Whatever happened to the classic races?


Pathfinder First Edition General Discussion

651 to 700 of 1,044 << first < prev | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | next > last >>

Kirth Gersen wrote:
Damian Magecraft wrote:
There is an old axiom that also is a fundamental truth. "Too many cooks spoil the broth"

I saw an exceptionally insightful illustrated book of sayings when I was a kid. It had these "fundamental truths" on facing pages.

For example, "A stitch in time saves nine" was opposite "Haste makes waste."

"Absence makes the heart grow fonder" ... "Out of sight, out of mind."
"Beware of Greeks bearing gifts" ... "Don't look a gift horse in the mouth."

Your quote was opposite "Many hands make light work," as I recall.

I do not see where either set of axioms is mutually exclusive.

As a maintenance worker I recite the first almost religiously.

Shadow Lodge

terraleon wrote:
J-Gal wrote:
If they released a new book with stats for AK-47s and Rocket Launchers I believe that would be going against the spirit of this specific game.

I think you are going to *hate* the Numeria arc.

-Ben.

J-Gal has left the forums.

Grand Lodge

1 person marked this as a favorite.
Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Bill Dunn wrote:
Umbriere Moonwhisper wrote:

my problem with Tolkein, isn't with Tolkein's works, but with how the Works seem to permeate and dictate every tabletop RPG out there.

a game that Replaced Halflings and Gnomes with Elins, Elves with Castanics, Dwarves with Baraka, Half-Orcs with Amani and bothered to make the human ethnicities interesting by giving them variant packages, would indeed be an interesting game

what i mean is,

instead of 11 identical human ethnicities, build 11 human subraces with their own flavor and their own mechanical packages that fit their flavor to make them interesting.

my issue, is primarily, with tolkein's massive influence on tabletop fantasy, 60 years after middle earth was initially published

That's a function of the RPG community in which fans of Tolkien are legion (and probably will be for many years to come). And every one of those fans (game designers included) want to participate in the fantasy ideas Tolkien put forth. So we run campaigns, publish games, write books, post fan-fic, whatever, all influenced by Tolkien rather than <insert other reference here>.

It's like seeing the monkopotamus. Once you see him, you've gotta try to ride him...

D+D and it's descendants have a lot more than just Tolkien in them. There's a healthy amount of Fritz Leiber and Jack Vance in there as well. The First Edition AD+D books have an extensive bibliography of where Gygax drew his sources from. It's not a short list at all.


LazarX wrote:
D+D and it's descendants have a lot more than just Tolkien in them. There's a healthy amount of Fritz Leiber and Jack Vance in there as well. The First Edition AD+D books have an extensive bibliography of where Gygax drew his sources from. It's not a short list at all.

Looking at my old 1e books, I have ubiquitous notes to myself in pencil in the margins: "Cf. Anderson's Three Hearts and Three Lions," appears next to a couple entries in the Monter Manuals I & II, for example. Some have page references, or more than one cross-reference. Some of these notes are Tolkien references, but hardly a majority.


And a lot of those early works have less fantasy races in them than Tolkien, at least as anything other than monsters.

Which is why I keep fighting for R.E.H. purity! Only humans. None of these weird Tolkien inspired races.


Kirth Gersen wrote:
Damian Magecraft wrote:
MY Campaign world

I always find this telling.

Five people sharing an imaginary world, but it's YOUR Campaign world!!!1!!!
(bold and italic emphasis yours.)

"Stupid players, always trying to ruin MY fun by having their own ideas! Why can't they just stick to their places and be the auto-dice rolling function I demand from them? If I want their creative input, I'll give it to them to parrot back to me!"

Cue whining: "But I work soooooooooo haaaaaaaaaaaaaaaard! I DESERVE to be the only one whose ideas matter!"
And also: "But... I'm THE DM! No one else could possibly do that job! Only ME! I'm SPECIAL!"

That's right. I'm the DM, so therefore the homebrew world the campaign takes place in is in fact my campaign world. Anyone who doesn't like it is free to find a game elsewhere.


4 people marked this as a favorite.

It astounds me that people who let the players have no agency actually still have players.


1 person marked this as a favorite.

I also find it terrifying that I can quote something that sounds like Poe's Law even to me, and people will vigorously agree with the sentiments.

It's like my insane right-wing aunt who says: "I'm very moderate. In fact, I am exactly centrist. I only want to kill the Mexicans who cross the border. Other people want to kill ALL the Mexicans."


6 people marked this as a favorite.
Rynjin wrote:
It astounds me that people who let the players have no agency actually still have players.

