Any new classes or races you'd like to see for C&C?
- slimykuotoan
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Any new classes or races you'd like to see for C&C?
...
For crying out loud. Do your best with the rolls the dice have given you. This is what separates the men from the boys... -Kayolan
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Re: Any new classes or races you'd like to see for C&C?
I'd like to see many new races and character classes presented in The Adventurer's Backpack.
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- slimykuotoan
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Re: Any new classes or races you'd like to see for C&C?
I'd like to see fighter sub classes, like the bandit, etc.
More combo like classes that aren't multi-classed.
More combo like classes that aren't multi-classed.
For crying out loud. Do your best with the rolls the dice have given you. This is what separates the men from the boys... -Kayolan
Re: Any new classes or races you'd like to see for C&C?
Like to see those from Oriental Adventures for C&C! 
Count Rhuveinus - Lejendary Keeper of Castle Franqueforte
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"Enjoy a 'world' where the fantastic is fact and magic really works!" ~ Gary Gygax
"By the pricking of my thumbs, Something wicked this way comes:" - Macbeth
- slimykuotoan
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Re: Any new classes or races you'd like to see for C&C?
Oh by the gods YES.Rhuvein wrote:Like to see those from Oriental Adventures for C&C!
For crying out loud. Do your best with the rolls the dice have given you. This is what separates the men from the boys... -Kayolan
Re: Any new classes or races you'd like to see for C&C?
Me too!

Bill D.
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Re: Any new classes or races you'd like to see for C&C?
If I understand correctly a few Asian codexes are going to be produced after Germania, the Roman/Greek one, and the Slavic one. They talk about it in the codex Germania thread in the Forges Anvil subforum.
Re: Any new classes or races you'd like to see for C&C?
An official C&C book covering some of the odd-ball races that might not be suitable for every campaign. Centaurs, minotaurs, orcs, goblins (these two are in the Players Guide for Haunted Highlands), etc. I don't know that I'd use them in a typical setting, but it would be nice to have the option.
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Lord Dynel
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Re: Any new classes or races you'd like to see for C&C?
Yeah, a Creature Crucible/Savage Species series or book would be welcome by me.
Personally, I'd like to see official race stats for woodland types - centaurs, satyrs, dryads. I've always liked the forest/fey races defined. Some might be in a recent book, but I can't recall offhand.
Personally, I'd like to see official race stats for woodland types - centaurs, satyrs, dryads. I've always liked the forest/fey races defined. Some might be in a recent book, but I can't recall offhand.
LD's C&C creations - CL Checker, a witch class, the half-ogre, skills, and 0-level rules
Troll Lord wrote:Lord D: you understand where I"m coming from.
Re: Any new classes or races you'd like to see for C&C?
classes for the "evil" and the "good" humanoid (or close) races noted above.. ways to play the creatures of the mountain and wood.
How about a wholly new race, start from scratch, add something truly new.
How about a wholly new race, start from scratch, add something truly new.
Wow, Another Natural One! You guys are a sink hole for luck. Stay away from my dice.
Re: Any new classes or races you'd like to see for C&C?
Several. So I create them when I need to.
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Lord Dynel
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Re: Any new classes or races you'd like to see for C&C?
Some races I wouldn't mind seeing for C&C wouldn't be "new" per se, more than borrowed from other games.
I'd like to see a avian race, akin to the kenku or aarakocra. Likewise, I'd welcome a construct-like race, reminiscent of warforged.
For a newish race...maybe some type of salamander/human amphibious type. They can breathe freely on water or land, but too many days on either without exposure to the other would result in Constitution loss or something like that. I'd probably make them vaguely human-like in appearance.
I'd like to see a avian race, akin to the kenku or aarakocra. Likewise, I'd welcome a construct-like race, reminiscent of warforged.
For a newish race...maybe some type of salamander/human amphibious type. They can breathe freely on water or land, but too many days on either without exposure to the other would result in Constitution loss or something like that. I'd probably make them vaguely human-like in appearance.
