Tabletop Roleplaying Games (D&D, Pathfinder, CoC, ETC.)

  • Want to keep track of this thread?
    Accounts can bookmark posts, watch threads for updates, and jump back to where you stopped reading.
    Create account
So, I have a very random/dumb question to ask:

Does anyone have any suggestions for playing a Leonin/Tabaxi character in DND 5e? I haven't really ran a catfolk character myself, mostly due the "stigma" surrounding them, but I decided to give it a shot; only question is, what to run? Anyone ever ran one/played with one that wasn't a complete degenerate?
A friend of mine played one and did a number of cat-related gags. Compulsive pushing things off edges, napping in sunlight, that sort of thing. Never too much to annoy but it made the character amusing.

Personally I always wanted to play one that was a lot less 'cutesy cat person' and more 'this is a great cat augmented with bipedal movement, tool use, and way more intelligence than any high-level predator should have'.
 
Anyone ever ran one/played with one that wasn't a complete degenerate?
Sure. I think I've spoken about this in this thread before, but I once was part of a game were two players, who were friends in real life, played as a pair of Tabaxi brothers. No degeneracy at all, one of them just played a very impulsive rogue and it bit him in the ass once.
 
Does anyone have any suggestions for playing a Leonin/Tabaxi character in DND 5e? I haven't really ran a catfolk character myself, mostly due the "stigma" surrounding them, but I decided to give it a shot; only question is, what to run?
That's easy, you just-
Anyone ever ran one/played with one that wasn't a complete degenerate?
-oh, never mind.

Joking aside, I approach non-human races in a fairly bland way. Either they are people, who just so happen to be another race. In that case it's purely cosmetic/stat driven. Kind of like Star Fox, Sly Cooper, or other furry games. The second option is to play into their racial descriptions, but not to the point of annoyance. eg. Dragonborn having a noble warrior culture. Not everything has to be duels, meditation, and honour, but playing them like a samurai or knight who take things seriously.

In other words, just approach them like any other character. You can lean into stereotypes presented by the setting, or avoid them. As long as they don't turn annoying you should be good.


My unpopular opinion when it comes to the DM side of things is to mostly avoid the racism angle. I get that Mutt's Law is a thing, but I find race relations is overplayed in real life and media. It's best kept as a card to play rarely and subtlety, and is best used for jokes and adventure hooks rather than an end to itself. The old "shopkeeper doubles his prices when there's an elf in the party" is dumb, easily worked around, and doesn't add anything fun to the game. Having the shop keeper go to attack the elf, and reveal an elf that robbed him recently and elves look alike to him, that's an adventure hook. The tabaxi in a mostly human village that struggles to find a hat that fits is a fun running joke and can be used to nudge that player where you want.
 
So, I have a very random/dumb question to ask:

Does anyone have any suggestions for playing a Leonin/Tabaxi character in DND 5e? I haven't really ran a catfolk character myself, mostly due the "stigma" surrounding them, but I decided to give it a shot; only question is, what to run? Anyone ever ran one/played with one that wasn't a complete degenerate?

"Yiff in Hell, Furfag"
 
So, I have a very random/dumb question to ask:

Does anyone have any suggestions for playing a Leonin/Tabaxi character in DND 5e? I haven't really ran a catfolk character myself, mostly due the "stigma" surrounding them, but I decided to give it a shot; only question is, what to run? Anyone ever ran one/played with one that wasn't a complete degenerate?
I'd probably take that cat girl in Delicious in Dungeon as an example. Act very independent but slowly get attached. Otherwise just piss on everything.
 
That's easy, you just-

-oh, never mind.

Joking aside, I approach non-human races in a fairly bland way. Either they are people, who just so happen to be another race. In that case it's purely cosmetic/stat driven. Kind of like Star Fox, Sly Cooper, or other furry games. The second option is to play into their racial descriptions, but not to the point of annoyance. eg. Dragonborn having a noble warrior culture. Not everything has to be duels, meditation, and honour, but playing them like a samurai or knight who take things seriously.

In other words, just approach them like any other character. You can lean into stereotypes presented by the setting, or avoid them. As long as they don't turn annoying you should be good.


