphere reasons that they requested (but apparently they really wanted to use magic). It was for a dark, ripper-streetish world that was almost the pinnacle of creepy evilness. I (for simplicity) created three different variants of human. The Faeguls, a light and acrobatic human sub-race that were the basic equivalent to elves. The Taor, a human sub-race equivalent to humans. And Bavolians, an unnaturally tall (7-8') human sub-race that are basically akin to Goliaths. The only things I changed a bit concerned rules dealing with magic. However the group decided, instead, that they wanted to play a game set in the world of Älmara instead, so I cannot say how well this idea worked out...
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Post by friartook on May 29, 2015 0:15:57 GMT
I've always really liked the dark cloak and dagger style games, and a part of me feels that there is something really wonderful about a human-only campaign in this style (OHAI ASOIAF). However the issue is that all humans are lumped together in the DMG and PH, and I was wondering if anyone has ever done some racial repurposing to create variants of humans to confer some of the natural bonuses that dwarves, elves and such give without having to set a game in a high fantasy setting. Mountain people with the stats of dwarves or something? What you're talking about is really reskinning existing races. In the end, the only difference between a dwarf and a human with dwarf stats is the flavor text. I'm working on a homebrew world for my next campaign. In it, dwarves and halflings are mutations of humans who were exposed to cosmic radiation (arcane energy) and changed over generations to fit their environments (dwarves mined ores imbued with this arcane energy, halflings were plainsfolk who just lived to near contaminated areas, orcs/goblins/gnolls and such are similarly subraces of human). Elves and Gnomes are actually aliens who come to the planet fleeing a destructive force that laid their home world to waste. Under this scenario, half-dwarves are possible and common, half-halflings are possible but very, very rare, and half orcs happen, but rarely due to cultural clashes. There are no half-elves, as elves cannot breed with humans. All reskinning and flavor text.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Jun 2, 2015 0:51:38 GMT
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