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Author Topic: D&D 3.5: Sunless Sea: Back to the Normal Time.  (Read 56587 times)

Tidal

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Re: D&D 3.5: Sunless Sea
« Reply #180 on: November 04, 2011, 07:17:22 am »

Well, as you can probably guess, it's still rough and incomplete and untested. This is what I want the race to be like, but I haven't refined it completely yet. Of course, your constructive input is highly welcomed.

Spoiler: Wall of Text (click to show/hide)

Hm, so far most of the responses seem to be for removal/nerfing of the racial feats. I could see that. Some of them are kinda bonusy. Which do you think is best, removal or reduction?
« Last Edit: November 04, 2011, 07:21:03 am by Edio »
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Zako

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Re: D&D 3.5: Sunless Sea
« Reply #181 on: November 04, 2011, 08:47:02 am »

Personally, if you are building your character to be a wizard type character or whatever, just do everyone a favour, including yourself, and just stick with approved races. It makes things easier for everyone, there are no arguements over whats fair and whats not, and the approved races are pretty much designed to fit into pretty much every situation somehow, as I see it. If you really want to make a custom race, then you either really need to work on those racial feats, which no other race has by the way, or get rid of them altogether.

I can tell you without speaking what would be the easier option.
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Tidal

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Re: D&D 3.5: Sunless Sea
« Reply #182 on: November 04, 2011, 09:22:29 am »

Personally, if you are building your character to be a wizard type character or whatever, just do everyone a favour, including yourself, and just stick with approved races. It makes things easier for everyone, there are no arguements over whats fair and whats not, and the approved races are pretty much designed to fit into pretty much every situation somehow, as I see it. If you really want to make a custom race, then you either really need to work on those racial feats, which no other race has by the way, or get rid of them altogether.

I can tell you without speaking what would be the easier option.
For my character, I'm going to use Naga 1.0. I was asking for advice on the race because I'm planning on trying to make it work somewhere else.
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RedWarrior0

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Re: D&D 3.5: Sunless Sea
« Reply #183 on: November 04, 2011, 09:47:27 am »

If you aren't using it for this game, I suggest you take it to the Homebrew forum at GitP or something.
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Tidal

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Re: D&D 3.5: Sunless Sea
« Reply #184 on: November 04, 2011, 10:18:34 am »

If you aren't using it for this game, I suggest you take it to the Homebrew forum at GitP or something.
There's a Homebrew forum? Alright. I'll try that. In the meantime, I'll just try refining the 1.0 Naga by removing some more of the extra stuffs.
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Kogan Loloklam

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Re: D&D 3.5: Sunless Sea
« Reply #185 on: November 04, 2011, 12:53:26 pm »

What makes your Naga character unique?
It doesn't tie into the world very well. Is it the novelty of playing the Naga? Or is it something else?
Do you have an RP style selected for it yet?

When I suggested the awakened cat, it was initially a joke and a way for me to watch the thread and express interest in being tied in. On my initial view I was thinking Halfling Paladin riding a Puma (Halfling because they ruled the surface world, Puma because I like the idea of vicious mounts. I've always felt that way since I played with a little person playing a dwarf who had a War Boar. God I loved that group.) The thing was, the RP came out like a lightning bolt from my joke. I remembered the concept of a "Ship's Cat" and a RP style practically fell into my lap. A Cat that, because of cat's natures, got awakened. (I figured he headbutted the wizard casting it in an attempt to get petted. The spell was instead cast on him). The Awakened cat walks around the ship like he owns it, and then complains about everything the Humanoids do, constantly complaining about his "slavery". When the ship docks in port and everyone's going shopping or whatnot he jumps ship, finds any local felines, and tries to organize them into general rebellion. The locals being just Animals though, he fails time and time again. Then he blames it all on the conspiracy of the Humanoid.
Then while I was arguing for him, the history was posted and I got all into it. I was particularly interested in what the Mericans were blaming on their defeat. They were bitter with the entire Elfin Kingdoms over what one of the vassal kingdoms didn't do, that seemed pretty darn big. My mind was sort of back on the Halfling Paladin (because Mister Muffins was out) and the broken agreement sang to me. Paladin wasn't fitting though. The religious nuts were Empire. The Elfin kingdoms felt like a loose coalition of organized states. Very feudal. Knights and Samurai kind of thing. Knights are nice, but they are all about personal honor. The RP I saw was about redeeming the Honor of a kingdom. That means a sort of Nationalism. Knights obeyed their oaths to their liege, but I don't associate knights as being dishonored by acts of those in charge of them. It's more personal. Samurai fit though. An act that would be dishonorable and bring out roaming Samurai. Perfect backstory. The problem was, Dramscrag were trolls. I figured I'd throw it out there and see if there wasn't some kind of troll-like creature that worked. Then I got to be an Adolescent troll. This added very nicely to the RP. It can't be an act of outright defiance to the Elfin Kingdoms from Dramscrag. Sending a young adolescent out to gain knowledge of other empires as part of his training, that seemed a very good plan. If he also happens to help out Merica along the way, well that was accidental. You can't expect the very young to fully understand the intent of the order. He did follow the letter. He didn't go to war in Merica... :)