My unpopular opinion when it comes to the DM side of things is to mostly avoid the racism angle. I get that Mutt's Law is a thing, but I find race relations is overplayed in real life and media. It's best kept as a card to play rarely and subtlety, and is best used for jokes and adventure hooks rather than an end to itself. The old "shopkeeper doubles his prices when there's an elf in the party" is dumb, easily worked around, and doesn't add anything fun to the game. Having the shop keeper go to attack the elf, and reveal an elf that robbed him recently and elves look alike to him, that's an adventure hook. The tabaxi in a mostly human village that struggles to find a hat that fits is a fun running joke and can be used to nudge that player where you want.

That's kinda me and my DND group's usual angle as well; we don't really care about the specific race stuff, we just usually play whatever. Nothing gets treated as "overtly sacred" and races are treated more or less equally.

"Yiff in Hell, Furfag"

Can't disagree; with the amount of shit the furries have pulled over the years, I find it difficult to really justify playing certain races, the Tabaxi being one of them. Hell, only reason why I even brought it up was the idea of playing a non-Lion character.

I'd probably take that cat girl in Delicious in Dungeon as an example. Act very independent but slowly get attached. Otherwise just piss on everything.

Never saw that show, but it sounds like an interesting guideline for a catfolk character.

Anyone have suggestions for a class? Something that could be interesting for a Leonin/Tabaxi character? I think the two races have most class options covered in terms of bonuses; any suggestions to make things interesting?
 
I'd recommend races like tabaxi be played like humans with a different set of habits/tics.

We tap our feet or zone out when we're bored. Elves don't sleep, they go into a trance. Meanwhile, a tabaxi could either doze off (still listening to the world around them), fixate on some moving target, or play with whatever object is near. Or get drunk way too quickly since their livers don't process alcohol very well. Simple stuff like that to give them flavor without making them too alien. They're still sentient and operating productively in a world of humans, after all.

That all goes out of the window if you're playing something like Dark Sun's races, though. If they're specifically stated to have very strong racial mental characteristics (like the dwarves being turbo-autists), then play that. Otherwise, stick to the general behavioral description but try not to be annoying.


My unpopular opinion when it comes to the DM side of things is to mostly avoid the racism angle. I get that Mutt's Law is a thing, but I find race relations is overplayed in real life and media. It's best kept as a card to play rarely and subtlety, and is best used for jokes and adventure hooks rather than an end to itself. The old "shopkeeper doubles his prices when there's an elf in the party" is dumb, easily worked around, and doesn't add anything fun to the game. Having the shop keeper go to attack the elf, and reveal an elf that robbed him recently and elves look alike to him, that's an adventure hook. The tabaxi in a mostly human village that struggles to find a hat that fits is a fun running joke and can be used to nudge that player where you want.
The racism angle gets boring when it's universal, generic and/or unchanging. Like, when everybody has the same reactions, and these reactions only really exist because they have a stat or resource-based consequence. The whole "oh, you're an elf? It's 50 gold pieces instead of 25 now. Take it or leave it" thing you mentioned. In most cases the average fantasy person's reaction to an uncommon race will be curiosity tempered by whatever rumors they've heard about these people. Lots of glances, clutching their coin bags, telling their kids to stop staring, yes. Yes, in a region that is still recovering from a raid by the local wood elf raid the party's knife-ear might get some abuse thrown his way but at least there's a clear reason for it.

On the other hand, some races should be copping more abuse or drawing more attention by default in some areas. If goblins in that world are murderous little bastards, the goblin in the party should be used to sleeping in barns, to the point it's not even a point of contention in the game. Same with the tiefling in a setting where everybody knows they're descended from people who had pacts with demons. "You get to the inn and spend the night" would have "and the Goblin Rogue and Tiefling Warlock sleep with the horses" as an unspoken assumption. After all, there's no point in roleplaying what's commonplace.

Why do that if it doesn't usually have an effect, though? Easy: it gives you opportunities to do fun things when they do matter. Following the example: besides fun little roleplaying moments like the goblin going "holy shit, you guys sleep on meringue!" when he gets the chance to sleep on a fancy bed, you can also have situations where the people sleeping in the barn get to see things the rest of the party doesn't. Say, the inn catches on fire overnight. While the rest of the party is busy trying to put out the fire and make sure the innkeeper and his family are alive, the two who were sleeping at the barn can see the arsonists running away and either track or tail them to their hideout to complete the adventure hook. Or the party heads in to an elven apothecary and the Goliath is told to stay outside because "a clumsy oaf like that will just break my vials"... only to see some plot-relevant commotion or suspicious activity while he waits.

