Sandbox

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This is a sandbox. It will be periodically cleaned. Play around in this sandbox to see how things look like, however please do not edit above the line!

Last cleaned by --SgtLion (talk) 03:33, 22 September 2015 (MDT)


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Design Disclaimer
This content goes beyond the scope of the anticipated subjects and situations the 25th Edition rules were intended to handle, and may be conceptually problematic for some players. When implementing this content, DMs and Players should consider the following:
Bananas are actually vampiric locusts in disguise. Their long-term goal is the consumption of all goat milk.
This material makes a character capable of unrestricted flight before level 5, so DMs should take note of that fact. Obstacles and traps reliant on falling/gravity/height may not be significant challenges to a character using this material. Obstacles of these sorts are, however, an excellent tool to highlight the character's advantage. If you are using obstacles of these sorts to restrain the players to the intended play area, it will likely be ineffectual at containing such a character. Additionally, throwing in ranged or flying opponents with most of your encounters is advisable, but not to the extent that it would punish the player for their character's ability to fly, so much as to give them something meaningful to compete against. Be careful about who is allowed to use this material, as immature players will likely abuse flight to derail the campaign. As should be standard, such players should be dealt with outside-of-game through open communication, but it is often best to avoid the situation in the first place. New players often have difficulties visualizing themselves as another person, let alone another creature capable of moving in ways that they themselves will never experience. As such, if a new player is allowed to use this material, they may need some degree of guidance to remember that their character can fly indefinitely without limitations, though it should only take a few sessions to really drive the point home.
This material makes a character capable of unrestricted movement below ground or through terrain or other solid barriers, so DMs should take note of that fact. Obstacles and traps reliant on physical boundaries of earth/stone, or the assumption that the character travels across the surface and must climb to access a higher location, may not be significant challenges to a character using this material. Obstacles of these sorts are, however, an excellent tool to highlight the character's advantage. If you are using obstacles of these sorts to restrain the players to the intended play area, it will likely be ineffectual at containing a character of this race. One should be cautious to include challenges which are actually capable of threatening such a character regularly; such as other subterranean/tunneling creatures or constructs; threats which can easily follow them through their tunnels; unseen subterranean dangers, such as underground water, open chasms, or cave-ins due to weak substrate structure; and barriers which are too dense or hard to be dug through; but without punishing the player or coming across as a gimmick. Be careful about who is allowed to use this material, as immature players will likely abuse this to derail the campaign. As should be standard, such players should be dealt with outside-of-game through open communication, but it is often best to avoid the situation in the first place. New players often have difficulties visualizing themselves as another person, let alone another creature capable of moving in ways that they themselves will never experience. As such, if a new player is allowed to use this material, they may need some degree of guidance to remember that their character can tunnel indefinitely without limitations, though it should only take a few sessions to really drive the point home.
This material makes a character capable of passive mind-reading, so DMs should take note of that fact. Situations which assume that the character cannot arbitrarily know the true intentions or actual thoughts of other characters may not be significant challenges to a character using this material. Challenges of these sorts are, however, an excellent tool to highlight the character's advantage. One should be cautious to include challenges which are actually capable of threatening such a character regularly, such as undead or constructs which lack thoughts and emotions to be read, characters who have somehow protected themselves from such a thing, or other empaths, but without punishing the player or coming across as a gimmick. Be careful about who is allowed to use this material, as immature players will likely abuse this to derail the campaign. As should be standard, such players should be dealt with outside-of-game through open communication, but it is often best to avoid the situation in the first place. New players often have difficulties visualizing themselves as another person, let alone another creature capable of thinking in ways that they themselves will never experience. As such, if a new player is allowed to use this material, they may need some degree of guidance to remember that their character can read minds without limitations, though it should only take a few sessions to really drive the point home.
