The thing is that unless you want to give elves a lot of 'you can have feature X or feature Y' choices or split the race in half, the mechanical features (and that both kinds of elf are pretty well established in fantasy in general and D&D in particular) make the race desirable. There's always been this weird dichotomy between mechanics that make good nature-loving woodsy elves and mechanics that make good magic-loving, ancient lore-keeping elves. 4e (at least initially) said "what the heck, we'll just make two races of elves". And then backtracked to give each more ability to cover the niches set up for the other.I like the idea of a teleporting race, but why do they have to look and feel almost exactly like elves? Other than the game mechanical features this race seems really unnecessary.
What have I missed?
-Havard
I like the idea of a teleporting race, but why do they have to look and feel almost exactly like elves? Other than the game mechanical features this race seems really unnecessary.
What have I missed?
To elaborate, "eladrin" elves in 4e are grey/high /magic/galadriel elves, while "elf" elves are wild/wood/legolas elves.I like the idea of a teleporting race, but why do they have to look and feel almost exactly like elves? Other than the game mechanical features this race seems really unnecessary.
What have I missed?
Since the dawn of D&D, elves had two conflicting identities:I like the idea of a teleporting race, but why do they have to look and feel almost exactly like elves? Other than the game mechanical features this race seems really unnecessary.
What have I missed?
-Havard

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.