Really, people just need to be more creative with these things. Not that there's usually much opportunity for it: everybody talks about how they want deep and character-driven stories with plenty of social interaction, but 90% of the time they're crawling dungeons anyway. And the gelatinous cube sliding down the hallway doesn't care if you're a human or a dragonborn.
 
Last edited:
Bit of a shower thought. All the complaints about 5e turning DnD into fantasy super heroes are arguably things that started in 3e or even ADnD. Powerful PCs that are difficult to kill. Having a lot of abilities on their sheet to solve problems. A game focused on individual combat instead of relying of hirelings and retainers. Spells and abilities that trivialize dungeon mechanics like fly and dark vision. Characters that reach a point where low level monsters are no longer a threat in 1 on 1 combat. All this kind of stuff was present in PathFinder, and seems to be true in ADnD as well from what I've heard of that game.

On the other hand, some races should be copping more abuse or drawing more attention by default in some areas. If goblins in that world are murderous little bastards, the goblin in the party should be used to sleeping in barns
Stuff like that is what I'm talking about. It results in it happening once, then the party just has a disguise self or similar spell on hand whenever they're in town.

I get what they're going for. I remember one video where a DM was bragging about how in his setting, Dragonborn are illegal so anyone who plays one has to skulk about in cloaks to keep their face hidden at all times, but it doesn't happen.

the Goliath is told to stay outside because "a clumsy oaf like that will just break my vials"... only to see some plot-relevant commotion or suspicious activity while he waits.
This at least works better. But it should be a bias of the individual, not applied to a whole town or setting.

Really, people just need to be more creative with these things.
It's why I don't get on with old DnD purists in general. While I see the appeal in such a setting. It's a genre that I see as having been drained creatively. Not all of this is DnDs fault.
 
Bit of a shower thought. All the complaints about 5e turning DnD into fantasy super heroes are arguably things that started in 3e or even ADnD [ ... ] All this kind of stuff was present in PathFinder, and seems to be true in ADnD as well from what I've heard of that game.
I don't think it was really an issue in AD&D but in 2e AD&D it was starting, to the point when 3e came out people were bitching that PC being little demigods just continued the decline that started with 2e.

I think the big difference between even 3e and 5e is that while there was tons of bullshit for players to do, the repeatability increased with 5e. unlimited cantrips, spells having reduced costs, etc. In even 3e you could craft up whatever horrible bullshit you wanted but it took XP to do it. 2e players were still pretty fragile.
The other big difference between 2e and 3e was they did away with the class-based levels; martial vs magic powerscaling mattered a lot less when the fighters were several levels above the casters.
 
I think the big difference between even 3e and 5e is that while there was tons of bullshit for players to do, the repeatability increased with 5e. unlimited cantrips, spells having reduced costs, etc. In even 3e you could craft up whatever horrible bullshit you wanted but it took XP to do it. 2e players were still pretty fragile.
The other big difference between 2e and 3e was they did away with the class-based levels; martial vs magic powerscaling mattered a lot less when the fighters were several levels above the casters.
A lot more instant death effects, too. Sure, they're cheap and annoying to the players, but they're fantastic at reminding people that their characters are mortal. And HP totals tended to be much lower so even the humble spike pit trap would often outright kill a character who dropped into it at half health.
 
Anyone have suggestions for a class? Something that could be interesting for a Leonin/Tabaxi character? I think the two races have most class options covered in terms of bonuses; any suggestions to make things interesting?
I know that post-TCE you can swap skill increases to whatever, but we can use the defaults as a starting point. Leonin have STR/CON bonuses, and tabaxi have DEX/CHA. Couple that with their appearance in art, and the general picture is clear: leonin make you think of stronger, burlier fighters, while tabaxi are more lithe and agile.

So with that out of the way, we can compare and contrast. Both have darkvision, and both can use their claws as natural weapons, although weirdly the updated tabaxi deals 1d6+STR slashing while the leonin deals 1d4+STR. It's odd that the larger and stronger race would deal less damage; if I were DMing your table, I'd give both 1d6+STR, especially since it probably won't come up that much anyway (when was the last time you made an unarmed strike?). Tabaxi have a climb speed equal to their walk speed, get proficiency in Perception and Stealth, and can move twice as far on a turn in combat, having to stand still before they can do it again. Leonin have a slightly faster base movement speed, get proficiency in one of four skills, and can make enemies within ten feet of them frightened until the end of their next turn.

