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2009-11-20, 10:31 PM (ISO 8601)
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- Jul 2009
Maintaining the Mystery: Banning Elves
Elves are frequently billed as mysterious and aloof from the world at large and I have always felt that allowing them as playable characters cheapened the image. To that end I am banning them in an upcoming capaign, and requiring any half-elves be raised by humans.
Any imput? Reasons I shouldn't, things I need to keep in mind if I do this, suggestions to replace them. My group seldom plays much besides humans and dwarves, so I probably won't need a replacement race. Or share a story of something similar you've experianced and how it turned out.
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2009-11-20, 10:34 PM (ISO 8601)
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- Jun 2009
Re: Maintaining the Mystery: Banning Elves
"And this is Brother Silence, who is not an elf."Last edited by Pharaoh's Fist; 2009-11-20 at 10:46 PM.
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2009-11-20, 10:41 PM (ISO 8601)
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- Jan 2008
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Re: Maintaining the Mystery: Banning Elves
if elves and humans can cross breed, then by definition elves and humans are the same species (ex: humans vs gorilla). they are just difference races (ex: caucasian vs latino).
So... are you sure you want half elves around?
Anyways, there is nothing wrong with the idea of banning them as a playable race and making them more mystical... Especially if none of your players wants to play one.
I once had an idea that a mage can achieve immortality via transforming into something other than a lich... if those ascended humans breed with a normal human they give birth to long lived, beutiful, and magically inclined children (aka "elves"). Pointy ears are optional and only occur if said wizard has actually chosen to make his ears pointy when transformed. The various "types" of elves are each descendant from a different wizard... so differences in appearance and abilities depend on the exact details of said magical transformation... As a bonus, some of those immortal uber wizards could still be alive and around.I do not have a superman complex; for I am God, not Superman!
the glass is always 100% full. Approximately 50% of its volume is full of dihydrogen monoxide and some dissolved solutes, and approx 50% a mixture of gasses known as "air" which contains roughly (by volume) 78.08% nitrogen, 20.95% oxygen, 0.93% argon, 0.038% carbon dioxide, and trace amounts of other gases.
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2009-11-20, 10:48 PM (ISO 8601)
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- Nov 2007
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Characters:
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2009-11-20, 10:53 PM (ISO 8601)
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- Jan 2008
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- Within my own Insanity
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Re: Maintaining the Mystery: Banning Elves
Best. Movie. Ever. Also, I fixed the misquote for you.
If you haven't seen it, watch it. Lodge seems to have a similar outlook to you, only is more extreme about it. So, in my experience... The plot of this movie, revolving around Cass wanting to be an elf.
Usually, though, I don't ban anything. It's starting to annoy my PCs that don't play stupid things (+6 LA races), so I'm going to need to be a bit less lenient in the future.Last edited by drengnikrafe; 2009-11-20 at 10:54 PM.
But... but... You can't Wake Up Dead
Amazing waffle avatar crafted by the talented hands of MoriHikari.
The Demented One's fix of White Raven Tactics and Iron Heart Surge.
A well played paladin is a valuable asset to a party, and a beautiful roleplaying opportunity.
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2009-11-20, 10:54 PM (ISO 8601)
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- Jan 2008
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Re: Maintaining the Mystery: Banning Elves
what is the name of the movie?
I do not have a superman complex; for I am God, not Superman!
the glass is always 100% full. Approximately 50% of its volume is full of dihydrogen monoxide and some dissolved solutes, and approx 50% a mixture of gasses known as "air" which contains roughly (by volume) 78.08% nitrogen, 20.95% oxygen, 0.93% argon, 0.038% carbon dioxide, and trace amounts of other gases.
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2009-11-20, 10:55 PM (ISO 8601)
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- Jan 2008
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- Within my own Insanity
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Re: Maintaining the Mystery: Banning Elves
The Gamers: Dorkness Rising
But... but... You can't Wake Up Dead
Amazing waffle avatar crafted by the talented hands of MoriHikari.
The Demented One's fix of White Raven Tactics and Iron Heart Surge.
A well played paladin is a valuable asset to a party, and a beautiful roleplaying opportunity.
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2009-11-20, 11:38 PM (ISO 8601)
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- Feb 2007
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- Canada, British Columbia
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Re: Maintaining the Mystery: Banning Elves
I do this. Elves in my world are typically too powerful and distant to make good PCs. They aren't totally off limits, but they're the the equivalent of taking a monster class.
There aren't really any races that are required for game balance, but if you're using the standard rules for favored classes, then you should add a race who's favored class is wizard. I'd suggest simply letting gnomes fill in for that arcane position.