Not being allowed unlimited agency (choices) is not the same as being not being allowed any agency whatsoever. Furthermore, I find players who demand unlimited choices to be immature and need to grow up before they'll find a welcome seat at my gaming table.


Sure, but the players' agency is already fairly limited, compared to the designers' and DM's. When you start impinging on that still further without very good reason, the extent to which they are allowed "any agency whatsoever" can quickly become small enough to be statistically identical to "zero."


1 person marked this as a favorite.

Based on current popularity, the next generation might very well be pro "only humans". A good chunk of the current fantasy being produced is heavily inspired by A Song of Ice and Fire, and nonhuman races are either absent or rare.


thejeff wrote:
Which is why I keep fighting for R.E.H. purity! Only humans.

I might have mentioned that my favorite campaigns are human-only. I'm strongly in favor of human-only. But when the players all want weird races, I'm even more strongly in favor of providing the game they want, vs. only the game I want. My PBP, billed as being set in a human- and elf-dominated campaign world, currently has no humans or elves as PCs. But it's still a lot of fun!


Ew. I like ASoIaF but I don't want a wave of fantasy inspired by it.

It's good in part because it's different. I couldn't stand to read more than one series like it.


2 people marked this as a favorite.
Rynjin wrote:
It astounds me that people who let the players have no agency actually still have players.

There is a huge difference between "It's my campaign world" and "the players have no agency".

As a player, I prefer it to be the GM's world. I prefer not to add much content to the world, other than some details for my own background, once I've gotten a general idea how it can fit in. I have plenty of agency. I control my character and how he interacts with PCs, NPCs, the world at large and the various plots he gets involved in determine how the campaign goes and potentially changes the campaign world, but not by making parts of it up or rewriting pieces of it, just by living in it.

TL/DR: The GM creating the world without much input from the players isn't even vaguely related to railroading.


3 people marked this as a favorite.
Kirth Gersen wrote:
Sure, but the player's agency (choices) is already pretty limited. When you start impinging on it still further without very good reason, the extent to which they are allowed "any agency whatsoever" can quickly become small enough to be statistically identical to "zero."

Exaggeration. I don't need any more complex reason than "X choice would not fit in with my campaign/gameworld".

Besides, everyone plays with limits. I have yet to find a GM who will allow me to play a 4th generation Tremere druid/jedi who pilots a Mad Dog (Vulture) whose shoulder cannons do megadamage. Clearly, I'm being oppressed and don't have agency.


1 person marked this as a favorite.

Is that in the rulebooks written for the game we're playing?
Are shoulder cannons level-appropriate gear?

If not, I have no idea what you're debating, but it has nothing to do with what I'm talking about.

Silver Crusade

The way fantasy races are built in Pathfinder irk me, particularly humans. Once you start adding ability modifiers in, it begins to put certain races into certain classes and pigeonhole them to those types of characters. I'd much rather see races with no stat modifiers and instead just nifty abilities to differentiate them.

Combine that with 20 years of gaming and the baggage that comes with the core races I personally enjoy something new. If it's still only 7 races but not the same 7 races that would make things interesting at the least imo. And of course working with the GM.

And as far as the ASoIaF discussion, absolutely hate it. The series seems to rely too much on shock value, putting it imo as the Jerry Springer of fantasy novels. Of course just my thoughts on it.


thejeff wrote:
TL/DR: The GM creating the world without much input from the players isn't even vaguely related to railroading.

I'd agree that it doesn't have to be, but it often is.

Scenario 1:
Player: "I want to play a pirate!"
DM: "I don't care; there are no pirates in my world. Pick something else."

Scenario 2:
Player: "I don't think we should waste time with this sea battle mini-game. Let's hire some pirates to intercept the ship instead. If they double-cross us and keep the loot, we still stop the ship and achieve that objective. Meanwhile, our party can be doing X, Y, and Z to further our goals!"
DM: "I don't care; I just decided there are no pirates in MY world, so you can't do anything like that. Go chase the ship."


2 people marked this as a favorite.
Kirth Gersen wrote:
Sure, but the players' agency is already fairly limited, compared to the designers' and DM's. When you start impinging on that still further without very good reason, the extent to which they are allowed "any agency whatsoever" can quickly become small enough to be statistically identical to "zero."

Maybe it's just me, but I'm so much more interested in players' agency when it comes to playing the game than in agency when building characters. If my character has freedom to do interesting things and make meaningful choices in play, I can do without a whole lot of choices in character design, much less in designing the world he's living in.