So if we're talking what fits best, tabaxi are suited for scout or stealth roles, like ranger or rogue. You could also be an even speedier monk if you wanted to, zipping from one target to the next. Leonin are better for the tankier roles, like barbarian or paladin, with Daunting Roar giving them a nice crowd control option in melee. Fighter is also an option for both, though you'd probably want a DEX build for tabaxi and a STR build for leonin regardless of whether you swap some scores around. While their racial abilities are a little less suited to casters, you could still make it work, you'd just have to accept that you're not likely to use those traits as often as a martial character would.

Personally, I think tabaxi rogue is kind of overplayed, so I would go for ranger instead. Lot of good options there for subclasses, with Gloom Stalker being a particular standout due to dramatically increasing your already great stealth capabilities. Or you could always go bard instead, with two bonus skills always being appreciated. For leonin, their tendency towards lawful good makes paladin the natural choice for me, but if you'd rather focus solely on wrecking faces, barbarian is a better option since you won't have to deal with remembering pesky spells. You can even double down and go Beast barbarian, which will give you the 1d6 damage to your claws if your DM won't, climb speed better than a tabaxi's (you can climb on the ceiling!), forcing enemies to attack each other, and buffing your party's damage when you rage.
 
[LAUGHS IN MONK]
Okay, yes, besides the obvious. Even then, it's only a damage buff for a few levels, at which point monk's unarmed strikes are the same damage, and then are better a few levels later. I mean like, for any class besides them, unarmed strike damage will practically never be something you have to care about unless there's some narrative reason for you to not have access to your weapons.
 
I have an odd question. How do you guys handle players docs and lore dumps?
I usually just don't. I'll give an outline of things during session 0. In terms of written stuff, I'd keep it under two pages. Then any specific questions that come up I just address in game or it can be addressed in dms outside of the game.

It also is going to depend on your players. If I wrote up a big lore dump for one of my games, I think maybe 2 of my 4 players would read probably just 1. In all fairness to them though if someone handed me a packet of setting info, I'm probably not reading 90% of it.
 
In all fairness to them though if someone handed me a packet of setting info, I'm probably not reading 90% of it.

Same, and this is why I try to give my players a fast "just the facts" and just trickle in the rest either as it comes up or questions are asked. If I can at least get the players onboard with the base terms & players it makes it easier to explain the deeper lore when it comes up.

i.e. If they know who Bishop-Baron Ecumentus is, and they know that he is the leader of the Holy City of the First Revelation, and they know that previously the Revelationists launched a crusade against the neighboring Elvish kingdoms for being tree-worshipping heretics,
when their NPC handler mentions he's trying to prevent a Ecumentus from launching a second crusade, they have a fair idea of the stakes and why they can't allow their actions to be traced back to any knife-ears.
 
I usually just don't. I'll give an outline of things during session 0. In terms of written stuff, I'd keep it under two pages. Then any specific questions that come up I just address in game or it can be addressed in dms outside of the game.

It also is going to depend on your players. If I wrote up a big lore dump for one of my games, I think maybe 2 of my 4 players would read probably just 1. In all fairness to them though if someone handed me a packet of setting info, I'm probably not reading 90% of it.
It's the same with my players. If I dropped a setting guide in their laps without them asking, there are only two of them I know for sure would read it. That said, they've occasionally asked me for writeups of lore or character guides when things get too busy for them to keep track of without it, and I've been happy to oblige.
 
I have an odd question. How do you guys handle players docs and lore dumps?
Usually for me I try to keep my lore dumps to one of three categories: immediately pertinent, actual insanity, something I think will attract the players to the setting/ a character concept. For example when I ran VtM I went hard into the crazy lore largely so it would contrast with the extreme mundanity of the actual reality of play, that Vampires are heroin addicts and elder vampires are Boomers who refuse to die.
 
How is that different from normal boomers?
thats_the_joke.gif
But as VtM was inspired by Mark Rein•Hagen travelling through Gary, Indiana, understanding the allegory is important to understanding the core themes of Vampire (and to a lesser degree the World of Darkness altogether). That of the young inheriting and perpetuating the awful systems and consequences of their selfish, short sighted predecessors, and being made into merely another cog in the system. Most people would rather profit from a bad system than change it, and those that purport to want to change it, merely want to be the ones at the top.
 
Back
Top Bottom