Regarding the kobold I had this one in mind, looks so cool IMO:

MonkeyLancer wrote:Concerning boots and gloves with Thri-Keen I think of the scene when Chekov says, "When shoe fits, wear it"

I think it's more something to be thought about in balance terms because the game is not logical at all; for example a half orc can wear the same armour/helmet/ring/etc as a halfling.
MonkeyLancer wrote:I hope you will still keep the Muls and Half-Elves!
Perhaps among the enemies but not as character race, they don't have enough unique features as player races. Mul could replace Half-Orc but since I'm going towards the standards races this time I guess Half-Orc is better.
screeg wrote:The Half-Giant sounds good. Would he be able to wield an otherwise unavailable, larger category of weapons?
Yes, as a large creature it could wield large weapons. The half giant will take only 1 square of space, not 2x2.
Regarding weapon sizes, the plan is to use the same system as ToEE this time. This means no more Reduce Weapon spell. Instead, a human could wield a large longsword as a two-handed weapon, and a halfling could wield a medium short sword or dagger as a one-handed weapon. That way, human shopkeepers don't need to reserve extra space for weapons with a non-standard size. The Monkey Grip feat from Complete Warrior may have its place.
screeg wrote:What I would like to see with varied races is different dialogue options or responses in a few situations: you can parley with a group of Orcs if you have a Half-Orc in your party, for example.
Yes, but it makes scripting harder, and it could be wasted efforts if most players choose not to play with half-orcs. I prefer having all races speak Common, and parley happens if they want to parley. Could be good though, to have a dialogue here or there that acknowledges the leader's race or class.
Darkion wrote:Dwarf - Minus 2 Wisdom rather than -2 Dexterity? Why?
Because I imagine their toughness to be associated with recklessness, contrary to half-giant and half-orcs, whose strength is associated with clumsiness, in my mind.
MonkeyLancer wrote:For Thri-Keen it makes sense to me to give the second pair of arms a penalty as they often are depicted being as being secondary to their 'main' arms.
All other arms beyond the first one would be considered secondary weapons with the normal penalty.
Darkion wrote:Thri-Keens are more tricky, but again, I would stick to the way they were used in Dark Sun
In Dark Sun, the inventory screen showed only two arm slots, which I think isn't particularly exciting.
Darkion wrote:I'd like to see the male cleric changed, the helmet looks like grey, long hair.
The sprites will be based on race rather class this time.
Darthcast wrote:The first thing I thought of when I read the Tri-Kreen outline was having a Tri-Kreen warrior with the feat monkey grip and 4 two-handed weapons. After that, I thought about creating one with 4 tower shields.
I won't allow wielding more than one shield (I already disallowed this in KotC). Monkey grip is supposed to allow you to wield a large weapon as you would a medium weapon, it doesn't allow you to wield two-handed weapons as one-handed or light weapons, and it doesn't work with the off hand.
Darthcast wrote:don't give dwarves a wisdom penalty. I'd love to play a dwarven cleric
-2 would just mean a bit less powerful cleric... Intelligence isn't a balancing factor and Dex penalty is already given to all who have a Str bonus.
Narsham wrote:if you allow every off-hand to benefit from the two-weapon feats, you'd have a character with 13 attacks per round. I'd say that's a bit much.
True.
getter77 wrote:is there a list somewhere out of all the Races possible based on what's part of the stock or is this the entire possible range of it to be potentially thinned out and tweaked from here?
Nothing's set in stone yet, but these sound good to me. The thri-kreen is tricky though.