Sorcerers and other "new" classes in Greyhawk

Post/Author/DateTimePost
#1

zombiegleemax

Jan 05, 2004 9:43:30
I've read a few articles on Canonfire! about how sorcerers and other "newer" classes fit into Greyhawk, but I thought I would ask how and which classes are used in your Greyhawk setting.

I am thinking about re-starting a Greyhawk campaign after years of FR and homebrew settings and am curious about which classes I should allow. I simply don't want to ruin the flavor, but neither do I want to tick off my players and limit their choices too much.
#2

Brom_Blackforge

Jan 05, 2004 10:28:00
Well, I'll give you my two cents, for what it's worth. :D

In my campaign, one of my players runs a sorcerer and I didn't make a big deal out of it. As far as I'm concerned, there have always been sorcerers in Greyhawk (even though the class itself is new to 3E, unless I am mistaken). It's like the Klingons in Star Trek suddenly getting those forehead crests when they started making movies; we all know that it's just the result of advancing makeup technology, and we just kind of wink and pretend there's been no change (or acknowledge the change but gloss over it).

So, my advice is: don't worry about it.
#3

zombiegleemax

Jan 05, 2004 10:57:24
Thanks for the 2 cents. I know it is PROBABLY not a big deal and I like the ST Klingon metaphor, however, I am worried that something might get carried away.

For example: Barbarians would be just fine since there is already a place for them in the history of the setting. Where, though, would one find Dwarven sorcerers? I mean, by the rules they are legit, but according to the flavor of Greyhawk they are not even a remote option.

Non-human paladins kind of fit in the case of elves (oelves?, olives??) but a halfling wizard seems out of place.

I guess it is only personal preference...
#4

Greyson

Jan 05, 2004 11:07:52
Brom's right - don't worry too much about it allowing Sorcerers in GH. The class itself will not cause any problems. The only real concern is the issue of "flavor," if your characters even care. But any race can have its Sorcerers - some more than others.

Regarding Dwarves, we allow Arcana Unearthed's Runethane to fill the magic niche in Dwur culture. If any Dwarf uses magic, it is as a Runethane. Wizard and Sorcerer Dwarves are very rare at our table. Clerics, however, are not as unique among the Dwarves.

I think I am rambling, now. The point is to allow players to use Sorcerers in your GH setting. Have fun
#5

zombiegleemax

Jan 05, 2004 14:23:02
Personally I use the same race restrictions as first edition with regard to wizards, paladins, etc. The DMG has a good section on this and also says you should give something back to the players by restricting their class selections. What I have been doing is allowing those races (Dwarves, halflings, half-orcs, etc.) an extra class skill that is based on their character or background. What I will probably due in the future is allow those characters a free regional background feat like what is in the current Dragon. I feel this balances those races which otherwise people might not want to look at because of the class restrictions but keeps the feel of Greyhawk which is lost with halfling paladin/monks and dwarven wizards running around.
#6

Aeolius

Jan 05, 2004 14:54:53
Originally posted by Lassiviren
...the feel of Greyhawk which is lost with halfling paladin/monks and dwarven wizards running around.

Actually, the dwarven wizards in my undersea GH campaign swim around ;)