3.5 is probably the most likely to have that info, actually.
This wikia cites Keith Baker's article "Playing Gnolls" in Dragon 367 when it makes these claims:
> Gnolls have very short lifespans when compared with other sapient humanoids, living only 30 or so years on average and maturing to adulthood at a remarkable speed. Gnolls do not, however, age particularly dramatically except at the end of their lifespans, at which point the decline is sharp and deadly, quickly ending in death.
[digs for article]
Here we go, original text:
> Gnolls mature with remarkable speed for intelligent humanoids; some cite this as proof of their demonic heritage and suggest that it is unnatural for a creature to be ready for battle so soon after birth. They have short life spans—in fact, they rarely live longer than thirty years, but they typically remain remarkably strong and vigorous right up to the end of their days. When their strength leaves them, it is a sudden and catastrophic decline.
If you take the ratio of starting age to venerable age for each of the seven PHB humanoids and average them out, you'll get a typical maturity-to-longevity ratio.
Plug "30" into the longevity slot and you'll get the age at which gnolls would be expected to reach maturity.
But they mature "with remarkable speed," so I'd take about 3/4 of that starting age.
(alternately, just take the highest ratio of the starting races rather than averaging it, and use that for the formula)
Now, if I leave out half-orcs as statistically insignificant when determining the society's perception of "normal" ageing, the average shifts down to 8.05, giving us a range of 2.4 to 3.73.
Instead of a mean average, we might go for a mode average.
Humans are far and away the most visible population according to the DMG's citybuilding stats, to the point that everyone else is practically just a statistical anomaly. So if we use the human's M/D ratio of 6, we get a gnoll maturity of 5 years before adjustment for "remarkable speed."
In summary: the maths say a gnoll reaches maturity somewhere between 2 and a half and 5 years of age, and you can argue anything within a year up or down from that range without too much trouble.
@BESW he's so cute with those stubby little legs, dark-colored shaggy hair, and large nostrils. All of which, I'm told by Nepal's Forestry Institute, are morphological adaptations to high altitude and cold.
@BESW I don't know if it made me think of much differently, but I hope it's a good reference to throw out to the players now, two weeks before we start the campaign.
But it may be that I'm not far enough along in prep that things need to congeal/should be congealing yet.
@Miniman I'd aggressively downvote you--as a friend, of course, hoping to help you keep that nice, round number--but fear I'd get identified as a bot. Or an ex-. Or an ex-bot....
Yup, that's the one. I do like it. Perhaps I can answer a question about a game I've never played in a language I don't speak. I'm looking at you, anima-beyond-fantasy!
@Miniman I do like the one downvote. It's like the anecdote about that servant who whispered in Caesar's ear during the triumphs.
(Each of the top four answers sits at +X/-1. We are all mortal!)
Hey, chat. I'm searching for art and having a hard time figuring out what terms to Google. Looking for illustrations of an industrial fantasy city. Like, New York if it were run by pixies.
"Skyscrapers and fairy lights" would probably be the best description of what I'm after.
> Chat is our place: - for real-time collaboration - to meet fellow members of the community - for less structured, casual (but still roughly on-topic) conversation http://meta.stackexchange.com/q/271267/244929
Exactly what that does/should look like is discussed here.
@Christopher [wave]
And hi, @Ahriman! I don't usually see you coming in, you're just there.
@BESW That quote is the last line of an (adventurer speed-dating game)[rpggeek.com/rpg/8152/first-impressions] in “twenty-four game poems”. It looked like it's either a trope or a reference.
Argh, apparently I still don't know persistently how to build links in chat.
What do you want to show? Because eg. Artemis Fowl graphical novels might show centaurs working on computer consoles, but due to setting won't show outdoors shots. Shadowrun will have a lot of chrome on people, but you might find something with dragons on skyscrapers.
More like... remember in Pacific Rim when they showed an establishing shot of a city, and it had a kaiju skeleton that'd been built up and over and inside?
@Anaphory A lot of the Shadowrun images I'm getting have the Seattle Space Needle, which is reminding me that in Mort "the many, many undead in the city have been enthralled by a powerful necromancer who’s set up a vantage point atop the Space Needle. [...T]hey oversee a city full of zombies who get out of bed, walk to workplaces, buy products from one another, and otherwise play-act a parody of urban life. All day, every day, with no signs of stopping."
