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-   -   2nd ed DnD Campaign suggestion(s) (http://www.ironworksforum.com/forum/showthread.php?t=92418)

Variol (Farseer) Elmwood 12-04-2004 04:20 AM

We will most likely be starting a new campaign in the next week or two. The DM somehow lost the old notes for the current campaign and we havn't played for a few months. I have suggested that we try using the humanoid races for a change, the standard ones are getting a bit boring. Has anyone ever used these and if so, how did they work out?

philip 12-04-2004 04:30 AM

I don't know if there's much difference between 2nd and 3rd in this case but we did in 3rd and the characters got a bit more powerful but their effective character level went up as well so the encounters were a bit harder automatically.

Variol (Farseer) Elmwood 12-04-2004 08:09 AM

What types of humanoid races were you using? I'm thinking they won't all work, but Centaurs and Satyrs and the like might?

philip 12-04-2004 11:59 AM

We played goblins and orcs and I think there were some other races we were allowed to choose but they were less good :D I'd say anything goes but the DM has to make sure it fits in the story/world and that you have proper bonuses and penalties or upgrade monsters/challenge rating (don't think that's in 2nd but it's how tough the baddies are) so that you don't win too easy.

Variol (Farseer) Elmwood 12-04-2004 12:06 PM

Did you still have to pick a class, like shaman, fighter, thief etc?

philip 12-04-2004 12:13 PM

Yes, I was a goblin cleric/rogue [img]smile.gif[/img] The races gave sort of the same bonuses and penalties as the phb races but they were larger, so in general the characters were better but I think the DM calculated that in encounters that were 1 level higher than we were.

Just normal other races are pretty boring just as if you'd play a generic human. But it's a good thing to have some sort of check so not every race can do anything and if it's not in the rules itself make up some yourself. Like satyrs and centaurs all behave in a certain way. I don't know how much you and your group roleplay by yourself but if I did in my own group I'd make some restrictions or the powerplayers take advantages of stuff.

Variol (Farseer) Elmwood 12-04-2004 12:34 PM

We have a good group and our DM does restrict us quite a bit. He was really tough on magic in the last (or this?) one. All magic users had to find or create their own spells. He just found Lightning Bolts and Fireballs made things too easy at times.
My Warrior Priest was (is) much more of a tank. I use some summon spells and wade in and when it's all over the healing begins! :D
It's just a great class!

krunchyfrogg 12-04-2004 01:29 PM

I think the humanoid races were handled much better in 2e. Just get your hands on the Humanoids Handbook.

PS: Mongrel-men are a ton of fun, as long as you don't mind getting shunned anywhere you go. ;)

Variol (Farseer) Elmwood 12-04-2004 02:15 PM

I've got that (checking) AD&D core rules thing and the expansion. Maybe the book is in there?..checking again..

Chewbacca 12-04-2004 02:24 PM

I dont recall the core rules CD having a Humanoids Handbook, but the expansion has a little information in the Player' options: Skills and Powers book, pages 37-44. It's a do-it-yourself project to craft player characters from the unusual races.

edit-They work fine as long as game-balance is considered and no extraordinary abilities are given out.

[ 12-04-2004, 02:27 PM: Message edited by: Chewbacca ]


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