Lorwyn/Shadowmoor Campaign Setting

Post/Author/DateTimePost
#1

i_roll_ones

Sep 09, 2009 15:22:10

I wanted to do a campaign set in the Lorwyn/Shadowmoor blocks of Magic the Gathering. To accomplish this, I was planning on refluffing the crap out of everything, to save me time and headaches.


For instance, the player races will be more limited, as many of the monster subtypes, such as Noggles and Selkies don't work as players. Selkies are water bound, and Noggles are demented Donkey headed people who hate all other races and steal their stuff. Neither of which I think are suited for PC play.


I was considering just refluffing a race for each major tribe, winding up with:


Boggarts: Halfling


Merrow: Eladrin


Elves: Uh, Elves


Kithkin: Dwarves


Flamekin/Cinders: Tieflings


Treefolk: Goliath


But because races are not extremely limited, I think I wish to use the rule that one stat bonus can be shifted to another stat. For instance, if someone wished to play a Thug Rogue, focusing on DEX/STR rather then DEX/CHA, then they can choose the Boggart race and shift the CHA bonus to STR. But they would not be able to play a Boggart with a bonus to both Strength and Intelligence as they can only shift one stat.


This way, the lack of races isn't such a building problem and unusual races and class combos can work. Has anyone had issues implementing this rule?


However, I have run into a bit of a problem, as one of the races can breathe underwater. Should I replace some of the Eladrin bonuses with water breathing, or add it on and then add on other things for the other races? As far as I know, Lorwyn has water ways, but not a whole lot of ocean, making water breathing of minimal use. I think the deal with the Selkies is that they wish to create an ocean as Lorwyn has none, so it might not even matter all that much. What would be best for race balance?