Making up things about the world actually pulls me out of character, especially if it's being done in play.


4 people marked this as a favorite.
Kirth Gersen wrote:
thejeff wrote:
TL/DR: The GM creating the world without much input from the players isn't even vaguely related to railroading.

I'd agree that it doesn't have to be, but it often is.

Scenario 1:
Player: "I want to play a pirate!"
DM: "I don't care; there are no pirates in my world. Pick something else."

Scenario 2:
Player: "I don't think we should waste time with this sea battle mini-game. Let's hire some pirates to intercept the ship instead. If they double-cross us and keep the loot, we still stop the ship and achieve that objective. Meanwhile, our party can be doing X, Y, and Z to further our goals!"
DM: "I don't care; I just decided there are no pirates in MY world, so you can't do anything like that. Go chase the ship."

But in the world of reasonable players and reasonable DMs this isn't a particularly pressing problem. This has been my experience in nearly every game I've run or played.

DM: "I'm running a game with X, Y, and Z characteristics"
Player: "Cool. I'm in. I'll go make a character that fits!"


2 people marked this as a favorite.
Democratus wrote:

This has been my experience in nearly every game I've run or played.

DM: "I'm running a game with X, Y, and Z characteristics"
Player: "Cool. I'm in. I'll go make a character that fits!"

And again, experiences differ. I've done that, but found it to be a much more rewarding experience when I say:

Me (DM): "OK, I'm willing to run the game -- what characteristics do you guys want? I'm thinking X, but can you give me Y and Z?"
Player 1: "Cool! X is great! And for Y, I'd like some swashbuckle-y stuff!"
Player 2: "And maybe pirates for Z, and they also fit Y!"
Plater 3: "Swashbuckling adventures works for me!"
Player 4: "Just tell me what kind of character will fit, and I'll make that."

If everyone was like Player 4, I'd quit DMing.


2 people marked this as a favorite.

I prefer a combination of the two, myself. This is what I have in mind, and what are you guys interested in? We'll see where the two meet up and go from there. But if most are buying into the world and tossing in ideas and one is either "whatever" or trying to come up with something way out in left field, that's where I wonder why I decided to DM that day.


Kirth Gersen wrote:
thejeff wrote:
TL/DR: The GM creating the world without much input from the players isn't even vaguely related to railroading.

I'd agree that it doesn't have to be, but it often is.

Scenario 1:
Player: "I want to play a pirate!"
DM: "I don't care; there are no pirates in my world. Pick something else."

Scenario 2:
Player: "I don't think we should waste time with this sea battle mini-game. Let's hire some pirates to intercept the ship instead. If they double-cross us and keep the loot, we still stop the ship and achieve that objective. Meanwhile, our party can be doing X, Y, and Z to further our goals!"
DM: "I don't care; I just decided there are no pirates in MY world, so you can't do anything like that. Go chase the ship."

But that's not even a world creation thing. Or doesn't have to be.

It's just as easy to say, "There are pirates around, but you can't find any to hire for that job. Not at a price you can afford anyway." Possibly after playing out a bit of a search/negotiation.

If you're saying that the players should be able to define as they feel the need not only that there are pirates in the world, but that there are pirates close at hand willing to do the job the players want done, that's exactly the kind of thing I don't want as a player. I want a world that at least presents the illusion of being solid, not one where I make up stuff as I need it.

And frankly, as a GM, I don't want to have to remake the world everytime the players want to add something. If they ask about something, I can use my greater knowledge of the world to decide if it fits or not.
Sometimes there are things that are still offstage that affect things that have already happened, even though the players don't realize it yet. Maybe the lack of pirates is a clue.


Kirth Gersen wrote:
Democratus wrote:

This has been my experience in nearly every game I've run or played.

DM: "I'm running a game with X, Y, and Z characteristics"
Player: "Cool. I'm in. I'll go make a character that fits!"

And again, experiences differ. I've done that, but found it to be a much more rewarding experience when I say:

Me (DM): "OK, I'll willing to run the game -- what characteristics do you guys want? I'm thinking X, but can you give me Y and Z?"
Player 1: "Cool! X is great! And for Y, I'd like some swashbuckle-y stuff!"
Player 2: "And maybe pirates for Z, and they also fit Y!"
Plater 3: "Swashbuckling adventures works for me!"
Player 4: "Just tell me what kind of character will fit, and I'll make that."

If everyone was like Player 4, I'd quit DMing.