That's not entirely true. Separate species can and do produce offspring, see mules for example. Those offspring are usually sterile, but this is not always the case. This true-breeding hybridization is most common among plants, but is not unknown among animal species as well. There are also many examples of plant hybrids that are sterile.
It is not necessary to assume, however, that half-elves can reproduce. A elven mother carrying a human child would struggle with the heavy, thick-boned human fetus, which might grow to fast for the mother to cope with, and a human mother might be overwhelmed by the eldritch activity of the elven baby. Half-elves with face such difficulties with each generation. The best course for a half-elf would be to reproduce with other half-elves, resulting in a race separate from both humans and elves, but genetically linked to both.Last edited by urkthegurk; 2009-11-21 at 12:57 AM.
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2009-11-20, 11:41 PM (ISO 8601)
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- Nov 2007
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- Texas...for now
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[/sarcasm]
FAQ is not RAW!Avatar by the incredible CrimsonAngel.
Saph:It's surprising how many problems can be solved by one druid spell combined with enough aggression.
I play primarily 3.5 D&D. Most of my advice will be based off of this. If my advice doesn't apply, specify a version in your post.
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2009-11-20, 11:55 PM (ISO 8601)
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- Oct 2008
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- Kentucky, US
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Re: Maintaining the Mystery: Banning Elves
Above post:
Hilarious.
And seconded.
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2009-11-21, 12:03 AM (ISO 8601)
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- Feb 2005
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Re: Maintaining the Mystery: Banning Elves
I just rewrote the elf fluff for my homebrew setting, but that's a lot more work. I can definitely see banning elves as a playable race working, but it would affect the demographics of your world...restricting them as a race then having elves maintain their prominent 'share' of city or town populations will feel strange if the players want to be elves for some reason.
NOW COMPLETE: Let's Play Starcraft II Trilogy:
Hell, It's About Time: Wings of Liberty
Does This Mutation Make Me Look Fat: Heart of the Swarm
My Life For Aiur? I Barely Know 'Er: Legacy of the Void
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2009-11-21, 12:29 AM (ISO 8601)
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- Jul 2008
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- Poland
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Re: Maintaining the Mystery: Banning Elves
Siela Tempo by the talented Kasanip. Tengu by myself.
Spoiler
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2009-11-21, 12:40 AM (ISO 8601)
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- Aug 2009
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- Maryland
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Re: Maintaining the Mystery: Banning Elves
Indeed. Thirded, and it's awesome.
On the original topic, I suspect elves in D&D are a bit too common to actually be that mysterious. They are a core race after all. So, either you need heavy refluffing, including dumping half elves, or making them extremely rare....or divide out the elves, and have a specific subset of them (high elves or w/e) be rare.
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2009-11-21, 12:45 AM (ISO 8601)
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- Apr 2007
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- Tampa, FL
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Re: Maintaining the Mystery: Banning Elves
Instead of banning them, just kill all the pointy-eared snobs. Then you won't have to worry about banning anything.
I'll even help you. Just tell me where to release the gas.
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2009-11-21, 01:56 AM (ISO 8601)
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- Jan 2008
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Re: Maintaining the Mystery: Banning Elves
yes, yes they are :)
If they are just past the aspeciation point they will produce sterile offsprings.
The really borderline cases are lions and tigers. Depending on the gender of each parent you will get either a tigon or a liger. One is minute and one is a giant. And some are sterile and some are capable of breeding.
However, in fantasy humans and elves and dragons etc can all produce true breeding offsprings every time without trouble, therefore they are the same species.I do not have a superman complex; for I am God, not Superman!
the glass is always 100% full. Approximately 50% of its volume is full of dihydrogen monoxide and some dissolved solutes, and approx 50% a mixture of gasses known as "air" which contains roughly (by volume) 78.08% nitrogen, 20.95% oxygen, 0.93% argon, 0.038% carbon dioxide, and trace amounts of other gases.
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2009-11-21, 06:41 AM (ISO 8601)
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- May 2005
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2009-11-21, 06:48 AM (ISO 8601)
- Join Date
- Oct 2009
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2009-11-21, 09:24 AM (ISO 8601)
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- Apr 2007
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- kendal, england
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Re: Maintaining the Mystery: Banning Elves
Then it's Tommy this, an' Tommy that, an` Tommy, 'ow's yer soul? "
But it's " Thin red line of 'eroes " when the drums begin to roll
The drums begin to roll, my boys, the drums begin to roll,
O it's " Thin red line of 'eroes, " when the drums begin to roll.
"Tommy", Rudyard Kipling
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2009-11-21, 09:32 AM (ISO 8601)
- Join Date
- Nov 2008
- Location
- Bristol, UK
Re: Maintaining the Mystery: Banning Elves
I don't see why you shouldn't do it, although shadowy and mysterious elves aren't far from arrogant and irrelevant ones.
