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| Daybreaker10-27-07, 07:01 PM | I'm putting together a new campaign world and I was thinking about some mild adjustments I could make to the races. I'm not actually changing their stats -- just their favored classes. These are things I've wanted to do for a while, just to get D&D to somewhat more closely resemble my own take on what the races should be like. For the most part, I think that these are small changes, but I was talking to one of the prospective players in this campaign and it was suggested that any deviation from the books might be met with hesitation. I'm pretty sure I can talk my players into it -- they've been down much stranger, more twisted roads with me in the past -- but I thought I'd show the people here what I was thinking, just to be sure I'm not going overboard. Some races have two favored classes. These represent different subcultures, sort of like subraces but not quite as dramatic. I'm including all of the races in the PHB. I'm thinking about adding some more, but I haven't decided which. Suggestions are welcome. Race: Favored Class Dwarves: Rogues Elves: Druids/Rangers Gnomes: Wizards Half-Elves: Clerics/Paladins Half-Orcs: Fighters/Barbarians Halflings: Bards Humans: Any In somewhat more detail, explaining the alterations: Dwarves: On this world, Dwarves are somewhat less martial and a lot less trustworthy than they are in the standard D&D world. They tend toward chaotic rather than lawful, and they have a reputation for evil (specifically greed) among the other races. They are known for the cunning traps and innovative devices they use to protect their subterranean lairs. On the other hand, as much as Dwarves are known for the way they desperately seek gold in all things, they are also credited with bravery, ambition and great skill in their craftsmanship. They are responsible for a great deal of the wealth present in the economy of my campaign. And of course, any tool or piece of gear is always better when a dwarf has crafted it (for triple the cost and double the bonus of being masterwork). Elves: Elves are fairly standard in that they're reclusive, somewhat xenophobic, and very territorial. They have a reputation for being very benevolent, but also very dangerous if you manage to upset them. The other races know that the elves are mostly responsible for holding back evil creatures like Beholders and Mind-Flayers, but they also know that if you wander into Elven hunting grounds, you may come back with some arrows in your neck. The Elves are roughly divided into two clans, each of which is dominated by a different philosophy on how to deal with the other races. The Light Elves, who tend to be Druids, believe that the other races should be treated somewhat like children and encouraged towards harmony and good relations. The Dark Elves, who tend to be Rangers, believe that the other races are monsters who should be dealt with as monsters. Gnomes: Gnomes are mostly known for being smart. It isn't really that an individual Gnome is smarter than an individual Dwarf or even Human, but Gnomish culture encourages innovation and intellectualism. The result is a heavy emphasis on Wizardry. Gnomes do tend to keep to themselves, but seeking out a Gnome and chatting one up is a lot less dangerous than seeking out and chatting up an Elf. Some Gnomes hesitate to teach Wizardry to other races, fearing that it costs them an advantage to do so, but other Gnomes are only too happy to pass along their knowledge to anyone who seems interested. Gnomes very much like to show off, after all, and what better way to show off than with a magic trick? Half-Elves: These guys are seen as nobility by the Humans. They're actually the result of a secret breeding program carried out by the Druidic Elves to create a ruling class among Humans that can be dealt with peaceably. The Half-Elves, like the Elves, are divided into two camps, which the Humans regard as competing noble bloodlines. The Light Elves have interbred with Humans to produce the House of Day, the Priest-Kings (Clerics) who can call upon the power of the Gods to perform miracles. The Dark Elves have produced the House of Night, which is a more martial family bent on the active destruction of whatever evil they can get their hands on (very Paladin in fashion). Half-Orcs: There are two main places to find Half-Orcs -- the wilds and frontiers where evil humanoids still plague human settlers, and a highly martial subculture that takes advantage of their fearsome reputation. In the frontier, Half-Orcs tend to be barbarians, whereas the more urban Half-Orcs (who often regard themselves as a completely different sort of folk than their rural kin) usually end up as Fighters. The urban Half-Orcs are usually the product of Half-Orc parents, whereas the rural Half-Orcs are just as likely to be the result of a violent Orc/Human union. Half-Orcs are considered indispensable to the military forces of the region. If you've trained and fought with an organized army or militia, chances are your drill instructor (if not your commander) was a Half-Orc. There is a constant, sometimes deadly rivalry between Half-Orcs and Elves over which race is the deadlier. Halflings: Mostly known as sailors, traders and merchants, the Halflings of this region are somewhat connected to Gnomes, but quite a bit more social. You can find Halflings pretty much anywhere you find anyone. Halflings, more than any other race (except maybe Half-Orcs) are rumored to have dealings with the dark forces of the world. In their travels, Halflings learn a lot of secrets and quite a few tricks. Halflings are credited with wisdom much as Gnomes are credited with intelligence. They are reputed by the other races to be likable, but not exactly fair, and not above using their understanding of magic and base trickery to their advantage when dealing with more ignorant folk. Humans: Humans are mostly commoners in this region. They love the Half-Elves, regarding them as their noble protectors. They're nervous about the Elves, mostly because they're fairly sure the Elves don't like them (and they're not entirely wrong about that). They're scared of the Half-Orcs, for all that they respect their martial prowess and barbarian rage. They deal carefully with Dwarves, Gnomes and Halflings, never quite certain when they're being taken advantage of. Humans are the most populous race in the region. They make up the bulk of the farmers, soldiers, craftsmen, politicians, scholars, priests, and so on. They suffer from a bit of an inferiority complex, because a Human soldier just isn't as scary as a Half-Orc soldier, a Human scholar won't seem as brilliant as a Gnomish scholar, a Human politician or priest improves his chances of success by hinting that he has Elven blood, and Human workmanship seems shoddy in comparison to anything Dwarfcrafted. Nevertheless, Humans have a certain faith in themselves that, though inexplicable to the other races (who don't think much of them either most of the time), seems to pay off. The Humans may not seem powerful or great, but the know, and the other races are learning, that they are full of surprises. Any thoughts? |