So, here's my idea... I was toying with the idea of changing up how magic items are made. Instead of some enchanter sitting in an enchanting shop and making them, I want to magic items to exist because their owner is simply powerful enough to make the object magical. For example, after some time a fighter's sword becomes +1 because it's his sword and by level 20 it would become a legendary-level item simply because it's his
So here's how I'm going to attempt to implement that:
At various points in the story or when the players power up to a certain extent, I give them "enchantment points" and they spend those to create a magic item that is thematic for their character. For example, at level 3 I might give everyone one "uncommon point" which will allow them to enchant one item in their possession with an "uncommon" equivalent effect like adding +1 to a sword (actual level decisions pendign)
Then later they'll get a "rare point" and they can place a rare equivalent enchantment on an item. If they place it on the item that the uncommon point was on, they can shift the uncommon point to a different item. This way, the fighter could have a +2 sword now and also have a cloak of protection or something like that
The point of this is that I want to make magic items much harder to find and not possible to buy and I also like the idea of the player's equipment growing with them
so that rusty rapier that the rogue dug up to start his adventure with will one day be imbued with his power and be a potent death-dealer
I think it might solve some issues that I have with my current campaign. I came into this 5e campaign straight from having run a 3.5 campaign and I was worried about the possibility of the party having too few cool magical items (started playing with the playtest) so I made magic items possible to buy
and now they have a sizable collection that they haul around with them all the time.
(An influential cult taught that magic was a limited resource, and if magic items weren't keeping it all locked up for the rich to use, everyone would be able to cast spontaneous spells. Consumable items returned their magic to the world when used, so they were acceptable.)
I'm planning on making it clear that your enchantment points should not go toward powergaming your character. No underwater breathing helmets just because you know the party is headed to the ocean soon if it's not thematic for your character.
If your character is a cleric of an ocean god, then sure
if your character has lived in a landlocked country their whole life, probably not
the items will ideally tell a story and will be a legacy for the character
Well they could buy some water-breathing potions but I probably wouldn't let their power that has been building up over a series of adventures manifest itself on their helmet as water-breathing just because they learned yesterday that their next destination is the ocean
or they could buy a wand of water breathing or find some sort of rare plant that grants the power, etc
[shrug] If that's what they want their legacy item to be, why not? It's unusual and interesting and will create opportunities for inventive applications.
I've had an image of a player character's tomb with their enchanted items placed in it and someone rediscovers it years later and can tell who that person was by what their items did
and I want to discourage getting just a bunch of eclectic effects that don't follow a central theme just because it would round out your character really well unless your character is a McGyver or Batman type character that likes to have something for every circumstance
Idk, I'd probably be fine with it if the PC's thing is having a utility belt
In all likelihood, knowing my players, they'll like the idea of building on the theme they have for their character and I'll pretty much accept whatever items they might want, but I just have to put the idea out there that the items that they choose should make some amount of sense
And that I reserve veto power in case one of them goes mad with power (or more likely, we get a new player that is trying to hard to minmax)
too* ugh
As a player, I like to play utility-belt using characters so I totally get wanting to get a bunch of random things just-in-case, but that would still fit my character's central theme. Also to be clear, the central theme of the character would be player-defined
Can't wait to get to that next campaign, though. My current party is level 15 and synergizes pretty well so it will be fun to be back to low levels and have some of those low level challenges again
Ok, that's fair I suppose. My group tends to define it at the start but that's a different playstyle. If you were one of my players I'd take that into account
My warlock right now has a save DC of 21. He's got the +3 rod of the pact keeper
it wasn't easy for him to get, but he has a tendency to Hypnotic Pattern an entire encounter, banish a couple of the key enemies, or hold the things standing next to the fighter
so it will be fun to get back to the days when most enemies had a good chance of making a save :p
Fate is our go-to system right now. It's got a very minor power creep (that we're actually ignoring), but mostly character change is horizontal rather than vertical.
Characters change as they experience things during their adventures, but their mechanical power and complexity remain largely the same over time.
I've played the Dresden Files game before for a few sessions before scheduling conflicts killed it
Really loved it, I played a Tony Stark character who befriended a local warden (another player) who spent most of his time making my house an impervious fortress with tons of wards on it
Watching the player create his magic glove that helped him do earth magic was part of what made me want to homebrew some sort of enchantment system for 5e
Our game is set in 2013 Earth, except that about six months ago all the electric infrastructure went fzzt and Weird magic and mad science showed up to help or take advantage of it. Our party is the crack field team for an agency dedicated to "Using Weird stuff so Weird stuff doesn't use you."
We've got an alchemist and her golem, a retired FBI agent with psychic powers, an inhuman chance-manipulating assassin, a bionic survivalist, a catman prince from an abandoned Atlantean colony, and a Korean blood-bending vampire.
In our current adventure, we're trying to stop William Shatner from using Hollywood's mystical power source to create a real version of Enterprise.
...because Hollywood needs its power source or the containment units will open.
(Hollywood is currently powered by a studio sound stage made up like the engine room of the Enterprise. So long as all the actors stay in character, it actually generates power.)
That reminds me, in the Dresden Files campaign that I was in for a little while, we had Time Warner be an organization run by the type of vampires that feed off of intense emotion
I'm just looking through the Atomic Robo SRD – What's the difference between paying refresh for stunts, and
> • Make refresh inversely proportional to the number of stunt slots the PC has, from one to five. For example, if the PCs have five stunt slots, their effective refresh is 1. If they have two stunt slots, their effective refresh is 4.