As a GM, I'm not great at improv. Espectially world building or large scale plot improv. Things take time to gel. If I had that conversation and hadn't already been thinking swashbuckly pirates, I'd probably reply: "Alright, give me a month or two and I'll see what I can come up with." By which time they'd probably be excited about something else.


thejeff wrote:
As a GM, I'm not great at improv. Espectially world building or large scale plot improv. Things take time to gel. If I had that conversation and hadn't already been thinking swashbuckly pirates, I'd probably reply: "Alright, give me a month or two and I'll see what I can come up with." By which time they'd probably be excited about something else.

No one could complain, given that explanation -- it's important to know one's limitations. The standpoint you're describing, though -- "I'm not fast enough to integrate this in convincingly, so cut me some slack" -- is very far removed from what other people are saying -- "I say what's what because only I know what's best for everyone, and the rest of you better shut up or leave!"


1 person marked this as a favorite.
thejeff wrote:
I want a world that at least presents the illusion of being solid, not one where I make up stuff as I need it.

And I agree -- I'm not talking about mid-play here. Ideally, I'd like a solid world, but one in which the group has at least a modicum of say in determining what the limits are. I don't want a world in which I am told every detail is set in stone, and all of those details are somehow exactly what the DM wants in his personal story, and are not any of the things that any of the players want in their shared stories.

Limits are good. Limits unilaterally drawn by one person, and that might suddenly constrict or shift based on that person's whim (or even seem to do so), leave something to be desired.


Kirth Gersen wrote:
"I say what's what because only I know what's best for everyone, and the rest of you better shut up or leave!"

And what's wrong with this? That's how everything else in the world works:

If you don't like what's on a restaurant's menu you eat somewhere else.
If you don't like the prices at one store you go to another.
If you don't like the music that plays on one radio station you listen to a different one.

So if someone doesn't like the game I'm running they should go find one that's more to their tastes. Don't see why there would need to be any drama over it.


2 people marked this as a favorite.
Xexyz wrote:
Kirth Gersen wrote:
"I say what's what because only I know what's best for everyone, and the rest of you better shut up or leave!"

And what's wrong with this? That's how everything else in the world works:

If you don't like what's on a restaurant's menu you eat somewhere else.
If you don't like the prices at one store you go to another.
If you don't like the music that plays on one radio station you listen to a different one.

So if someone doesn't like the game I'm running they should go find one that's more to their tastes. Don't see why there would need to be any drama over it.

So your relationship with your players is one of proprieter and customer? Seriously? So in that case you should be explicately running the game your players want, and not the game you want. That is how all of the above mentioned institutions work. A restaraunt sets their menu according to what they think will produce demand, same with prices at a store, and music played on a radio station. All of these institutions actively change what they offer to increase their patronage. Is this how you want your table to run?


2 people marked this as a favorite.

Oh, so this is a player entitlement/Gm jerkitude thread now? Wow this thread has some SERIOUS evolution pool points, IN ADDITION to achieving sentient life having started off growing from a severed troll limb!


Kolokotroni wrote:
So your relationship with your players is one of proprieter and customer? Seriously? So in that case you should be explicately running the game your players want, and not the game you want. That is how all of the above mentioned institutions work. A restaraunt sets their menu according to what they think will produce demand, same with prices at a store, and music played on a radio station. All of these institutions actively change what they offer to increase their patronage. Is this how you want your table to run?

Ah, but unlike a proprieter and customer I don't have the ability to expand to accomodate increased demand. Seats at my table are limited and so long as I can continue to fill them with players while running things exactly the way I like I have no incentive to change.


2 people marked this as a favorite.
Pathfinder Rulebook Subscriber

Xexyz is publicly traded.


1 person marked this as a favorite.
Xexyz wrote:
Kirth Gersen wrote:
Sure, but the player's agency (choices) is already pretty limited. When you start impinging on it still further without very good reason, the extent to which they are allowed "any agency whatsoever" can quickly become small enough to be statistically identical to "zero."

Exaggeration. I don't need any more complex reason than "X choice would not fit in with my campaign/gameworld".

Besides, everyone plays with limits. I have yet to find a GM who will allow me to play a 4th generation Tremere druid/jedi who pilots a Mad Dog (Vulture) whose shoulder cannons do megadamage. Clearly, I'm being oppressed and don't have agency.

Defining megadamage within level-appropriate boundaries, and acquiring your tech - which doesn't overshadow the rest of your party- from some story-appropriate location?

