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Author Topic: design guidelines for species?  (Read 463 times)
Catodon
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« on: June 13, 2010, 06:43:08 AM »

So any advice for creating new species and keeping them balanced? Evil
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"I just do eyes"
Author of Gulliver's Trading Company and the map of the world of Gullivers travels:
http://www.scribd.com/doc/84956575/Gullivers-Trading-Co-Grub
http://browse.deviantart.com/#/art/Gulliver-s-Travels-World-Map-294804331?hf=1
SilvercatMoonpaw
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« Reply #1 on: June 13, 2010, 07:02:53 AM »

Origin Creation Rules.
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Sletchman
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« Reply #2 on: June 13, 2010, 07:13:04 AM »

It's more of an art then a science really.  Try to keep them strongly themed, and don't overload them with too many features.  If the end product can be described as "like [origin] but better" then something has gone wrong, likewise if it is obviously the best choice for a given class or build it's probably unbalanced.  Best idea is to put them in License to Improvise, along with a quick description of what the origin is supposed to represent for feedback.
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Catodon
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« Reply #3 on: June 13, 2010, 07:19:32 AM »

Thanks all. The Art is hard to get right in a system you are still learning.
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"I just do eyes"
Author of Gulliver's Trading Company and the map of the world of Gullivers travels:
http://www.scribd.com/doc/84956575/Gullivers-Trading-Co-Grub
http://browse.deviantart.com/#/art/Gulliver-s-Travels-World-Map-294804331?hf=1
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