LD's C&C creations - CL Checker, a witch class, the half-ogre, skills, and 0-level rules
Troll Lord wrote:Lord D: you understand where I"m coming from.
Re: Any new classes or races you'd like to see for C&C?
For my current Kalamar game, I included both hobgoblins and half-hobgoblins as PC races.
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- Jyrdan Fairblade
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Re: Any new classes or races you'd like to see for C&C?
Definitely!
I seem to recall talk of this a long time ago, even, back when Gary was still alive.
Although, when I looked at the original OA as compared to the 1e PHB, the problem was that more often than not, the OA classes were uniformly more powerful than the 1e classes.
I’d love to see some of the more monstrous races detailed out, to do something along the lines of the old Wormy comic.
I seem to recall talk of this a long time ago, even, back when Gary was still alive.
Although, when I looked at the original OA as compared to the 1e PHB, the problem was that more often than not, the OA classes were uniformly more powerful than the 1e classes.
I’d love to see some of the more monstrous races detailed out, to do something along the lines of the old Wormy comic.
slimykuotoan wrote:Oh by the gods YES.Rhuvein wrote:Like to see those from Oriental Adventures for C&C!
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Lord Dynel
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Re: Any new classes or races you'd like to see for C&C?
Monstrous races would be a nice addition. I've had some available in 3.x (since nearly the beginning) and in GURPS but they rarely get taken. I don't quite know why that is.Jyrdan Fairblade wrote:Definitely!
I seem to recall talk of this a long time ago, even, back when Gary was still alive.
Although, when I looked at the original OA as compared to the 1e PHB, the problem was that more often than not, the OA classes were uniformly more powerful than the 1e classes.
I’d love to see some of the more monstrous races detailed out, to do something along the lines of the old Wormy comic.
I agree with your point about OA being a bit more powerful over the PHB, I think that's some sort of natural progression.
I somehow missed the word "classes" in the subject of this thread. I'd love to see a sage-like class in C&C. Or jack-of-all-trades type class. One that is non-combat focused, a source of knowledge on a variety of topics. I don't know how it'd fit in the class structure (whether or not it'd have a place) but a class that could do a few things that many other classes do, plus some bits of it's own:
identify monsters (CL = monster's HD, with a successful check indicating learning bits from M&T about the creature)
identify plants
identify and create toxins
identify/cut gemstones
deciphering old languages/scripts
reading scrolls (and perhaps making 1st level ones)
heraldry
healing poultices
social circumstances/courtly manner
etc.
A class that could have a choice in these things (maybe having a master list of 12 or more things, and picking one every couple of levels) to specialize in but not being a bad ass fighter of spellcaster would actually be a welcome addition to my games.
LD's C&C creations - CL Checker, a witch class, the half-ogre, skills, and 0-level rules
Troll Lord wrote:Lord D: you understand where I"m coming from.
- Buttmonkey
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Re: Any new classes or races you'd like to see for C&C?
That sounds an awful lot like a bard with a few tweaks.Lord Dynel wrote:Monstrous races would be a nice addition. I've had some available in 3.x (since nearly the beginning) and in GURPS but they rarely get taken. I don't quite know why that is.Jyrdan Fairblade wrote:Definitely!
I seem to recall talk of this a long time ago, even, back when Gary was still alive.
Although, when I looked at the original OA as compared to the 1e PHB, the problem was that more often than not, the OA classes were uniformly more powerful than the 1e classes.
I’d love to see some of the more monstrous races detailed out, to do something along the lines of the old Wormy comic.
I agree with your point about OA being a bit more powerful over the PHB, I think that's some sort of natural progression.