I'd be down for your Druid/Monk who pilots a piece of mysterious mechanical giant armor. You'd have a problem with dungeons, but I don't generally run dungeons in my campaigns anyway.

If handled right it wouldn't really stand out much worse than a Synthesist walking around inside a Huge-sized Eidolon.


i like the noncore races, but the core races get so much love, that i feel the non-core has to either be slightly overpowered or slightly convention breaking to compensate for the fact that core will always have the advantage of ever growing support. what i disliked about the ARG, is each core race got Quintuple the love that a Splatbook Race recieved. and that is merely averaging page count.

Dark Archive

3 people marked this as a favorite.

To those arguing for more player agency or narrative I think this game (Pathfinder/D&D) works best and is under the design assumption that the players have a Contributing Narrative vs. a Shared Narrative. A Shared Narrative is what a few here are advocating - players help in design of the game world, description of events, co-GMing parts, etc. While a Contributing Narrative is what traditionally has been used for D&D/AD&D for years and even now with Pathfinder - players only get to input into the Narrative by their player interactions with the game world. Their actions, RPing, Skill checks and choices are their contributions to the game.

The game (this game at least) skews heavily to the latter, but neither way is wrong and this doesn't need to be an old school vs. new school play-style war. Even if one is more traditional, neither one is wrong if people are having fun.

Kirth, you're a smart guy and you understand the game - that doesn't give you license to pound another GM because they don't run kitchen sink or "everything is permissible" campaign like you do.

I am very much a traditionalist and exert tremendous creative control when it comes to D&D/Pathfinder because the output of that is what I am looking for in my game - capturing some sense of nostalgia and feel for what I experienced in 79. And on the flip side when I run my Gamma World game it is kitchen sink, I've had to make up special rules for the most bizarre characters on the spot and as we went because for many races/player choices there were no rules. Some guys says "I want to play an android"...well, there are no rules for android PCs so I start screaming aloud and inside my head (hard to tell which sometimes) and then 5 minutes later we are creating the 1st Android PC character for the game (and supporting rules with contributions from other players).

TL;DR - It depends, and peoples motivations are not always sinister

Everyone needs to chill out a little.


4 people marked this as a favorite.

To kick this back towards the thread topic, many of my worlds are geared towards an assortment of races. The core races are widely represented because they are expected to be. That said, there have been years when people were very interested in wemic and centaur and pixie/flying fairy races and Avariel and those worlds expanded to meet the demand.

In many (if not all) worlds, there is room for expansion, for the hidden corners where mysterious civilizations dwell with little to no contact with the more centralized areas, or where emissaries come and go and your racial desire might be from that long lost area.

The classic races give an easy entry point for a lot of novice (and not so novice) players who can easily grip the idea of a kingdom of elves or dwarves but are less likely to understand or associate with the Squidkin or whatnot. Not all of the less common or exotic races are hard to understand, mind, but they are also usually uncommon or exotic in many campaigns because they are variations on baseline humans (or other humanoids), or monster races, and so on. It is probably a lot easier for game designers to build a world with baseline people and then season with variant models as well, with those you are used to getting the most attention.

This isn't good or bad. This is making a game that has an easy buy in -- and this is the important part -- for people that AREN'T us, that is, people that aren't multi year and multi edition vets with ideas and dreams of 300 different species and societies.


the only influence a player has on the world, is all related to their character. i let players control what they build their character with, and what cohorts and pets they have, as long as they promise to not do something intentionally campaign smashing.

i will simply tailor encounters towards both the strengths, and the weaknesses of their PC and i will let them play whatever, in some cases, they may have to reskin the character.

some things i may disallow, might be a dragon advenuring alongside humans or a half celestial vampiric drow noble. but i would let them play a variant aasimaaar, fetchling, strix or merfolk with a bit of reskinning and maybe a few tailored alternate racials, or allow the homebrewing of a hybrid race or toned down monster race based within reason, but homebrew races, i have to examine to make sure it isn't a hulk or a sparkle elf. a wood-elf or a half-nymph? sure. i will tweak them as appropriate after you pitch the initial draft.


kyrt-ryder wrote:
Xexyz wrote:
Kirth Gersen wrote:
Sure, but the player's agency (choices) is already pretty limited. When you start impinging on it still further without very good reason, the extent to which they are allowed "any agency whatsoever" can quickly become small enough to be statistically identical to "zero."

Exaggeration. I don't need any more complex reason than "X choice would not fit in with my campaign/gameworld".

