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Re: Playable monster races
Posted: Mon May 22, 2017 4:49 pm
by Lockonnow
how about a Raksasha as playable race?
Re: Playable monster races
Posted: Mon May 22, 2017 4:52 pm
by 7threalm
yea wish orcs with kos, if we could get a goblin class they would be kos to, it would help out alot. Right now orcs usually rp with bad guys and drow, unless they are special snowflakes orc.
So orcs dont really get monster rp, and the orc class is good for couple of classes and thats it, goblins would give orcs a "sneaker race" and this might appeal to those wanting to play a sneaker class. Thus more rp
with the upperdark added, monster races are still playable and they have a region to level up and do a monster mash.
The old excuse of there is no place to level up my orc has kinda went away.
I think if more monster races get added, they should be kos along with orc to balance things out.
eventually orcs get bored through lack of rp and most players give up on them, if they had more races to play with, I think it would be more interesting rp
there needs to be 3 types of monster races Orc = warrior, Goblin = sneak, and neafed Yaun-ti for wizard
https://www.lucidchart.com/pages/flowch ... o-monsters
Re: Playable monster races
Posted: Tue May 23, 2017 11:55 am
by ThornsM
ECL is surely a minimal mechanical impediment, particularly on a server such as this which supports both engaging roleplay and fast leveling? Those who prefer slow progression do not lose out to ECL, and those who prefer to get leveled fast can do so regardless of ECL. In the end, the ECL compensation is all benefit and no impediment, and unless an xp cap is implemented in place of a level cap, it will remain so.
Of course, having more monster races such as Goblin does add to the depth of the server, as do the application only classes already implemented. Applications are no obstacle to roleplay, if anything the application process can benefit roleplay because of the DM engagement. Unless there's something I'm missing, applications only inhibit the casual creation of something that should be rarer and more carefully placed.
Re: Playable monster races
Posted: Tue May 23, 2017 12:51 pm
by aaron22
agree with all of that thorns. ecl is something that is typically used to adjust for nicer starting position mechanically. unless i missed something, and i could have, i think that a goblin seems pretty gimped to start.
-2 str: strength is a strong cat on this server. str(x) builds are very popular and typically very powerful. str is almost never a dump stat.
+2 dex: dex builds, while common are rarely as top end as other stat load builds. unless the dex build has add on damage effects, dexer builds will NOT WORK. its not the worst. its nice. but not like a +int or cha would be after a str sacrifice. but i wouldnt want it altered either. these stat movements make sense.
darkvision: certainly nice but pretty common even on 0ecl races.
small size: unsure what all this does tbh. i know you typically get +1 ab and ac. +4 hide, to
balance with lowered success for and against KD. weapon choices. probebly some other nasty things. might need some fill in on how this works on the server.
+4 bonus to hide: this is a pretty awesome bonus to go with the +4 hide.
light blindness: this penalty blows. it pretty much eats one feat early on in the build.
fav class rogue: this is really nice. can get evasion from a rogue dip on any build. pretty much amazing.
so with this. i can see at best a +1ecl. and i am totally unsure if fav class rogue, which i am in love with, would really even effect this as humans get "any" and carry a 0ecl. i dont know the thinking on all this.
making the monster races app only would be fine with me. where do i send my applications for all of my orcs.

Re: Playable monster races
Posted: Tue May 23, 2017 12:56 pm
by chad878262
Actually DEX/INT builds in many ways are more powerful than strength builds, both in AC as well in damage. They perhaps don't have quite as high AB, but still more than enough to land hits.
It is more about the build type than the stat type, but some DEX builds are just as powerful as any STR build.
Re: Playable monster races
Posted: Tue May 23, 2017 1:18 pm
by aaron22
int is the best stat on the server. i only have one build that uses it as a dump stat. and that comes with penalties. there are some nice builds that use the int/dex combo. but that is not what i mean. compare the benefits to str only and the benefits of dex only on this server and its not close. and even if you consider the dex/int combo powerbuild that i think you are thinking of and i put it against a str built powerbuild. the str build is better on this server. more damage bypasses more DR. and DR is where it gets weird for dex builds.
all i was trying to say is dex stat is inferior to str stat on the server. they all have a purpose. they all have ways to be utilized to effectiveness. but how many dex bards are running up on the balor naked

Re: Playable monster races
Posted: Tue May 23, 2017 5:53 pm
by Mork
I've seen places where kobolds are houseruled to have Negative Level Adjustment like -1 ECL.
Looking at stats it makes much more sense than +
Powerful kobold? Why not? Its not like all elves, humans or orcs all are lvl 30 Epic characters.
In fact majority of humans (farmers, plain villagers) could be seen by evil characters as comparable to what kobolds are - low lvl vermin to munch through. But among them there are epic humans, so on the same principle there can be epic kobolds.
Regarding STR builds - seriously there is not a single server where I've seen such dmg. To a newcomer that played on 4 other servers 150-200 crits look OP. I haven't seen such power on servers with high magic.
