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Monday, July 8, 2019

Red Tide 5e: Race Conversions

Continuing off my 'mood' of D&D 5e and branching away from OSR, I've brought back from the grave a scrapped post written in 2018. These are my notes for converting Red Tide to Dungeons & Dragons 5th Edition.

Races (and Race-Based Class Restrictions)

The 'core' races of D&D are all already represented in Red Tide given that it was written to work with Labyrinth Lord. The ever-iconic setup of humans, elves, dwarves and halflings are all represented in a form which is both extremely familiar and iconic yet still unique to the setting. With the exception of the Drow (who lack any equivalent in Red Ride), the subraces of the elves/dwarves/halflings could seamlessly exist as variations without much need for a retcon: the elven subraces of High and Wood elves are simply different Elven Creed while the dwarven and halfling subraces could very much exist within the setting as distinct cultural groups who may or may not be noticeable to outsiders. Alternatively these may simply be abstractions of the rules representing variant racial traits and not distinct sub races much like in the case of the elves.

Red Tide-Accurate Class Restrictions

As an option to make the races a bit more accurate to what is presented in Red Tide, the following class restrictions would apply:

  • Elves can only be Rangers or Wizards as well as Fighters and Rogues but only in those sub-classes which learn spells, such as Eldritch Knight, Arcane Archer or Arcane Trickster.
  • Dwarves may only be Barbarian, Fighters or Rogues and cannot use a sub-class which learn spells, such as Eldritch Knight or Arcane Trickster. They can, however, channel the primal power of Barbarians through their connection to their ancestors.
  • Hafllings can only be Fighters or Rogues and cannot use a sub-class which learn spells, such as Eldritch Knight or Arcane Trickster.  One possible option, to allow Halflings to do a bit more, would be to allow them to be Monks of some form. Certainly, Halfling ninjas are a scary thought.
Of course while this works just fine for OSR systems like Labyrinth Lord or Basic Fantasy, nowadays people tend to expect a lot more option for their characters.

Alternate Spellcasting Options

Under this system, the restrictions are similar to those outlined above but they open up each race to a few unique origins for the Sorcerer, allowing each race to channel the unique origins and powers of their kind in ways ordinary Human and Shou Wizards cannot replicate.
  • Elves function as above, but add to their option the Sorcerer with the origin of Ultimate Magus origin, representing an Elf with the peak potential for the arcane they have acquired, combining innate magic with several lifetime of wisdom and intellect.
  • Dwarves, under this option, do have their own form of Wizardry which is unique to them: the Ring Warden from the Deep Magic: Ring Magic third party supplement from Kobold Press. These Dwarves have learned to cast magic through the forging of mystical rings of gold. Meanwhile, Dwarven Sorcerers can call upon the powers of the deep Earth through some of the options found in the homebrew called Yorviing's Sorcerous Grimoire: Children of the Earth. The origin called Deep Earth works well for such a connection.
  • Halflings are a little harder to pin down, which might just be a fitting trait. That and their luck, which brings me Yorviing's Sorcerous Grimoire: Children of the Strange has an origin called Lucky One.
  • Warlock Class: Here is an interesting one which both change the Red Tide setting while also fitting in very well. If magic is an internal process, born of a mixture of one's own soul and geomantic energies which demi-human races struggle with (except those damn smug elves...), even assuming the addition of their rare in-setting spellcaster class options, then what about the Warlock? Much like Clerics they derive their magic from an outside source. As it happen, it is said the Demi-Human of Red Tide shunned the Gods in some form or another but...what about other patrons, hmmm? Food for thought...

Contentious Races

Not everything is as easily translated to fitting in Red Tide as the core races of D&D. These are either races which exist within the lore and fluff of Red Tide but with some unique twist/traits which don't line up with core D&D 5e (such as Half Elves and Half Orcs) or races which don't exist but are now part of the D&D core races (the Tieflings).

Half Elves

In the Red Tide setting, Half Elves are not a naturally-occurring crossbreed but rather what happen when an elven soul is born to lowly mortal flesh: physically (mostly) human but spiritually elven. Now due to the race-as-class mechanics of Labyrinth Lord, the Half Elves of Red Tide are by default a bit...weirder...than your ordinary Half Elves. As a result there are a few loose ways to imagine them for 5e:
  • Option A is the most boring which is to simply use the Half-Elf stat line and say that it represent these strange half men/half elven beings. They would have restrictions similar to Elves. However this is boring.
  • Option B is to represent them with the Sorcerer class, more specifically the Wild Magic option which would be uniquely available to them. They could use the racial stats of human, elves or half-elves depending on what seem most appropriate. The Half-Elves are an odd case of a race more associated with their class when converted to 5e.

Tiefling

The default presentation of Tieflings as humans-damned-and-twisted-by-infernal-powers requires very little tweaking to fit into Red Tide as they would be the descendants of humans whose ancestors made dark deals with the Hell Kings. While there could be some enclaves of pre-existing Tieflings (some of which who may in fact be Shou-Tieflings!), a new generation of Tieflings could have been born in the Kueh lands as those who worship the Hell Kings sought their blessings such as the birth of mighty demonic champions. Yet these creatures would still be gifted with human souls and as such could very well turn against the very forces which created them. Kueh Tieflings could be called Majin or Akuma if one feel like being a weaboo draw from the Japanese influence found in the Kueh.

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