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General Tabletop Discussion
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Campaign Creation: practical effects of some changes
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<blockquote data-quote="WizarDru" data-source="post: 7387139" data-attributes="member: 151"><p>So for the new setting I'm working on, I'm working with a few ideas with relatively minor mechanical implications. What I'm wondering is if there are effects that I'm missing that I may need to factor in.</p><p></p><p>Due to a series of setting specific reasons, the following conditions apply:</p><ul> <li data-xf-list-type="ul">Skin colors are not fixed and can be different colors across the spectrum</li> <li data-xf-list-type="ul">Some individuals still have normal flesh tones, but considered a minority</li> <li data-xf-list-type="ul">Some people are born with a crystal embed in their skin, no relation to their skin color</li> <li data-xf-list-type="ul">Interracial couplings always breed true, though can be from either parent</li> <li data-xf-list-type="ul">There are no societies based around shared ancestry, other than geographic location or citizenship</li> <li data-xf-list-type="ul">There are no half-breeds (i.e. no half-orcs, no half-elves) with the exception of planar touched</li> <li data-xf-list-type="ul">There are no 'sub-races' such as deep gnomes, duergar or dark elves</li> <li data-xf-list-type="ul">All mortal races live roughly the same lifespans, with a variance of only about 20 years on average (in either direction)</li> </ul><p></p><p>Mechanically these are fairly minor changes and I'm not seeing any real effect on the players, per se. Are there are any wider effects on the players from these changes (such as reducing lifespans or or removing ancestral groups) that would have wider mechanical implications? For example, are there any spells that would have their effectiveness changed by these conditions significantly? Are there any larger mechanical issues to consider? Just double-checking I'm not short-changing any players in this setting.</p></blockquote><p></p>
[QUOTE="WizarDru, post: 7387139, member: 151"] So for the new setting I'm working on, I'm working with a few ideas with relatively minor mechanical implications. What I'm wondering is if there are effects that I'm missing that I may need to factor in. Due to a series of setting specific reasons, the following conditions apply: [LIST] [*]Skin colors are not fixed and can be different colors across the spectrum [*]Some individuals still have normal flesh tones, but considered a minority [*]Some people are born with a crystal embed in their skin, no relation to their skin color [*]Interracial couplings always breed true, though can be from either parent [*]There are no societies based around shared ancestry, other than geographic location or citizenship [*]There are no half-breeds (i.e. no half-orcs, no half-elves) with the exception of planar touched [*]There are no 'sub-races' such as deep gnomes, duergar or dark elves [*]All mortal races live roughly the same lifespans, with a variance of only about 20 years on average (in either direction) [/LIST] Mechanically these are fairly minor changes and I'm not seeing any real effect on the players, per se. Are there are any wider effects on the players from these changes (such as reducing lifespans or or removing ancestral groups) that would have wider mechanical implications? For example, are there any spells that would have their effectiveness changed by these conditions significantly? Are there any larger mechanical issues to consider? Just double-checking I'm not short-changing any players in this setting. [/QUOTE]
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