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<blockquote data-quote="Starfox" data-source="post: 9011777" data-attributes="member: 2303"><p>This is how subcategories of elf and hob work in my game. If you are born and raised by wood elves, you are likely to be a wood elf yourself, but it is not a given. And some elves are born to human with no apparent parental link, just from ambient magic. Its more of magic contagion/adaption than mastery. Elves have a name for those elves that don't follow cultural norms, Forlorn. </p><p></p><p>Edit: </p><p></p><p>Hobs (collective race for all the little peoples: gnomes, halflings, goblins, leprechauns etc) usually adopt their parents' subtype, but can change dynamically depending on nature and society around them. In a "good" setting they tend towards good archetypes, in an "evil" setting they tend towards evil archetypes. Change is normally rare, can be the result of adventures, you can redeem goblins into gnomes by driving the evil out of their woodlands. Since their type of magic is illusionism, this doesn't require any change to their stats, just looks. They will believe they have always been whatever they are right now. </p><p></p><p>And yes, dragons also work this way. Baby dragons have a cultural inclination to grow up to be dragons, but anyone can do it by walking a rather arduous magical path and having a HUGE ego.</p><p></p><p>But I admit this works better with my homebrew rules than it works in DnD.</p></blockquote><p></p>
[QUOTE="Starfox, post: 9011777, member: 2303"] This is how subcategories of elf and hob work in my game. If you are born and raised by wood elves, you are likely to be a wood elf yourself, but it is not a given. And some elves are born to human with no apparent parental link, just from ambient magic. Its more of magic contagion/adaption than mastery. Elves have a name for those elves that don't follow cultural norms, Forlorn. Edit: Hobs (collective race for all the little peoples: gnomes, halflings, goblins, leprechauns etc) usually adopt their parents' subtype, but can change dynamically depending on nature and society around them. In a "good" setting they tend towards good archetypes, in an "evil" setting they tend towards evil archetypes. Change is normally rare, can be the result of adventures, you can redeem goblins into gnomes by driving the evil out of their woodlands. Since their type of magic is illusionism, this doesn't require any change to their stats, just looks. They will believe they have always been whatever they are right now. And yes, dragons also work this way. Baby dragons have a cultural inclination to grow up to be dragons, but anyone can do it by walking a rather arduous magical path and having a HUGE ego. But I admit this works better with my homebrew rules than it works in DnD. [/QUOTE]
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