I somehow missed the word "classes" in the subject of this thread. I'd love to see a sage-like class in C&C. Or jack-of-all-trades type class. One that is non-combat focused, a source of knowledge on a variety of topics. I don't know how it'd fit in the class structure (whether or not it'd have a place) but a class that could do a few things that many other classes do, plus some bits of it's own:
identify monsters (CL = monster's HD, with a successful check indicating learning bits from M&T about the creature)
identify plants
identify and create toxins
identify/cut gemstones
deciphering old languages/scripts
reading scrolls (and perhaps making 1st level ones)
heraldry
healing poultices
social circumstances/courtly manner
etc.
A class that could have a choice in these things (maybe having a master list of 12 or more things, and picking one every couple of levels) to specialize in but not being a bad ass fighter of spellcaster would actually be a welcome addition to my games.
tylermo wrote:Your efforts are greatly appreciated, Buttmonkey. Can't believe I said that with a straight face.
Re: Any new classes or races you'd like to see for C&C?
A few changes, and this might be workable....
Sage Lore (Intelligence): The mind of an alchemist is filled with facts ranging across a multitude of subjects and fields of interest, such as botany, anatomy, mythology and the like. With a successful attribute check, the alchemist recalls a particular piece of information relevant to the discourse which may necessitate further research. The specific detail is generally minor in nature, such as knowing a plant grows only during a certain season or condition, but could be a vital clue otherwise; it is, essentially, very similar to the legend lore ability of the bard class, save that it covers a much wider net. Unlike a bard, however, with a -20 penalty, an alchemist can potentially identify a single effect of a magic item; further checks reveal no additional knowledge.
Research (Intelligence): This ability does not, ordinarily, require a check but does require access to a store of knowledge, such as a library, the archives of an alchemist guild, or similar that contains the answer being sought, and is completely at the discretion of the Castle Keeper for effectiveness. When used, it allows the alchemist to uncover a more detailed explanation than available through sage lore such as full disclosure of the properties of a magical item or knowledge of weaknesses possessed by a certain monster. If used for the latter, the alchemist must also obtain samples of the creature in a variety of different ways (blood, fur, spoor, etc) and requires a full alchemy lab before deduction can begin; a successful check, and a minimum of 3 weeks time (6-8 hours per day devoted solely to this, precluding most common adventuring tasks) is also required. Lastly, an alchemist can, with access to the proper documents and materials, produce a recipe for a new alchemical formula – this, like the former use, requires an alchemy lab, an extended period of time (usually 2 – 4 months or more), and a great amount of wealth spent (it is, in fact, nearly the same as spell research); to determine success, the following three criteria are used to determine a SIEGE check modifier:
1) Sources – the better (determined by the Castle Keeper) the information used by the alchemist, the more likely the end result will be positive; if an alchemist simply relies on his own knowledge and ability (possible starting at 7th level), apply a -10 penalty. Otherwise, improve chance of success by +1 - +10 based on how accurate or “perfect” the knowledge is; this is one reason alchemists are always looking to obtain books they did not have before, as a library of information is unquestionably beneficial.
2) Effect – difficult to judge, but very important, the desired effect needs consideration. An alchemist who wishes to bend the laws of reality must do so in a legitimate way, and it must be approved by the Castle Keeper – treat this as spell research for purposes of allowing a given effect and remember that some just may not be possible at all (i.e., a Castle Keeper might disallow invention of gunpowder, regardless of all other modifiers to the contrary.) This is not truly a modifier, per se, but a guideline to determine the difficulty of the attribute check – if an equivalent spell or effect can be determined, use it, +5 (for example, an alchemist who wishes to generate a new method of replicating dragonbreath, a burning explosion the Castle Keeper decides is like fireball, the difficulty will be 3, for the spell level, +5, with a total result of 8.)
3) Time – based on the previous criteria, the Castle Keeper should determine an amount of time, expressed in months, needed to perform the required research; the player may opt for a shorter, or longer, period. Regardless, the amount specified by the player must be spent or all costs and efforts are forfeit. If the player decides for a reduced research period, increase the difficulty by 2 for each month not spent obtaining proper materials; if a longer research period is used, decrease difficulty by 1 for each additional month so spent: this can reduce the difficulty up to -6 at most; time beyond this actually has a negative impact and reverses the reduction to an increment. Each month spent in research costs 50 – 1000 gold pieces, success or failure.
