squeen
8, 8, I forget what is for
I think it's possible that the game-system could "equalize" non-human PCs (via level limits, etc.), but the "cheat" to my way of thinking if the theft of mystique. The player gets a hit of "insta-cool-by-association", which inadvertently robs that creature's impact when encountered in the wild.
These "civilized" monsters result in Bryce's frequent admonition of "Why not just use human bandits here?"
I get that other milieu may want to explore non-traditional gaming tropes/situations. That's fine, but to me these are all "What If?" scenarios. (Implications of one nasty little city with goblin-slaves sounds cool...but it doesn't belong codified in a Rule-Book). I'm just preaching about consequences when using exotic (PC/NPC) races in a vanilla D&D world. Hell, I'm even dumping on venerable products like City State of the Invincible Overlord (maybe Greyhawk City too?) for having shops run by ogres, fairies, etc. You've flattened the palette, and it's gonna be hard not to have it seem like everything is just "peoples", and the game you are playing is called RPG Politics.
Which, again, is fine---if that's your bag. (...but sucks if you are trying to make your dungeons scary)
It's like when Daleks all of a sudden show up in a Dr. Who episode. Long-time viewers think, "oh, crap!....this is gonna be good.".
Not the same effect if they saw Daleks every week. Now replace Daleks with Drow.
Call it a Theory of Scarcity. Supply and demand. A zero-sum game with cool-factor.
(Dwarves and Halfings non-withstanding...these are essential just short humans anyway. Not much mystique there to steal.)
EDIT: Bringing home Beoric's point, I do the same with paladins! You can encounter them...but you can't be one. Although I do (grudgingly) allow wood elves, they are pretty rare in civilized areas--attracting a lot of attention---and my players get super-excited when they encounter one. Also, you can't roll up a High Elf, they're reserved for NPCs too.
These "civilized" monsters result in Bryce's frequent admonition of "Why not just use human bandits here?"
I get that other milieu may want to explore non-traditional gaming tropes/situations. That's fine, but to me these are all "What If?" scenarios. (Implications of one nasty little city with goblin-slaves sounds cool...but it doesn't belong codified in a Rule-Book). I'm just preaching about consequences when using exotic (PC/NPC) races in a vanilla D&D world. Hell, I'm even dumping on venerable products like City State of the Invincible Overlord (maybe Greyhawk City too?) for having shops run by ogres, fairies, etc. You've flattened the palette, and it's gonna be hard not to have it seem like everything is just "peoples", and the game you are playing is called RPG Politics.
Which, again, is fine---if that's your bag. (...but sucks if you are trying to make your dungeons scary)
It's like when Daleks all of a sudden show up in a Dr. Who episode. Long-time viewers think, "oh, crap!....this is gonna be good.".
Not the same effect if they saw Daleks every week. Now replace Daleks with Drow.
Call it a Theory of Scarcity. Supply and demand. A zero-sum game with cool-factor.
(Dwarves and Halfings non-withstanding...these are essential just short humans anyway. Not much mystique there to steal.)
EDIT: Bringing home Beoric's point, I do the same with paladins! You can encounter them...but you can't be one. Although I do (grudgingly) allow wood elves, they are pretty rare in civilized areas--attracting a lot of attention---and my players get super-excited when they encounter one. Also, you can't roll up a High Elf, they're reserved for NPCs too.
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