Deadmanwalking
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i guess a better question would be: Where do you all find where each race hails from?
Inner Sea World Guide for everything in the Corebook and Bestiary.
The Bestiary 2 races are almost all hybrids, and thus findable anywhere there are humans.
The Bestiary 3 races, you pretty much have to look at the Forums here (except for Ratfolk, who are mentioned in the Dragon Empires stuff, as are the Dragon Empires races, obviously).
That said, Serpent's Skull begins with your characters all as passengers on a ship, so any race is fine if the PC is a traveling sort (well, maybe not Goblins, Orcs, or the other monstrous ones, who might have trouble getting passage).
The Suli specifically, are likely common anywhere the Jann are, and thus mostly in Katapesh, Qadira, and northern Garund.
Deadmanwalking
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hmmmmmmm.......ok, back to my normal second question. as a GM what list would you personally allow outside of core?
Personally? It's shorter to list what I wouldn't allow given the 'travellers on a ship' basic premise.
So here are things I wouldn't allow:
Orc
Goblin
Hobgoblin
Drow
Duergar
Kobold
Merfolk
Other than that, any 0 HD race should be cool.
and, thank you Deadmanwalking. you have been a consistent on advice on possibly all my posts. its good to have friendly gamers out there
You're very welcome. I try to be helpful. :)
| Talon3585 |
We are running that AP right now. We are all humans in the party but my GM only allowed CORE races.
i try to be more lenient with races, i do say try because i have asked for races to exclude. lol. i dont allow advanced guns at start, even for the wizards bonded item. i may not allow them at all.....not sure yet. my current on my other night has begun to only allow core. i dont blame him. he offers up the otehr races and he gets like 1 core race used. guess it annoys him. i offer up these races, and only 1 or 2 of my 5 players use them
| Talon3585 |
Talon3585 wrote:hmmmmmmm.......ok, back to my normal second question. as a GM what list would you personally allow outside of core?Personally? It's shorter to list what I wouldn't allow given the 'travellers on a ship' basic premise.
So here are things I wouldn't allow:
Orc
Goblin
Hobgoblin
Drow
Duergar
Kobold
MerfolkOther than that, any 0 HD race should be cool.
Talon3585 wrote:and, thank you Deadmanwalking. you have been a consistent on advice on possibly all my posts. its good to have friendly gamers out thereYou're very welcome. I try to be helpful. :)
so u would allow stryx?? and say tiefling is allowed, would u say normal or variant?
Deadmanwalking
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so u would allow stryx?? and say tiefling is allowed, would u say normal or variant?
Actually...Stryx might be a bad idea, not for any logical reason, but for metagame reasons. They're potentially detrimental to the plot of Chapter 1. So yeah, I'd add 'em to the list of the disallowed.
And I always allow variant Tieflings, basically because why not.
Joseph Davis
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Few things:
1. I would allow maybe (MAYBE) hobgoblin, as they are a very "mercenary-minded" race.
2. As far as races are concerned, keep in mind the introduction of the game. The party must consist of races that would make sense starting together. I'll admit I haven't read much of Serpent's Skull, so I don't have a great frame of reference. It kind of seemed "gilligan's isle, meets lost, meets medieval fantasy", so I kind of skimmed past it.
3. Keep in mind some of the races will have a distinct flavor advantage other races in this AP, also, avoid Gillmen, otherwise you'll have a player b@+@#ing 3rd or 4th session in that it's getting harder and harder to find a decent supply of water so he doesn't die :)
Just my 3 bits though.
| Gallo |
Don't discount races with a higher ECL later on if you need replacement characters. I have a Lizardfolk when my Witch 2/Druid 2 decided to stay on the first island (i.e. I didn't really enjoy playing him so he got the boot). Given we are running around jungles and the like, a Lizardfolk isn't out of place.