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<blockquote data-quote="Kannik" data-source="post: 6496275" data-attributes="member: 984"><p>Ahh, very nice. I've recently been blog-musing (blusing? musloging?) on an RPG system design, and for character species and background I've been considering something similar with a number of "layers" that would define certain abilities and traits: physiological aspects of the species (which does not include any stat bonuses, though that's a longer post), society upbringing (to account for the elf raised in dwarven lands kinda thing), formative years/background, & "profession". I could see removing the strict species physiological layer and have it be more of some benefits with a story you want to craft to "explain" them as you want... </p><p></p><p></p><p></p><p>That's a really good way of describing it. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p><p></p><p></p><p></p><p>Ayup, that's basically what the DM did in the second part of my post; however you wanted to acquire the magic item benefit, you got to describe it: a new ability or training you gained, infusion with magical energy, special runes carved on your body, another of your magical spells, a higher attribute/development, or an actual magic item if you so desire. The flavour's great, and the mechanics stay the same, including slot limitations (so if you "swap out" your ability, you'd change your story too) and potential item downsides. </p><p></p><p>gamingly,</p><p></p><p>Kannik</p></blockquote><p></p>
[QUOTE="Kannik, post: 6496275, member: 984"] Ahh, very nice. I've recently been blog-musing (blusing? musloging?) on an RPG system design, and for character species and background I've been considering something similar with a number of "layers" that would define certain abilities and traits: physiological aspects of the species (which does not include any stat bonuses, though that's a longer post), society upbringing (to account for the elf raised in dwarven lands kinda thing), formative years/background, & "profession". I could see removing the strict species physiological layer and have it be more of some benefits with a story you want to craft to "explain" them as you want... That's a really good way of describing it. :D Ayup, that's basically what the DM did in the second part of my post; however you wanted to acquire the magic item benefit, you got to describe it: a new ability or training you gained, infusion with magical energy, special runes carved on your body, another of your magical spells, a higher attribute/development, or an actual magic item if you so desire. The flavour's great, and the mechanics stay the same, including slot limitations (so if you "swap out" your ability, you'd change your story too) and potential item downsides. gamingly, Kannik [/QUOTE]
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