I am asking about the fundamental traits of Hill-Giants and Half-Giants that are the basis for these restrictions. If you have them in place for players to better understand their roles, then it should be easy to explain. I only wish someone would.
just rarely is that reason readily accessable (in an OOC sense) to explain that something.
It's not a Design Flaw. Remember that Neverwinter Nights, the medium through which we play in the world of Layonara, is Dungeon and Dragons at the Core, Rule Set 3.0, and was not designed to make Layonara possible. It was designed as the game Neverwinter Nights. All of what has become Layo so far has been hard work for All involved, and trying to find a code to work around the Alignment issue for Half Giants is not something on anyones "must fix" list with an MMO in the works. Also keep in mind that when the MMO comes out, there will be no half giants, no half orcs, no half ogres or half elves. The only half-anything will be a Ling... a Halfling (and maybe a Quarterling aka Brownie). So really it's for now just a "this is how it is and it's not changing" sorta thing until the MMO, where it will be a non issue for stated reasons. This borders on asking why a Paladin has to be lawful good, when an order Like Rofirein's Knights, a Lawful Neutral God, can't match their Gods alignment.
the next time you log in if you were to make an adjustment from Neutral to Lawful, you would be booted from the game as part of the sub race application process. He could shift to 65 points I think it is before it'd be deemed Lawful, not certain of that number offhand though.
I can only hope the MMO will not have design flaws such as this.
Nor will I make any lore changes to make a lawful half-giant possible,
(and not to mention that half-races in itself are no longer possible).
Kind of harsh to call it a design flaw, but in any case...So by this, that means that there won't be any "flaws" with half-giants...because there won't be any half-giants.
Should still fix that half-giant entry that explicitly states that Half-Giants have as varied alignments as humans. That I think is the most confusing entry.The goddess of giants, Grannoch is Lawful Neutral. If she created them all, wouldn't they be in her image? I heard some parable that Pyrtechon corrupted them in some manner. Is this why giants and ogres are typically chaotic? Because if we trace the blood, The Mother of All Giants is Lawful. How did most of her children wind up being chaotic or evil?
Half Giants are as diverse as humans in alignment. Few, however, fall into the extremes of Lawful Good or Chaotic Evil; instead they are usually somewhere in between, tending to the chaotic.
All PC Half Giants must be submitted as one of the following alignments: True Neutral, Chaotic Neutral, or Neutral Evil. Yes this effectively eliminates a Half Giant Monk. The lone exception to this rule is if a Half Giant is submitted as a cleric of Az'atta, in which case they may submit with a Good alignment. Because Half Giants cannot be Lawful, Lawful Evil is not open as an alignment on submission for this race.
I apologize. I did not mean to sound harsh. I only wish the best for the Layonara MMO.I suppose the essence of what I am trying to say is that I hope the MMO will not have restrictions on characters that don't have clear lore rationale behind them.
While the vile Toranites, Berylites, Voraxians etc gather to oppress these children of prejudice....
This is part of the problem, if I understand Eyvind correctly. If half giants are a playable race and players are expected to play them appropriately for the world, shouldn't any IC reason why they are the way they are be readily and openly available for players to read and understand so they can better RP characters of that race?
The clarification you seek was made available to me (in part anyways) through IC inquiry. There is information from the to-be-released handbook in the Grannoch forum that is directly relevant.
I guess, then, that I would ask why information specifically pertaining to a race that was released prior to the full release of the handbook was tucked away in a faith forum where it would be inaccessible to all players of that race (since not all half giants follow Grannoch),
You may be absolutely right that there is some reason tucked away,
Why are half giant monks considered over powered? I cant see anything in the junction of the two that really makes that much of a difference. Can someone explain please.
after making the requisite additions to INT and CHA to meet the min/max rules, a HG monk could start with:STR 14 (+2 race, +3 subrace) ==> 19INT 14 (-2 race, -4 subrace) ==> 8 WIS 14 ==> 14DEX 14 ==> 14CON 10 (+4 subrace) ==> 14CHA 12 (-2 race, -4 subrace) ==> 6Base AC: 16 (10 + 2 DEX + 2 WIS + 2 dodge [racial])Skill points: 5/level (calculated without subrace penalty), Tumble is a class skill, so AC +1 at level 2 and every 5 levels thereafterMonk AC: +1/5 levelsThe base AC is almost as good as a 1st level human fighter is going to get, based on the armor they can afford (using a shield is the only way the fighter gets an AC advantage with starting funds). At level 20, without any special equipment (and advancing neither WIS or DEX every four levels), the HG Monk would have a "naked" AC of 25 (16 flat-footed), with the class and Tumble bonuses.An extra attack per round (via Flurry) and Cleave as free feat (especially when doing +4 damage from STR bonuses, and don't forget a higher base unarmed damage for being a large race), can make survivability much easier (the best defense is a good offense) -- rats and skeletons (typical low-level enemies) are particularly vulnerable to Cleave given their low HP and swarm tactics. The only drawback here is the -2 to-hit penalty for a large race (which makes the extra STR a wash for AB, but still extra damage).As you gain levels, then the Monk abilities start kicking in.. Improved knockdown for a HG without the INT requirement? That's size large plus one category.
From this thread: http://forums.layonara.com/fixed-bugs/115003-race-description-half-giant.htmlBasically, the idea is that the monk class shores up the HG weaknesses, and vice-versa; I don't know that it's any stronger than certain playable classes, but here you have it:
can make survivability much easier