Sage Lore (Intelligence): The mind of an alchemist is filled with facts ranging across a multitude of subjects and fields of interest, such as botany, anatomy, mythology and the like. With a successful attribute check, the alchemist recalls a particular piece of information relevant to the discourse which may necessitate further research. The specific detail is generally minor in nature, such as knowing a plant grows only during a certain season or condition, but could be a vital clue otherwise; it is, essentially, very similar to the legend lore ability of the bard class, save that it covers a much wider net. Unlike a bard, however, with a -20 penalty, an alchemist can potentially identify a single effect of a magic item; further checks reveal no additional knowledge.
Research (Intelligence): This ability does not, ordinarily, require a check but does require access to a store of knowledge, such as a library, the archives of an alchemist guild, or similar that contains the answer being sought, and is completely at the discretion of the Castle Keeper for effectiveness. When used, it allows the alchemist to uncover a more detailed explanation than available through sage lore such as full disclosure of the properties of a magical item or knowledge of weaknesses possessed by a certain monster. If used for the latter, the alchemist must also obtain samples of the creature in a variety of different ways (blood, fur, spoor, etc) and requires a full alchemy lab before deduction can begin; a successful check, and a minimum of 3 weeks time (6-8 hours per day devoted solely to this, precluding most common adventuring tasks) is also required. Lastly, an alchemist can, with access to the proper documents and materials, produce a recipe for a new alchemical formula – this, like the former use, requires an alchemy lab, an extended period of time (usually 2 – 4 months or more), and a great amount of wealth spent (it is, in fact, nearly the same as spell research); to determine success, the following three criteria are used to determine a SIEGE check modifier:
1) Sources – the better (determined by the Castle Keeper) the information used by the alchemist, the more likely the end result will be positive; if an alchemist simply relies on his own knowledge and ability (possible starting at 7th level), apply a -10 penalty. Otherwise, improve chance of success by +1 - +10 based on how accurate or “perfect” the knowledge is; this is one reason alchemists are always looking to obtain books they did not have before, as a library of information is unquestionably beneficial.
2) Effect – difficult to judge, but very important, the desired effect needs consideration. An alchemist who wishes to bend the laws of reality must do so in a legitimate way, and it must be approved by the Castle Keeper – treat this as spell research for purposes of allowing a given effect and remember that some just may not be possible at all (i.e., a Castle Keeper might disallow invention of gunpowder, regardless of all other modifiers to the contrary.) This is not truly a modifier, per se, but a guideline to determine the difficulty of the attribute check – if an equivalent spell or effect can be determined, use it, +5 (for example, an alchemist who wishes to generate a new method of replicating dragonbreath, a burning explosion the Castle Keeper decides is like fireball, the difficulty will be 3, for the spell level, +5, with a total result of 8.)
3) Time – based on the previous criteria, the Castle Keeper should determine an amount of time, expressed in months, needed to perform the required research; the player may opt for a shorter, or longer, period. Regardless, the amount specified by the player must be spent or all costs and efforts are forfeit. If the player decides for a reduced research period, increase the difficulty by 2 for each month not spent obtaining proper materials; if a longer research period is used, decrease difficulty by 1 for each additional month so spent: this can reduce the difficulty up to -6 at most; time beyond this actually has a negative impact and reverses the reduction to an increment. Each month spent in research costs 50 – 1000 gold pieces, success or failure.
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Lord Dynel
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Re: Any new classes or races you'd like to see for C&C?
I didn't think so. This guy's not inspiring anyone to do anything. Yeah, he might have a decipher and legend lore type of ability, not the buffing aspect of the bard. And he'd be borrowing a few abilities of some other classes, too, not just bard. That said...Buttmonkey wrote:That sounds an awful lot like a bard with a few tweaks.Lord Dynel wrote:Monstrous races would be a nice addition. I've had some available in 3.x (since nearly the beginning) and in GURPS but they rarely get taken. I don't quite know why that is.Jyrdan Fairblade wrote:Definitely!
