The latter can, depending on their hardware, project a hologram to represent themselves, each appearance being unique to the A.I itself. Those given combat forms have bodies resembling a humanoid race of their creator’s choosing, though much more metallic, while artificial assistants are simply metal chips meant to enhance a soldier. Their “bodies” are nothing more than mechanical shells meant to facilitate their survival.
An A.I, in its true form, is a series of algorithms. I'm fully aware I'm deviating from canon in some instances, adaptation from one medium to another requires change.1. You're also welcome to comment on any lore ideas I have added for the races, I'm always open to feedback, but I feel the lore is much more open to flexibility as we only ever see the races from certain angles so I'd rather hear about the positives and negatives of my ideas as ideas, rather than simply saying "that's not how it was in the games". I want to hear how a player took X racial trait and Y class ability and did something absolutely wacky and game breaking. But at the end of the day, play test anecdotes are going to be more useful than just simple opinions.
To be clear, you are certainly welcome to simply read them, let me know your thoughts, run them through Detect Balance to see how they stack up etc.
I should also note that the mogma and the yook are adapted from brews for molefolk and yeti I found online so I cannot take full credit for them. If there is one that you are interested in seeing completed, let me know and I can fast track it. I'm completing these mostly in order of interest for me so I'm jumping around a lot.
I'm going to update the document and the list as I finish new entries. Sheikah (Shadowfolk, Sheikah Tribe, Yiga Clan) The ones that have a strike out through them are already done and in the document linked below.ĭeku Scrubs (Boko Scrubs, Mad Scrubs, Business Scrubs) These are the races I have plans (and partial brews) to create. With that in mind, there will be a couple of subraces that reflect the ideas I added to the world but if these are not to your taste the other existing subraces will reflect the races as they are presented in the game as best as I can manage. But at the end of the day if that's not a concept that you like or want to use in your LoZ D&D world, the mechanics for regular gorons are there and will work for gorons in any setting, not just mine. I can decide I want my world to have a variant of gorons made out of luminous stones that function as a priest class and I can include a subrace to reflect that. Much like the actual Player's Handbook however, I want those ideas to be somewhat divorcable from the mechanics. I did write lore blurbs for the races as is the WotC standard, which means my ideas are reflected here. Of course I have my own interpretation of the Zelda canon and thus my own version of it as a D&D world. What makes Zelda homebrew fail most often is when the authors insert their own specific ideas about the races into the mechanics which in turn make those homebrews specific to that author's world.
To be clear, I'm intending this to be something of a universal list. This way I can tune up the things that need adjustments, add elements that might be missing, and scrap concepts that weren't good ideas to begin with. I'm wondering if anyone would be interested in playtesting my Zelda races to see how well they interact with class abilities, magic items and just the system in general.
Which leads me to want to create my own.īut given that the process of me simply sitting down and tossing a bunch of racial trait ideas together is more than likely going to end with another in a long list of Zelda homebrews with badly thought out mechanics I figured ironing mine out the same way the WotC does would be a good start. There's a mixture of incredibly poorly thought of mechanics and design choices that I'm simply not a huge fan of. But all the homebrew Zelda races I've come across are not great. Which of course is where homebrewing comes in. Zelda has a very large selection of races that are just unique enough where they don't directly mirror existing races closely enough for a simple reflavour to really capture the feel of them. The most important part of that by and large is the races. As part of a Zelda setting document I'm writing I want to make a version of the PHB that's Zelda specific, optional play rules to make it a bit more Zelda like, that sort of thing.