Re: Playable monster races
Posted: Tue May 23, 2017 8:59 pm
by chad878262
Mork wrote:I've seen places where kobolds are houseruled to have Negative Level Adjustment like -1 ECL.
Looking at stats it makes much more sense than +
Powerful kobold? Why not? Its not like all elves, humans or orcs all are lvl 30 Epic characters.
In fact majority of humans (farmers, plain villagers) could be seen by evil characters as comparable to what kobolds are - low lvl vermin to munch through. But among them there are epic humans, so on the same principle there can be epic kobolds.
Regarding STR builds - seriously there is not a single server where I've seen such dmg. To a newcomer that played on 4 other servers 150-200 crits look OP. I haven't seen such power on servers with high magic.
Well with high magic you just see Kaze monks that have 14 APR and +8 kama's with 4d6 elemental damage so....
Those crits are great and all, but balanced out when in an area with crit immunes. Most of them also have crap for reflex and will saves because they sunk there levels in to Fighter/Frenzied Berzerker/Weapon Master and Rogue... A more balanced build will do lower crit damage, but can get will saves in to the mid-20's or higher and reflex in to the high teen's/low 20's while still maintaining solid offense. Big numbers are generally not OP because you can counter them with high AC, mirror images, displacement, DR or simply by disabling the attacker. These builds are really nice on certain areas of the server, but by no means are they overpowered or in need of a nerf.
Re: Playable monster races
Posted: Tue May 23, 2017 10:43 pm
by Omega07
If this idea ever come to fruition or at the least.. can a DM please make a goblin NPC like this!
https://m.youtube.com/watch?v=gmeFt5DBIUY
This goblin was awesome (and the game was iconic for me as a child!) And really lets out that -4 charisma!
Re: Playable monster races
Posted: Wed May 24, 2017 12:47 am
by V'rass
If you want playable monster races a good template would be the Sigil persistent world. You can pretty much play anything there though the ECL levels become utterly ridiculous for the more powerful monsters. Leveling an ECL 20 character even with the much greater xp you get on that server is a pain in the ass... here, it would take decades lol. Fun, but only if you are super patient.
Re: Playable monster races
Posted: Wed May 24, 2017 1:02 am
by Akroma666
Pretty sure this idea came up a couple months back and was turned down. Ideally I'd love to see goblin's as a playable race that is instant PvP on sight.
Re: Playable monster races
Posted: Wed May 24, 2017 2:40 am
by Astegard
I think one of the main problems will be faction related, where to these monster races start/shop etc.
And if monster races are KOS (which they should be like the ranger monstrous companion) they likely wont be able to kill other non monster races on sight(judging from the current pvp rules), this will cause some awkward situations.
Cant see this working out without some faction system that automatically sets certain races hostile to each-other. This would cause more natural responses if something is automatically hostile to you rather then OOC banter. The rules are mechanically clear since they are hostile.
Not being hostile between monster race/ non monster race should be the exception. And this would also prevent many special snowflake characters.
Last easy option I can think of is to force them all in a Sshammath slave faction but I assume people will want to make their own ones.
Re: Playable monster races
Posted: Wed May 24, 2017 2:51 am
by Omega07
Astegard wrote:Last easy option I can think of is to force them all in a Sshammath slave faction but I assume people will want to make their own ones.
Perhaps like a clan that wondered too close to the Underdark tunnels? Still I wonder if they would clash against svirfneblins due to them being gnomes.
Would be pretty interesting conflictwise. Is there a stigma to playing monster races? Or is it the
implication of Auto hostile PvP through players?
Re: Playable monster races
Posted: Wed May 24, 2017 2:56 am
by Moridin
@Astergard:
Well if push comes to shove and goblins get added to the game and your suggestion goes through(unlikely due to no pc slavery unless that has recently changed) House Zau'afin has enough goblin slaves for it to be viable for goblins to play in it. More goblins than Drow at this point. The most likely rp that would be open would be the squad(goblins and ogres) that has been being trained by Maugrim(orc npc) for the past two years. For that though, there would be a rule of no arcane or divine casters beyond Spirit Shamans.
Re: Playable monster races
Posted: Wed May 24, 2017 9:52 am
by aaron22
Moridin wrote:@Astergard:
Well if push comes to shove and goblins get added to the game and your suggestion goes through(unlikely due to no pc slavery unless that has recently changed) House Zau'afin has enough goblin slaves for it to be viable for goblins to play in it. More goblins than Drow at this point. The most likely rp that would be open would be the squad(goblins and ogres) that has been being trained by Maugrim(orc npc) for the past two years. For that though, there would be a rule of no arcane or divine casters beyond Spirit Shamans.
what about a group of runaways from years back. they are trained and have the ability to now train others. they settled in a small camp in the UpD. this small camp grew into a fairly fortified spot. and while the clan is small in numbers, their skills have been heightened to survive the dangerous UpD/UD. the camp has some elders that maintain a suitable structure and have the ability to carry on traditions unlike other goblin cultures. all learned from the time of servitude. but now altered to suit the goblin ways too. now that they have moved past the point of just survival, they now seek the fortunes that lay further beyond.
not natural heroes, these were forged.