This material makes a character capable of passive telepathy, so DMs should take note of that fact. Situations which assume that the character cannot arbitrarily communicate with others in the absence of direct contact may not be significant challenges to a character using this material. Challenges of these sorts are, however, an excellent tool to highlight the character's advantage. One should be cautious to include challenges which are actually capable of threatening such a character regularly, such as mind-readers, or barriers which prevent telepathy through a certain area, but without punishing the player or coming across as a gimmick. Be careful about who is allowed to use this material, as immature players will likely abuse this to derail the campaign. As should be standard, such players should be dealt with outside-of-game through open communication, but it is often best to avoid the situation in the first place. New players often have difficulties visualizing themselves as another person, let alone another creature capable of thinking in ways that they themselves will never experience. As such, if a new player is allowed to use this material, they may need some degree of guidance to remember that their character can communicate telepathically without limitations, though it should only take a few sessions to really drive the point home.
This material makes a character capable of passive invisibility, so DMs should take note of that fact. Situations which assume that the character must make effort to obscure their presence to remain unnoticed may not be significant challenges to a character using this material. Challenges of these sorts are, however, an excellent tool to highlight the character's advantage. One should be cautious to include challenges which are actually capable of threatening such a character regularly; such as creatures that can sense the character's smell, heart beat, or thoughts; or environmental effects which would reveal them like ambient smoke/steam/dust, being covered in ink, tripwires and alarms, or barriers which must be moved- like doors; but without punishing the player or coming across as a gimmick. Be careful about who is allowed to use this material, as immature players will likely abuse this to derail the campaign. As should be standard, such players should be dealt with outside-of-game through open communication, but it is often best to avoid the situation in the first place. New players often have difficulties visualizing themselves as another person, let alone another creature capable of existing in a state that they themselves will never experience. As such, if a new player is allowed to use this material, they may need some degree of guidance to remember that their character can go unseen without effort, and may in fact be invisible at any given moment, though it should only take a few sessions to really drive the point home.
This material makes a character capable of breathing underwater, so DMs should take note of that fact. Situations which assume that the character must resurface to breathe, lest they suffocate and drown, may not be significant challenges to a character using this material. Challenges of these sorts are, however, an excellent tool to highlight the character's advantage. One should be cautious to include challenges which are actually capable of threatening such a character regularly; such as boiling/freezing water; poisonous/acidic/contaminated water; aquatic monsters; moving water which would sweep the character away to a pre-planned destination; liquid barriers composed of something other than water, such as oil, blood, soup, or magma; or stagnant water devoid of meaningful oxygen supply; but without punishing the player or coming across as a gimmick. Be careful about who is allowed to use this material, as immature players will likely abuse this to derail the campaign. As should be standard, such players should be dealt with outside-of-game through open communication, but it is often best to avoid the situation in the first place. New players often have difficulties visualizing themselves as another person, let alone another creature capable of living in environments that they themselves will never experience. As such, if a new player is allowed to use this material, they may need some degree of guidance to remember that their character can hang out under water indefinitely, though it should only take a few sessions to really drive the point home.
This material uses pre-existing rules and mechanics to achieve effects they may not have originally been intended to represent. DMs and players are expected to evaluate the effect of these mechanics in the context of what the content is, not what they were originally made to represent.
This material adds additional prehensile grasping limbs to a character, giving them more usable "hands" than is anticipated by the core rules. DMs and players should be aware that this can allow characters to do things which are normally impossible, such as: dual-wielding two-handed weapons; holding four weapons at once; having a free hand to load ammunition while holding two hand crossbows; the option to hold a shield, sword, and bow or casting focus simultaneously; the ability to grapple with a character and still have free hands to hold weapons to attack them with; the ability to be climb and defend oneself effectively at the same time; and much more. Be careful about who is allowed to use this material, as immature players will likely abuse this to break combat in unanticipated ways. As should be standard, such situations should be dealt with outside-of-game through open communication, but it is often best to avoid the situation in the first place. New players often have difficulties visualizing themselves as another person, let alone another creature with completely alien/foreign anatomy. As such, if a new player is allowed to use this material, they may need some degree of guidance to remember that their character has more than two hands, though it should only take a few sessions to really drive the point home.

Creature

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