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    Orc in the Playground
     
    Goblin

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    Default 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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    Default 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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    Default 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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    Default Re: Maintaining the Mystery: Banning Elves

    Quote Originally Posted by Pharaoh's Fist View Post

    "And this is Brother Silence, who is not an elf."
    I approve.
    Characters:
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    Default Re: Maintaining the Mystery: Banning Elves

    Quote Originally Posted by Pharaoh's Fist View Post

    "And this is Brother Silence, a most stubborn monk who is not an elf."
    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.

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    Default 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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    Default Re: Maintaining the Mystery: Banning Elves

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    Default 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.

    Quote Originally Posted by taltamir View Post
    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?
    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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    Default Re: Maintaining the Mystery: Banning Elves

    Quote Originally Posted by urkthegurk View Post
    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 wizardstop immediately because those rules are terrible.
    Fixed it for you.
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    Default Re: Maintaining the Mystery: Banning Elves

    Above post:
    Hilarious.
    And seconded.

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    Default 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.

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    Default Re: Maintaining the Mystery: Banning Elves

    Quote Originally Posted by taltamir View Post
    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?
    You're applying real world biology to a fantasy world. By this logic humans and dragons are the same species, because they can crossbreed.

    As for the OP, I see no issue with that.

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    Default Re: Maintaining the Mystery: Banning Elves

    Quote Originally Posted by desmond1323 View Post
    Above post:
    Hilarious.
    And seconded.
    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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    Default 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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    Default Re: Maintaining the Mystery: Banning Elves

    Quote Originally Posted by Tengu_temp View Post
    You're applying real world biology to a fantasy world. By this logic humans and dragons are the same species, because they can crossbreed.

    As for the OP, I see no issue with that.
    yes, yes they are :)

    Quote Originally Posted by urkthegurk View Post
    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.
    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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    Default Re: Maintaining the Mystery: Banning Elves

    Quote Originally Posted by taltamir View Post
    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.
    They don't have to. If one is taking a step like banning elves from being a playable race then saying half-elves are sterile is hardly a huge departure from Core. It seems pretty irrelevant to the average D&D party, honestly.

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    Default Re: Maintaining the Mystery: Banning Elves

    Quote Originally Posted by taltamir View Post
    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.
    That's a possibility.

    Or, the rules are different there. Remember these seven immortal words of fantasy settings:

    A
    Wizard
    Did
    It
    Then
    Ran
    Away

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    Default Re: Maintaining the Mystery: Banning Elves

    Quote Originally Posted by Draxar View Post
    That's a possibility.

    Or, the rules are different there. Remember these seven immortal words of fantasy settings:

    A
    Wizard
    Did
    It
    Then
    Ran teleported
    Away
    fixed it for you.


    on topic, I can see no reason why elves cannot be banned as a PC race to add to the mystery.
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    Default 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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    Default 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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    NecromancerGirl

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    Default Re: Maintaining the Mystery: Banning Elves

    Quote Originally Posted by deuxhero View Post
    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).
    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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    Default 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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    Default 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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    Default 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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    Default Re: Maintaining the Mystery: Banning Elves

    Quote Originally Posted by deuxhero View Post
    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).
    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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    Default Re: Maintaining the Mystery: Banning Elves

    Quote Originally Posted by Johel View Post
    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.
    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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    Default Re: Maintaining the Mystery: Banning Elves

    Quote Originally Posted by Yukitsu View Post
    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.
    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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    Default 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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    Default Re: Maintaining the Mystery: Banning Elves

    Quote Originally Posted by Alex112524 View Post
    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.
    Elf younglings have to go through a tonne of cultural education which has no in-game effect. They aren't retarded - 80% of elf culture has no in-game effect whatsoever.

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    Default Re: Maintaining the Mystery: Banning Elves

    Quote Originally Posted by Yukitsu View Post
    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.

    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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