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Half races as sub-races? (+)
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<blockquote data-quote="EzekielRaiden" data-source="post: 8646657" data-attributes="member: 6790260"><p>Were I to make my own TTRPG, one of the components would be having distinct "lineages" within each overall grouping (5.5e is going to call them "ancestries," my terms are "kin" or "folk.") Humans, or "wanderfolk" as they're sometimes called (a stereotype of being restless and unwilling to settle down), would have a basic lineage (which would cover all IRL humans), a dual-blooded lineage covering all "half-X" options in a single overall structure, and a "starborn" lineage for those humans who were born in or changed by the eldritch nature of the spaces outside and between realities. (Think slann, or their D&D equivalent, elan: still human overall, but...different.) I would've liked to have four, since my goal with this was four lineages for each kin,</p><p></p><p>Other kin groups would have their own "lineage" options, all 100% separate from <em>culture</em>. E.g. dragonborn ("dragonfolk") might have draconic (the current standard), desert (think moloch/thorny devil), jungle, and aquatic lineage variants--or you might do metallic, chromatic, gem, and blended (aka the 4e version). I'd merge gnomes and halflings into a single hinnfolk group, with different lineages slightly adapted to particular ways of living (deep gnomes/ghostwise halflings in the deep underearth, rock gnomes in the near-surface caves, strongheart halflings on the plains, and forest gnomes/lightfoot halflings adapted to temperate arboreal forest). The differences between any two lineages of the same kin would be physiological in nature, e.g. "deep" hinnfolk have inherent latent psionics and eyes adapted to seeing in the dark, while "forest" hinnfolk have a climb speed; "aquatic" dragonfolk might be able to breathe water, while jungle ones might be immune to poison and disease), but would have no bearing on ability scores or non-physical skill bonuses (e.g., Acrobatics, Athletics, Survival, or Perception might be fine, but Arcana, Bluff, Insight, or Persuasion would not be.)</p><p></p><p>Looping back to the dual-blooded lineage, yes, the goal would be that, likely as a supplement, rather than in the "initial" release, there would be a broader "pick a pair, any pair" extension of this. Perhaps even having a points system weighting the various stuff, letting you be a "quarter-elf" or an orc/human/angel/elf blend, picking up bits and pieces from several sources. The price paid for this would be not getting features that are special to any particular lineage; you could only choose features universal to all characters of a particular kin, and would qualify for any feats or features that only work for someone of that kin.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8646657, member: 6790260"] Were I to make my own TTRPG, one of the components would be having distinct "lineages" within each overall grouping (5.5e is going to call them "ancestries," my terms are "kin" or "folk.") Humans, or "wanderfolk" as they're sometimes called (a stereotype of being restless and unwilling to settle down), would have a basic lineage (which would cover all IRL humans), a dual-blooded lineage covering all "half-X" options in a single overall structure, and a "starborn" lineage for those humans who were born in or changed by the eldritch nature of the spaces outside and between realities. (Think slann, or their D&D equivalent, elan: still human overall, but...different.) I would've liked to have four, since my goal with this was four lineages for each kin, Other kin groups would have their own "lineage" options, all 100% separate from [I]culture[/I]. E.g. dragonborn ("dragonfolk") might have draconic (the current standard), desert (think moloch/thorny devil), jungle, and aquatic lineage variants--or you might do metallic, chromatic, gem, and blended (aka the 4e version). I'd merge gnomes and halflings into a single hinnfolk group, with different lineages slightly adapted to particular ways of living (deep gnomes/ghostwise halflings in the deep underearth, rock gnomes in the near-surface caves, strongheart halflings on the plains, and forest gnomes/lightfoot halflings adapted to temperate arboreal forest). The differences between any two lineages of the same kin would be physiological in nature, e.g. "deep" hinnfolk have inherent latent psionics and eyes adapted to seeing in the dark, while "forest" hinnfolk have a climb speed; "aquatic" dragonfolk might be able to breathe water, while jungle ones might be immune to poison and disease), but would have no bearing on ability scores or non-physical skill bonuses (e.g., Acrobatics, Athletics, Survival, or Perception might be fine, but Arcana, Bluff, Insight, or Persuasion would not be.) Looping back to the dual-blooded lineage, yes, the goal would be that, likely as a supplement, rather than in the "initial" release, there would be a broader "pick a pair, any pair" extension of this. Perhaps even having a points system weighting the various stuff, letting you be a "quarter-elf" or an orc/human/angel/elf blend, picking up bits and pieces from several sources. The price paid for this would be not getting features that are special to any particular lineage; you could only choose features universal to all characters of a particular kin, and would qualify for any feats or features that only work for someone of that kin. [/QUOTE]
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