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<blockquote data-quote="Ondath" data-source="post: 9005580" data-attributes="member: 7031770"><p>The idea is that practical skills get muddled behind the veil of a past life, but it's not like they gain amnesia when they get reborn. In fact, I was thinking of flavouring Level Up Elves' Glance the Future gift as not seeing the future, but retrieving a key moment of insight from a past life that is useful to that specific moment. It's like how the Doctor sometimes uses Venusian Aikido (a skill they learned as the Third Doctor) in the new series, but not always.</p><p></p><p>That's a good idea in general, I think. It's pretty annoying when the party faces a Ghost and the Dwarf character goes "hah, aged by ten years? That's nothing!" while the aarakocra in the party would need to start writing their will. My solution is bringing every heritage to around human years, and then devising a different way of handling it for the exceptional heritages (Elf, Dwarf, Gnome) that have long lifespans:</p><ul> <li data-xf-list-type="ul">For Elves, like I said, you actually only have a human lifetime, and your character becomes a new person once that's up. So getting aged is still significant for your character arc.</li> <li data-xf-list-type="ul">For Dwarves, they actually also have human-like lifespans, but they can enter into a sort of "stasis" if they bond with a certain location and a community. They metaphysically form a bond with the location and the life that they have settled in, and this causes them to live unchanged for up to 350-400 years. This is why Dwarven communities are so static and have such strong bonds, because once they find a place and a group that they like, they become unmoving bulwarks of that community. All of this ties with the Dwarven theme of being hard as stone as well. Adventuring, being the opposite of settling down, causes a dwarf to age at the same rate as humans. So dwarven adventurers would still fear aging effects, as those effects hit them while their clock is ticking, so to speak.</li> <li data-xf-list-type="ul">For Gnomes, I straight up stole the idea of the Bleaching from Pathfinder. Theoretically, a gnome <em>could</em> live forever, being fey-like creatures that gain more vitality the more they have novelty and excitement in their lives. As long as a Gnome keeps experiencing new things, they physically do not age (in that sense, they're almost the opposite of dwarves!). But a sane Gnome can keep up the novelty for 350-500 years at most. After that, things start getting boring and the Gnome starts aging as monotony sets in. So aging effects take you further in the bleaching process, perhaps requiring you to up the notch in novelty to not die of old age. A Gnome that wants to live forever would essentially have to become a maniac who does new and chaotic things just to feel something again. Or they might escape to the Feywild, and that's probably not too different from Option 1.</li> </ul></blockquote><p></p>
[QUOTE="Ondath, post: 9005580, member: 7031770"] The idea is that practical skills get muddled behind the veil of a past life, but it's not like they gain amnesia when they get reborn. In fact, I was thinking of flavouring Level Up Elves' Glance the Future gift as not seeing the future, but retrieving a key moment of insight from a past life that is useful to that specific moment. It's like how the Doctor sometimes uses Venusian Aikido (a skill they learned as the Third Doctor) in the new series, but not always. That's a good idea in general, I think. It's pretty annoying when the party faces a Ghost and the Dwarf character goes "hah, aged by ten years? That's nothing!" while the aarakocra in the party would need to start writing their will. My solution is bringing every heritage to around human years, and then devising a different way of handling it for the exceptional heritages (Elf, Dwarf, Gnome) that have long lifespans: [LIST] [*]For Elves, like I said, you actually only have a human lifetime, and your character becomes a new person once that's up. So getting aged is still significant for your character arc. [*]For Dwarves, they actually also have human-like lifespans, but they can enter into a sort of "stasis" if they bond with a certain location and a community. They metaphysically form a bond with the location and the life that they have settled in, and this causes them to live unchanged for up to 350-400 years. This is why Dwarven communities are so static and have such strong bonds, because once they find a place and a group that they like, they become unmoving bulwarks of that community. All of this ties with the Dwarven theme of being hard as stone as well. Adventuring, being the opposite of settling down, causes a dwarf to age at the same rate as humans. So dwarven adventurers would still fear aging effects, as those effects hit them while their clock is ticking, so to speak. [*]For Gnomes, I straight up stole the idea of the Bleaching from Pathfinder. Theoretically, a gnome [I]could[/I] live forever, being fey-like creatures that gain more vitality the more they have novelty and excitement in their lives. As long as a Gnome keeps experiencing new things, they physically do not age (in that sense, they're almost the opposite of dwarves!). But a sane Gnome can keep up the novelty for 350-500 years at most. After that, things start getting boring and the Gnome starts aging as monotony sets in. So aging effects take you further in the bleaching process, perhaps requiring you to up the notch in novelty to not die of old age. A Gnome that wants to live forever would essentially have to become a maniac who does new and chaotic things just to feel something again. Or they might escape to the Feywild, and that's probably not too different from Option 1. [/LIST] [/QUOTE]
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