I seem to recall talk of this a long time ago, even, back when Gary was still alive.
Although, when I looked at the original OA as compared to the 1e PHB, the problem was that more often than not, the OA classes were uniformly more powerful than the 1e classes.
I’d love to see some of the more monstrous races detailed out, to do something along the lines of the old Wormy comic.
I agree with your point about OA being a bit more powerful over the PHB, I think that's some sort of natural progression.
I somehow missed the word "classes" in the subject of this thread. I'd love to see a sage-like class in C&C. Or jack-of-all-trades type class. One that is non-combat focused, a source of knowledge on a variety of topics. I don't know how it'd fit in the class structure (whether or not it'd have a place) but a class that could do a few things that many other classes do, plus some bits of it's own:
identify monsters (CL = monster's HD, with a successful check indicating learning bits from M&T about the creature)
identify plants
identify and create toxins
identify/cut gemstones
deciphering old languages/scripts
reading scrolls (and perhaps making 1st level ones)
heraldry
healing poultices
social circumstances/courtly manner
etc.
A class that could have a choice in these things (maybe having a master list of 12 or more things, and picking one every couple of levels) to specialize in but not being a bad ass fighter of spellcaster would actually be a welcome addition to my games.
...this is the kind of stuff I'm talking about. Nice stuff, sir!serleran wrote:A few changes, and this might be workable....
Sage Lore (Intelligence): The mind of an alchemist is filled with facts ranging across a multitude of subjects and fields of interest, such as botany, anatomy, mythology and the like. With a successful attribute check, the alchemist recalls a particular piece of information relevant to the discourse which may necessitate further research. The specific detail is generally minor in nature, such as knowing a plant grows only during a certain season or condition, but could be a vital clue otherwise; it is, essentially, very similar to the legend lore ability of the bard class, save that it covers a much wider net. Unlike a bard, however, with a -20 penalty, an alchemist can potentially identify a single effect of a magic item; further checks reveal no additional knowledge.
Research (Intelligence): This ability does not, ordinarily, require a check but does require access to a store of knowledge, such as a library, the archives of an alchemist guild, or similar that contains the answer being sought, and is completely at the discretion of the Castle Keeper for effectiveness. When used, it allows the alchemist to uncover a more detailed explanation than available through sage lore such as full disclosure of the properties of a magical item or knowledge of weaknesses possessed by a certain monster. If used for the latter, the alchemist must also obtain samples of the creature in a variety of different ways (blood, fur, spoor, etc) and requires a full alchemy lab before deduction can begin; a successful check, and a minimum of 3 weeks time (6-8 hours per day devoted solely to this, precluding most common adventuring tasks) is also required. Lastly, an alchemist can, with access to the proper documents and materials, produce a recipe for a new alchemical formula – this, like the former use, requires an alchemy lab, an extended period of time (usually 2 – 4 months or more), and a great amount of wealth spent (it is, in fact, nearly the same as spell research); to determine success, the following three criteria are used to determine a SIEGE check modifier:
1) Sources – the better (determined by the Castle Keeper) the information used by the alchemist, the more likely the end result will be positive; if an alchemist simply relies on his own knowledge and ability (possible starting at 7th level), apply a -10 penalty. Otherwise, improve chance of success by +1 - +10 based on how accurate or “perfect” the knowledge is; this is one reason alchemists are always looking to obtain books they did not have before, as a library of information is unquestionably beneficial.
2) Effect – difficult to judge, but very important, the desired effect needs consideration. An alchemist who wishes to bend the laws of reality must do so in a legitimate way, and it must be approved by the Castle Keeper – treat this as spell research for purposes of allowing a given effect and remember that some just may not be possible at all (i.e., a Castle Keeper might disallow invention of gunpowder, regardless of all other modifiers to the contrary.) This is not truly a modifier, per se, but a guideline to determine the difficulty of the attribute check – if an equivalent spell or effect can be determined, use it, +5 (for example, an alchemist who wishes to generate a new method of replicating dragonbreath, a burning explosion the Castle Keeper decides is like fireball, the difficulty will be 3, for the spell level, +5, with a total result of 8.)