| Salla10-27-07, 07:12 PM | Every DM I've gamed with in the last four years simply throws out the favored class/multiclass XP penalty rules. I recommend that route. ;) |
| Daybreaker10-27-07, 08:04 PM | Does that create a disadvantage for humans at all? |
| Lokathor10-27-07, 08:26 PM | No, the bonus feat and skill are amazingly good. |
| Jaxgaret10-27-07, 08:46 PM | You could gives the races with Favored Class (Any) a tiny boost if you drop the FC/multiclass penalty system. I'm thinking something like an extra skill point or two at level 1. |
| Bull-of-the-Pit10-28-07, 01:43 PM | I agree with Jaxgaret, do away with the favored classes as a means of limiiting multi-classing, but retain the base concept in another form. The favored class should represent a small bonus granted if the character decides to persue that class over others. This would capture the desired racial 'flavor' that was intended, but not penalize those who choose to follow another path. For example, as Jaxgaret said, give then a few bonus skill points at level 1 if they choose the favored class, or perhaps a free Skill Focus in a single class skill of the character's choice. Also, I'd recommend at least two favored classes per race. Finally, perhaps it shouldn't be racial favored classes, but cultural- or national-based favored classes. For example, an ancient, scholarly, contemplative society might favor monks and wizards, a rustic, frontier society might favor rangers and druids, and a dark, corrupt theocracy could favor clerics and rogues. |
| Daybreaker10-28-07, 03:48 PM | You guys make a good point about getting rid of favored classes entirely. I was thinking about starting everyone at level 2. What if I just say that each of the races starts with one level in their favored class (according to race and culture), reflecting a sort of "basic training" that everyone receives on their way to adulthood. All Night Elves have the skills and abilities of a 1st-level Ranger, for example. And all Half-Orcs have at least one level of either Fighter or Barbarian. Their second level could be in anything they want, as can all future levels. No multi-class restrictions. Fair? Balanced? |
| eternalGM10-28-07, 04:07 PM | WHat you are implying is a gestalt starting point for the campaign. Except for one difference, im assuming they level up normally after that... however, will they count as 1st level for xp tables? Or is it a level adjustment thing? or an accelerated start thing? and how will you do wealth? Just a few questions... good idea! |
| Bull-of-the-Pit10-28-07, 05:19 PM | I'm not too hot on the idea personally, but I could see it working. I'm assuming you're not implying any gestalt, but actually starting at 2nd level, with 2 HD, etc.? I guess it could work pretty well, and assuming it was applied to everyone, and there were no penalties for multiclassing, it's not like it would cut into anyone's planned progressions (at least compared to anyone else). |
| echelon_house10-29-07, 12:08 AM | Ever other DM I've ever played with has completely ignored the favored classes, or just turned them into roleplaying guidelines. When I DM I go even further and blur the lines between the classes more by ignoring the idea of class skills. This gives players the freedom to make their character whatever they want it to be, instead of being limited to the standard fantasy troupes. If that's a little too much for you, I still approve of the idea of shaking up the old patterns a bit. Dwarf Rogues and Gnome Wizards especially make sense to me. |
| TicTacFinger10-29-07, 01:00 PM | I think getting rid of favored classes would be a MAJOR disadvantage to humans. Humans and Half-Breeds are rewarded with versatility over Ability, and would need to be amply compensated for this house rule. |
| Daybreaker10-29-07, 05:20 PM | I'm definitely not thinking of a gestalt. I'm just thinking of starting the PCs with two class levels each, one of which is predetermined by their race. They will be 2nd-level characters. Balance-wise, is there a problem? I mean, do Gnomes have Bard has a favored class rather than Wizard as a balance issue? The only one I'm really worried about there are the Elves -- with their weak Constitutions, Elves maybe are better at fighting stuff from a distance as Wizards, so pushing them into all these other classes might screw them over a bit? Maybe? I dunno. I'm flip-flopping a bit. Now I'm wondering if I'm not just being too heavy-handed entirely. |
| Jaxgaret10-29-07, 07:24 PM | I'm definitely not thinking of a gestalt. I'm just thinking of starting the PCs with two class levels each, one of which is predetermined by their race. They will be 2nd-level characters. Balance-wise, is there a problem? I mean, do Gnomes have Bard has a favored class rather than Wizard as a balance issue? The only one I'm really worried about there are the Elves -- with their weak Constitutions, Elves maybe are better at fighting stuff from a distance as Wizards, so pushing them into all these other classes might screw them over a bit? Maybe? I dunno. I'm flip-flopping a bit. Now I'm wondering if I'm not just being too heavy-handed entirely. Talk it over with your players first. If they give it the green light, you are good to go. Otherwise, drop it. As long as you talk to your players, you can really get creative with starting party configuration - say, everyone has at least two levels in Rogue and is part of the same Rogue's guild. |
| archerpwr10-29-07, 07:39 PM | That wouldn't be very nice to the player that wants a dwarf wizard (or any other spellcaster that wants to play a nonfavored class race). Rather than an extra level I'd go with a slight boost (one of the meh feats or some skill points) at first level for starting in a class that fits the flavor (more than one class focus on stealth). |