Besides, everyone plays with limits. I have yet to find a GM who will allow me to play a 4th generation Tremere druid/jedi who pilots a Mad Dog (Vulture) whose shoulder cannons do megadamage. Clearly, I'm being oppressed and don't have agency.

Defining megadamage within level-appropriate boundaries, and acquiring your tech - which doesn't overshadow the rest of your party- from some story-appropriate location?

I'd be down for your Druid/Monk who pilots a piece of mysterious mechanical giant armor. You'd have a problem with dungeons, but I don't generally run dungeons in my campaigns anyway.

If handled right it wouldn't really stand out much worse than a Synthesist walking around inside a Huge-sized Eidolon.

1 MD = 100 HP (its a mechanic from another system) still willing?


1 person marked this as a favorite.

Wait...we're playing BattleTechFinder now? Awesome!


On the "player agency infringement" front...
Please explain to me how by limiting the PCs to 21 classes (each of which has at minimum 5 variants available) and 12 races (not including half-breeds) each of which also has a minimum of 5 variants available is infringing on player agency?
For that matter how is that one player who insists on being the one "special little snowflake" not infringing on the other players who agreed to the limits set?


It's all just storytelling in the end, some people just need a bribe (= rules advantage) first.


Damian Magecraft wrote:
1 MD = 100 HP (its a mechanic from another system) still willing?

Technically, wouldn't that just be .1 Kilodamage?


If you have magic, you can explain anything. You may need to reflavor, but there's nothing that says there needs to be more than one of whatever a player wants to be.

In Monte Cook's Arcana Unearthed setting, which has no Tolkien races, there is a dwarf who got swept there via dimensional portal.

A non-core PC could be a unique mutation, the result of experimentation, a curse, from another planet or dimension or time and Inari only knows what else.

Creativity and flexibility is the key.


aboniks wrote:
Wait...we're playing BattleTechFinder now? Awesome!

BattleRiftsFinder: The Masquerade Wars


Zhayne wrote:

If you have magic, you can explain anything. You may need to reflavor, but there's nothing that says there needs to be more than one of whatever a player wants to be.

In Monte Cook's Arcana Unearthed setting, which has no Tolkien races, there is a dwarf who got swept there via dimensional portal.

A non-core PC could be a unique mutation, the result of experimentation, a curse, from another planet or dimension or time and Inari only knows what else.

Creativity and flexibility is the key.

True. You can always bring in pretty much anything you want.

Sometimes that's fine. Sometimes I don't like that. Depends on the campaign. If we're going to be messing about with politics, for example, I like the characters to have roots and ties to the situation.

Sometimes I'm fine with the standard "You're just a bunch of wandering adventurers, doing whatever quests come along." For some campaign ideas, that doesn't work as well.


Xexyz wrote:
aboniks wrote:
Wait...we're playing BattleTechFinder now? Awesome!
BattleRiftsFinder: The Masquerade Wars

Don't forget to throw in "Twilight", or "2000". :)


aboniks wrote:
Xexyz wrote:
aboniks wrote:
Wait...we're playing BattleTechFinder now? Awesome!
BattleRiftsFinder: The Masquerade Wars
Don't forget to throw in "Twilight", or "2000". :)

Don't be a munchkin. Let's be reasonable here.


thejeff wrote:

Sometimes that's fine. Sometimes I don't like that. Depends on the campaign. If we're going to be messing about with politics, for example, I like the characters to have roots and ties to the situation.

Oh, man, then you could run a 'I came back from a terrible future to stop this from happening' story arc. Highly motivated PC, right there.


Xexyz wrote:
aboniks wrote:
Xexyz wrote:
aboniks wrote:
Wait...we're playing BattleTechFinder now? Awesome!
BattleRiftsFinder: The Masquerade Wars
Don't forget to throw in "Twilight", or "2000". :)

Don't be a munchkin. Let's be reasonable here.

You're no fun anymore.

Fine, I'll stick with glitterboy armor then, instead of a motorcycle.


Zhayne wrote:
thejeff wrote:

Sometimes that's fine. Sometimes I don't like that. Depends on the campaign. If we're going to be messing about with politics, for example, I like the characters to have roots and ties to the situation.

Oh, man, then you could run a 'I came back from a terrible future to stop this from happening' story arc. Highly motivated PC, right there.

If you want to mess around with that kind of time travel plot, sure.


2 people marked this as a favorite.

I suppose I'm in the minority, in that I see unusual PCs as an opportunity rather than a hassle.

651 to 700 of 1,044 << first < prev | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / General Discussion / Whatever happened to the classic races? All Messageboards