So yea, is it about being a Naga(Yuan-Ti), or do you have an RP?
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Tidal

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Re: D&D 3.5: Sunless Sea
« Reply #186 on: November 04, 2011, 02:03:25 pm »

What makes your Naga character unique?
It doesn't tie into the world very well. Is it the novelty of playing the Naga? Or is it something else?
Do you have an RP style selected for it yet?

So yea, is it about being a Naga(Yuan-Ti), or do you have an RP?

A bit of both. I see this campaign as a great chance to try out being something different than what I normally am. I tend to stick to spellcasters characters and Half-Elves. I decided on trying something a bit more exotic this time around. I have an idea/background kind of thing all thought up. I was researching pre-modern Indian weapons, and I found something that I thought would fit in with it.

I've played mostly Druids up till now, so I wanted to try something more melee oriented this time. My idea is to play a Fighter Naga. The weapon I found was called a pata. I instantly knew that I wanted to play some sort of character who used them. It would seem that either a Ranger or a Fighter would be the most likely to use them (despite my idea to use them with a Druid) so I combined that with the Naga race I had just made. But now, seeing as we have both a Fighter and Ranger, would that work? Should I go with that or stick with Druid?

Spoiler: Pata (click to show/hide)

So what I'm asking is, do you mind whether or not I'm a class already chosen, or should I choose for a different one?
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RedWarrior0

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Re: D&D 3.5: Sunless Sea
« Reply #187 on: November 04, 2011, 02:39:48 pm »

Well, the relevant areas of Tome of Battle are free, either in excerpts or web enhancements. And also, the fact that you want to be more exotic than a half elf is not a problem. Believe me, you don't need to go to homebrew to go strange. Heck, play a human. I believe I recall Grek saying somewhere that he will often just pick a random monster and say he was raised by them. Alternatively, go the Barbarossa route and find an inane concept. Water Orc Battle Sorcerer of Procan (a god of oceans and storms) on a continent floating in the air with no oceans and is actually mostly desert.
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mainiac

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Re: D&D 3.5: Sunless Sea
« Reply #188 on: November 04, 2011, 03:02:34 pm »

Once upon a time, the concept of a band of humans and elves and dwarves fighting monsters in a dungeon would seem exotic.  True story.
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Kogan Loloklam

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Re: D&D 3.5: Sunless Sea
« Reply #189 on: November 04, 2011, 05:46:44 pm »

Humans in this world would be pretty exotic after the Halflings went all genocidal on them :)
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The Fool

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Re: D&D 3.5: Sunless Sea
« Reply #190 on: November 04, 2011, 05:55:22 pm »

Once upon a time, the concept of a band of humans and elves and dwarves fighting monsters in a dungeon would seem exotic.  True story.

Lord of the Rings fixed this. D&D built on it. Now it's standard fantasy.

If you're looking for something that feels exotic without being exotic try reading into racial histories in D&D. The Races of series is great for this. Spellscales are by far my favorite thing to suggest, but unless you are going for a charisma based caster it might hurt you. However spellscales are also the most insane sounding race I've ever heard of. It's like OCD is built into the race.
« Last Edit: November 04, 2011, 06:25:49 pm by The Fool »
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Heron TSG

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Re: D&D 3.5: Sunless Sea
« Reply #191 on: November 04, 2011, 06:23:18 pm »

Or a tree-frog-man (Grippli) ranger in Eberron. Fun times.

A Human Ardent isn't that insane, I just haven't played one before, or seen anyone play a psion.
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RedWarrior0

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Re: D&D 3.5: Sunless Sea
« Reply #192 on: November 04, 2011, 07:12:54 pm »

A Human Ardent isn't that insane, I just haven't played one before, or seen anyone play a psion.
Doesn't mean you can't make it an awesome roleplay.
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Heron TSG

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Re: D&D 3.5: Sunless Sea
« Reply #193 on: November 04, 2011, 07:36:58 pm »

Chrooth.
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Zako

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Re: D&D 3.5: Sunless Sea
« Reply #194 on: November 04, 2011, 10:02:31 pm »

Well, it is time! 1pm EST. How exactly are we going to do this thing?
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