I honestly have no opinion on how elves should really be handled in a setting.
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2009-11-21, 10:12 AM (ISO 8601)
- Join Date
- May 2009
- Location
- Fl
Re: Maintaining the Mystery: Banning Elves
Just kick elfs out of the campaign world entirely. Can't think of the last time they really added anything beyond being annoying (that includes being jerks) and better than you despite being mentally stunted and growing at 1/7th the pace of a human (not to mention being entirely unoriginal).
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2009-11-21, 10:30 AM (ISO 8601)
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- Nov 2008
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- Bristol, UK
Re: Maintaining the Mystery: Banning Elves
OK, let's start with the obvious point. The whole "110 years to mature despite gaining no bonuses" is blatantly a mistake on the part of someone who missed the implications. It was corrected in 4th edition along with a decision to cut back the number of different kinds of elf.
Elves shouldn't and don't have to be jerks either.
The trick is to find an interesting way to portray elves that doesn't result in them coming across as arrogant losers or proto-arrogant losers.Last edited by lesser_minion; 2009-11-21 at 10:32 AM.
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2009-11-21, 10:30 AM (ISO 8601)
- Join Date
- Jul 2008
Re: Maintaining the Mystery: Banning Elves
I thought about doing that once. If you do, I'd recommend keeping the rules the same and only changing the fluff. Use the Elf stats to represent Half-Elves, and use the Half-Elf stats to represent humans with a really small amount of elf blood in them. If you want elves to be mysterious, don't give them stats.
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2009-11-21, 10:56 AM (ISO 8601)
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- Aug 2008
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- Belgium
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Re: Maintaining the Mystery: Banning Elves
Homebrew setting :
Elvish society in general is chaotic good but you wouldn't call that a society if they hadn't such a long lifespan.
They are one of the few races which doesn't worship gods, seeing them for what they truly are : very ancient and powerful beings who sometime have good ideas but are otherwise more of a annoyance than anything else. Instead, they serves nature itself, calling forth elemental powers or simply setting some mystical links with fairies. That's how one becomes druid.
The old elves are VERY haughty and prideful, mainly because their life was so full of adventures and epic tales (in their opinion, at least) that no other mortal could possibly achieve something close.
The young elves experience at puberty (about 150 years old) a VERY STRONG wanderlust. This is partially motivated by the fact that it's impossible to live near people who keep repeating how awesome they are and how epic their lifes were... and also by the fact that elves encourage individualism. The result is a rite of passage where they choose their surname (usually taking the one of a relative they want to honor) and leave the community to explore the world, learn stuff and have fun. So, they are basically nomads who travel from one elvish community to another while visiting the world.
By the time they turn 300, their wanderlust has died down. They keep traveling but are more likely to seek companionship and to gather in bands. Eventually, when they form couples, they'll settle with other adults and create a new community, where they'll spawn children like rabbits and live for the next 300 years or so.
These communities are always small (barely a village) and don't last more than a few centuries (barely two generations for elves) as no new blood is brought in. When there's not enough members in a community, the survivors will either hit the road again, seek refuge into one of their children's community or isolate themselves completely.
Since young elves don't know much beside their village and the epic stories of their parents (and eventual grandparents), they are good as PCs. If they survive a 150 years long adventuring career, then they'll probably be epic. That's also why our elves have a lot of children : most die during their years of wanderlust. The few who become parents are VERY skilled in several professions, one of which is usually a martial one.
So, for other races, there's no such thing as "The Elvish Kingdom". However, humans have all heard the tales of a few epic pointy-eared adventurers. And they all know that the forests are protected by some mystical guardians. They know that elves aren't gods but see them as immortal nevertheless : a young elf, 150 years old, will wander the Earth for something like 6 humans generations. If he survives that long, he'll then have tons of children who'll probably tell tales of his life when THEY will wander the Earth and become heroes on their own. When a "immortal" hero comes in your town to save it and then, during the celebrations, tells with respect the tales of how his dad saved a whole kingdoms centuries ago, then mentions casually that his dad is still alive, just "retired", that's something humans will make legends about.
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2009-11-21, 11:02 AM (ISO 8601)
- Join Date
- Aug 2009
Re: Maintaining the Mystery: Banning Elves
Restricting certain races from a campaign is a perfectly acceptable means of creating a particular style or atmosphere in your campaign. In a recent campaign I have begun, set in the center of the largest human empire on the continent, the only allowable starting races are humans, half-humans, and human variants. Other races will be allowable for replacement characters only if the players are in a region where those other races are common at the time the replacement character is introduced.