3) Time – based on the previous criteria, the Castle Keeper should determine an amount of time, expressed in months, needed to perform the required research; the player may opt for a shorter, or longer, period. Regardless, the amount specified by the player must be spent or all costs and efforts are forfeit. If the player decides for a reduced research period, increase the difficulty by 2 for each month not spent obtaining proper materials; if a longer research period is used, decrease difficulty by 1 for each additional month so spent: this can reduce the difficulty up to -6 at most; time beyond this actually has a negative impact and reverses the reduction to an increment. Each month spent in research costs 50 – 1000 gold pieces, success or failure.
LD's C&C creations - CL Checker, a witch class, the half-ogre, skills, and 0-level rules
Troll Lord wrote:Lord D: you understand where I"m coming from.
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alcyone
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Re: Any new classes or races you'd like to see for C&C?
Between the Companion and all of the fan material, not to mention the class construction stuff in the Companion, I am not missing any classes, but if there was an official archer class I'd probably use it. I think there might be one in the black box?
Races? Races are easier to make than classes. I think there are probably enough to get someone started if they wanted to make a new one.
Races? Races are easier to make than classes. I think there are probably enough to get someone started if they wanted to make a new one.
My C&C stuff: www.rpggrognard.com
Re: Any new classes or races you'd like to see for C&C?
Rhuvein wrote:Like to see those from Oriental Adventures for C&C!
Rgr that, especially as I've been binge watching "Marco Polo"
Outside of that, an archer is top of my list.
As the original question is "classes or races" I'd combine them & say I'd love to have 'Racial character classes' ... but that is just me
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C&C Society
Re: Any new classes or races you'd like to see for C&C?
Echoing some of what others have said, I'd like to see all of the humanoids and fey types statted up and put into a handbook as optional races.
Playing something out of the ordinary can be a lot of fun, my favorite experience was when playing a half-orc who was reincarnated into a centaur (a really ugly centaur...). The CK gave me some guidelines and a write-up and it worked out great.
Playing something out of the ordinary can be a lot of fun, my favorite experience was when playing a half-orc who was reincarnated into a centaur (a really ugly centaur...). The CK gave me some guidelines and a write-up and it worked out great.
Re: Any new classes or races you'd like to see for C&C?
Try playing a badger!Kayolan wrote:Echoing some of what others have said, I'd like to see all of the humanoids and fey types statted up and put into a handbook as optional races.
Playing something out of the ordinary can be a lot of fun, my favorite experience was when playing a half-orc who was reincarnated into a centaur (a really ugly centaur...). The CK gave me some guidelines and a write-up and it worked out great.
R-
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Re: Any new classes or races you'd like to see for C&C?
When?Rigon wrote:Try playing a badger!Kayolan wrote:Echoing some of what others have said, I'd like to see all of the humanoids and fey types statted up and put into a handbook as optional races.
Playing something out of the ordinary can be a lot of fun, my favorite experience was when playing a half-orc who was reincarnated into a centaur (a really ugly centaur...). The CK gave me some guidelines and a write-up and it worked out great.
R-
Sounds like a typical mutant game...
Re: Any new classes or races you'd like to see for C&C?
Druid reincarnated.serleran wrote:When?Rigon wrote:Try playing a badger!Kayolan wrote:Echoing some of what others have said, I'd like to see all of the humanoids and fey types statted up and put into a handbook as optional races.
Playing something out of the ordinary can be a lot of fun, my favorite experience was when playing a half-orc who was reincarnated into a centaur (a really ugly centaur...). The CK gave me some guidelines and a write-up and it worked out great.
R-
Sounds like a typical mutant game...
R-
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