I looked at that doc ayrn posted. It says while Thri-kreen can only speak kreen (a language of clicks and pops cause they have no lips etc) and a distorted elongated hissing broken common, they have telepathy and can communicate to anyone within 100 feet that can understand any language.
Defiling / preserving.
It looks like from a rules perspective Defiling get's all the bonuses and preserving get's nothing, not even a rp value of trying to 'restore nourishment to the terrain or anything. aside from an 'uphill moral struggle' is there any intrinsic reason to be a preserver?
Does drawing your magic from a land already scorched and barren inherently make you 'evil'? It seems to me from reading what I have that defiling as a magical side effect is almost just 'the norm'.
Races: Muls. They seem to have really gotten all the benefits of both races, increased speed, tolerance, years of age, but they pick up the sleep perk of the elvish races (which is even shorter than your revised thri-kreen which originally got a free long rest in a short rest period), and the incredibly strong Relentless Endurance of the half-orc race as well. Is this in your opinion balanced?
Posted on 2016-05-03 at 14:13:09.
Edited on 2016-05-03 at 14:16:38 by Kaelyn
Hmm.. Muls do appear to be a bit powerful. I wrote that at 1 in the morning so maybe I screwed up a bit lol. Will be changing that!
As for preserving/defiling.
I haven't added spells but preservers get an extra 9th level spell available. Additionally, I'll take a look at the doc ayrn sent. I was debating adding in a mecanic but I didn't want to add something until I playtested it. Will be updating that as well.
Edit: You cannot defile a land that is already defiled. I believe what I Was thinking was that if you cast a spell upon already barren land, the radius of the defilement increases by a range of 5 feet. Additionally, I believe if you cast on barren land, you get a negative to DC but I want to check on it before. Keep an eye out for the doc
If you have any other concerns lemme know
I might change something to thri-Kreen. Might add limited telepathy (range of 10 feet) or something like that. I like the race so I'm debating what to do. Which would you prefer, natural armor buff or telepathy?
Posted on 2016-05-03 at 20:19:03.
Edited on 2016-05-03 at 20:21:31 by Impulse
Wow lot more interest than I had originally anticipated. We currently have 8 players including Ayrn.
Now here is the question I pose to you guys. Split up the groups? It's going to be hosted in the same world, I'll just put you guys on different corners
The reason why I'm asking is because I don't know if some people might not be able to post every week and their character might leave for a time doing something until they are able to post. (Perfectly fine. I won't be upset). But then a party of 4 might shrink to a party of 3 or 2.
On the other hand, if we stick with one huge group, balancing encounters will be hard af and combat might get boring. (Roll low initiative, others might be able to kill the threat without the other players going.).
Lemme know. I had an idea for the main quest and now I have to come up with another one because of you awesome folk
Touch call, Impulse. I imagine you'll probably lose 1 or 2 players before the game gets started (or soon after it starts). That's just the reality of play by post games here at the Inn. Real life gets in the way.
You'll also probably have 2 or so players who can't posted on any given week. (blast you, Real Life!)
I don't know what your idea is for the "main quest", so it may be challenging to scale it for a large group.
My preferences would be for two smaller groups as this seems to be easier to manage as far as dialogue between characters and npcs, battles, etc (less people making decisions makes for quick game play on PbP). It also allows for players to pick races/classes they want without feeling like they are stepping into other player's character's spotlight.
On the other hand, that does mean nearly twice as much work for you... not sure what kind of time you have available. I know you're playing in Schnozzle's game, not sure if you're in some other ones too.
Anyway, thanks for letting me join, and like I said in my PM, I'm fine with stepping aside too. Maybe this is just a sign that more of us need to step up and DM.
Between running a bi weekly live game, Dming a roll20.net game and playing in another roll20.net game I thought this one game would be enough to date my far too long distance from the inn, though I have been drawn to read back over my last Dm's game (75pages!) and the spark is there, but for now I'd love to keep playing and hope you do too
As for thri-keen since their entire being for living only 30-40 years is due to the theory that they don't sleep is probably give them back the sleepless feature from the conversion Ayrn posted, but I like the adaptation of weaker arms incapable of extra attacks. (They can hold my scalpel and gauss lol)
If I had to choose impulse between a 10' telepathy and a natural starting armour class of 13+Dex from a Rp perspective the telepathy works for party interaction in small scale but there armour adds a descriptive dofference, a combat value and potential to for trying to find armour to compliment my chitinous form.. Graft ceramics to my shell? Haha
Anywho lots of interest is always a good sign and ayrn's assessments are spot on as memory serves but I hope to see this play out and play long.
That being said the party sizes fall mostly on your timeframe and effort to manage multiple storylines at the same time, im down for either way though.
I have loads of time. In summer school but that shouldn't take too long. Concerning the character sheet. Don't worry bout getting one in too quickly as I don't have any of my DnD things here. I'll be returning on may 15th, so hopefully first post by may 18
Concerning the armour, I'm ruling it that thri-kreen are fairly common within the world. Armour for them will be the same price as the others. In the variant with the natural armour, they made thri-kreen armour more expensive.
Aight I think the telepathy sounds cool. Maybe you have to be looking in their eyes in order for it to work with an extended distance for conversing with other kreen? Only drawback is that you can only talk to one person at a time. (Unless outwardly speaking kreen)
To clarify, I can try to make two campaigns. My IRL DnD group is on hiatus as someone's on vacation so I've got tons of ideas laying about
Posted on 2016-05-03 at 22:06:28.
Edited on 2016-05-03 at 22:07:11 by Impulse
The concept of magic draining line from the land is an interesting one. From an RP/world perspective, why would this path have been chosen by so many if there is another path? What are the benefits? If preservers don't draw their magic from the land where does it come from?
Is it that magic is drawn from the self/personal power which has limits? Defiling allows a caster to ignore their own limitations? What the mechanics of that are I don't know, but could be rich RP territory.