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2009-11-21, 11:09 AM (ISO 8601)
- Join Date
- Sep 2008
- Location
- The great state of denial
Re: Maintaining the Mystery: Banning Elves
I don't get it. You added some things in that aren't actually in the rules, like that maturation rate thing (races of the wild states they are physically and mentally mature at 25) and RPed them as having an annoying personality, and now you hate them because they're annoying and develop really slowly? Seems more like your fault than theirs.
Me: I'd get the paladin to help, but we might end up with a kid that believes in fairy tales.
DM: aye, and it's not like she's been saved by a mysterious little girl and a band of real live puppets from a bad man and worse step-sister to go live with the faries in the happy land.
Me: Yeah, a knight in shining armour might just bring her over the edge.
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2009-11-21, 12:16 PM (ISO 8601)
- Join Date
- Jul 2009
Re: Maintaining the Mystery: Banning Elves
That is easily the best elf fluff I have ever seen. It adds a good reason for elves to be haughty, since if you've lived for hundreds of years, you are damn well going to be VERY powerful, and not really care about the round eared people so much that die of old age in about the time that you bake a cake comparatively.
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2009-11-21, 12:19 PM (ISO 8601)
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- Aug 2009
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Re: Maintaining the Mystery: Banning Elves
http://www.d20srd.org/srd/descriptio...italStatistics, according to the SRD, 110 is the adulthood age of elves. It would be even more hilarious, however, if they were to be fully mature at 25, but still need to be over 110 to take a class level/go adventuring. It would mean it takes them at least 85 years AFTER they are fully mature to actually be able to do anything.
Last edited by Alex112524; 2009-11-21 at 12:20 PM.
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2009-11-21, 12:34 PM (ISO 8601)
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- Sep 2008
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- The great state of denial
Re: Maintaining the Mystery: Banning Elves
They don't exactly have D&D rules for underaged individuals having different stats, so it's not as though it would make a difference. "Adulthood" is a cultural concept anyway, not a physiological one.
Besides, no one gains levels until they go out adventuring or something. Starting to level at 1 at 110 means that when you start, you're just as green as that 25 year old elf that followed you out of town. Same with a level 1, 95 year old wizard that some people play. Age=/=levels.Last edited by Yukitsu; 2009-11-21 at 12:34 PM.
Me: I'd get the paladin to help, but we might end up with a kid that believes in fairy tales.
DM: aye, and it's not like she's been saved by a mysterious little girl and a band of real live puppets from a bad man and worse step-sister to go live with the faries in the happy land.
Me: Yeah, a knight in shining armour might just bring her over the edge.
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2009-11-21, 12:42 PM (ISO 8601)
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- Nov 2008
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- Bristol, UK
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2009-11-21, 12:48 PM (ISO 8601)
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- Dec 2007
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- San Antonio, Texas
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Re: Maintaining the Mystery: Banning Elves
1st edition AD&D did, and that might be an interesting take on it.
In young adulthood (which the define for humans as being between the ages of 14 and 20), you get a +1 to Con and a -1 to Wisdom.
In mature adulthood (humans listed as being 21-40), you add a point of wisdom and a point of strength, giving you a total modifier of +1 to Strength and +1 to Con.
In middle age (humans 41-60), you lose that bonus point of strength and con, and gain a point of intelligence and Wisdom.
So, let's go with the 3e numbers. An elf would be a Young Adult from ages 25-110 (about a human life span)... they have the energy of youth, but a bit less wisdom. Round about 111, they start to fill out a bit, get some tone to their muscles, and lose some of the stupid they've been wallowing in. Once they hit middle age (somewhere around 500, depending on subspecies), they settle in a bit... they lose that point of strength and con they had in their youth, but they gain more perspective, represented by a +1 to Int and Wisdom.
Could these be metagamed? Sure. But the +1 isn't terribly unbalancing.
On the "Age does not equal levels" thing, though, I disagree. In d20, with NPC classes defining the abilities of non-adventurers, you need to give me a reason why your person reached venerable without learning a single, solitary thing, and thus turned an NPC class level into a PC class level, and had nothing left over... but still is justified in taking the bonuses to mental stats that people like to abuse. A venerable dragonwrought kobold? Someone who reached venerable before turning Elan (or whatever the race is that stops aging)? How did you make it through the decades without 14 level one appropriate challenges, but still managed to gain insight and perspective?
While age and level are not necessarily the same thing (I believe that you can see 20th level in about 80 days, assuming you step outside your door and have 4 level appropriate encounters a day... with half a day off when you level), someone who is very old in d20 should have at least 2-3 levels in something, even if it's commoner.Last edited by LibraryOgre; 2009-11-21 at 01:03 PM.
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