Hello all!
I'm posting this because I have recently really gotten into watching various podcasts and shows of D&D campaigns (as well as a few other RPGs such as Dark Heresy, Deathwatch, Wrath of Glory, and Call of Cthulhu), and it has made me REALLY interested in playing. However, the only character idea that I could come up with that appeals to me would be a Saurus character heavily inspired by Kroq-Gar (unfortunately I couldn't figure out a way to have a Grymloq-like mount that would be loyal to the original without breaking balance of the game unless at level 20). I looked at the existing races, and none of them really appealed to me in the same way - I've found this to be true of pretty much every franchise that has lizard-people aside from Warhammer... they just feel like less-cool versions of the Lizardmen.
This is where I really need help. I managed to find a set of homebrew rules for Lizardmen designed for 5e, that I think are a decent starting point for a Saurus character (seen here: the only modification I would make is to change the "Headbutt" to be named "Predatory Fighter" to have a bit more narrative leeway):
https://www.dandwiki.com/wiki/Lizardmen,_Warhammer_(5e_Race)
However, there are still a few major issues that come up that I need some help figuring out a way to navigate. Since this entire forum is dedicated to Lizardmen as a faction, and I imagine some of you at least have played D&D, I figured this would be a good place to get some ideas to work off of.
Specifically, I would be worried that a Saurus character would be boring for the rest of the party to deal with - only concerned with working to further the Great Plan, not really having much of a personality, that sort of thing. I would want to make sure my character has some level of depth and individuality, personal goals and ambitions, the types of things expected from non-murderhobo PCs. So obviously certain things would have to be adjusted about the culture of the Lizardmen, as if they are completely refraining from interacting with outsiders the PC has no reason to leave their home and join the party. I'm just not sure how to do this in a way that still has the "feel" of the classic Lizardmen.
Any ideas are very much appreciated!
I'm posting this because I have recently really gotten into watching various podcasts and shows of D&D campaigns (as well as a few other RPGs such as Dark Heresy, Deathwatch, Wrath of Glory, and Call of Cthulhu), and it has made me REALLY interested in playing. However, the only character idea that I could come up with that appeals to me would be a Saurus character heavily inspired by Kroq-Gar (unfortunately I couldn't figure out a way to have a Grymloq-like mount that would be loyal to the original without breaking balance of the game unless at level 20). I looked at the existing races, and none of them really appealed to me in the same way - I've found this to be true of pretty much every franchise that has lizard-people aside from Warhammer... they just feel like less-cool versions of the Lizardmen.
This is where I really need help. I managed to find a set of homebrew rules for Lizardmen designed for 5e, that I think are a decent starting point for a Saurus character (seen here: the only modification I would make is to change the "Headbutt" to be named "Predatory Fighter" to have a bit more narrative leeway):
https://www.dandwiki.com/wiki/Lizardmen,_Warhammer_(5e_Race)
However, there are still a few major issues that come up that I need some help figuring out a way to navigate. Since this entire forum is dedicated to Lizardmen as a faction, and I imagine some of you at least have played D&D, I figured this would be a good place to get some ideas to work off of.
Specifically, I would be worried that a Saurus character would be boring for the rest of the party to deal with - only concerned with working to further the Great Plan, not really having much of a personality, that sort of thing. I would want to make sure my character has some level of depth and individuality, personal goals and ambitions, the types of things expected from non-murderhobo PCs. So obviously certain things would have to be adjusted about the culture of the Lizardmen, as if they are completely refraining from interacting with outsiders the PC has no reason to leave their home and join the party. I'm just not sure how to do this in a way that still has the "feel" of the classic Lizardmen.
Any ideas are very much appreciated!