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[Homebrew] Elf
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<blockquote data-quote="Yaarel" data-source="post: 7305188" data-attributes="member: 58172"><p>I appreciate the compliment.</p><p></p><p></p><p></p><p></p><p>Heh, if I can keep the number of kinds of Elf under sixteen, Id be amazed.</p><p></p><p>Sometimes it helps to lump certain kinds of Elf together.</p><p></p><p>It seems ok to split and lump the traditions into the following.</p><p>• 1. Sun Elf ( = 1e ‘Faerie’ Grey, 3e FR Int-only Sun, 4e FR Int-Cha Sun Eladrin).</p><p>• 2. Moon Elf ( = 1e Dex-only High, 3e FR Moon, 4e FR Moon Eladrin).</p><p>• 3. High Elf ( = 1e regular Grey, 1e Valley, 4e Dex-Int Elf, 4e Dex-Int Eladrin, 5e Int High).</p><p>• 4. Wood Elf ( = 4e Dex-Wis Elf, 5e Dex-Wis Wood, 3e Dex-Con Wild, 3e FR Wood flavor).</p><p>• 5. Grugach Elf ( = 1e Str Wood, 1e Grugach, 2e Bralani, 3e Str Wood, 3e FR Wild flavor).</p><p>• 6. Aquatic Elf ( = 1e Aquatic, 1e Nixie, 1e Nymph, 2e Noviere Eladrin, 3e FR Aquatic).</p><p>• 7. Fey Elf ( = 2e Eladrin, especially Tulani Eladrin, 4e Int-Cha Eladrin).</p><p></p><p></p><p></p><p>I am torn about fusing Wood and Grugach together. They both have a non-urban wilderness vibe, but are distinct. Reducing cultures further, then mentioning families with a culture, is an interesting idea. But I am unsure how it helps simplify the list.</p><p></p><p>For example. Consider the two entries: 1. wise druid Wood Elf and 2. strong barbarian Grugach Elf. Lump them together into a single Wood Elf culture. But now there are three entries: 1. Wood Culture, plus 2. wise druid Wood Family and 3. strong barbarian Grugach Family. Where before there were only two entries, now there are three. So, in this sense, grouping the cultures together actually makes the descriptions more complex.</p><p></p><p>That said, it is thinkable to fuse Wood and Grugach into a single Wood Elf. After all, the main difference is, one has higher Wisdom and the other has higher Strength. Since the player *chooses* which ability score gets the +2 increase, the player can make Wood Elf with either a high Strength or a high Wisdom.</p><p></p><p>The cultures are quite different. The Wood Elf is a rural farming community, inhabiting in a village of tree houses. By contrast, the Grugach Elf is a paleolithic hunter-gatherer nomadic community. Big difference. It might be worth describing these cultures as separate entries anyway.</p><p></p><p></p><p></p><p></p><p></p><p>Listing Charm Resilience and Trance for every Elf culture, is an oversight. I was under the impression that *ALL* Fey creatures had these, even tho sometimes it doesnt really make sense. I got this impression because they are part of the race feature called, ‘Fey Ancestry’, that says they have them because they are Fey.</p><p></p><p>But when I look at other Fey creatures like Dryad and Pixie, they lack Trance. So, there is nothing ‘Fey’ about Trance. Trance is just a weird trait that some kinds of Elf have. (Some kinds of Elf dont have Trance, like the 4e Drow.)</p><p></p><p></p><p></p><p>In fact, the only thing that Fey creatures tend to have in common is ... Magic Resistance!</p><p></p><p>Here in this thread, the 5e-style Magic Resistance gets divided up into three (Cunning, Reflex, and Fortitude), for the sake of balance. Separately, ‘Faze Spell’ represents a balanced version of 1e-style Magic Resistance that can simply ignore a spell whether it has a save or not.</p><p></p><p>The more Fey the kind of Elf is, the more Magic Resistance it should have available.</p><p></p><p></p><p></p><p>I feel the High Elf should lack Charm Resilience. The High Culture lacks Wisdom, lacks Charisma, and lacks high exposure to Charm spells. Regarding Trance, Fey creatures lack it. So perhaps the elves that have a closer connection to the Feywild should lack Trance too.</p><p></p><p>Similarly, those kinds of Elf that shine an aura of light should probably lack Darkvision, since they are their own torch wherever they go.</p><p></p><p>I will go back thru the cultures and rethink which should have Trance and which should have Charm Resilience, along with any other traits that are less usefully one-size-fits-all.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 7305188, member: 58172"] I appreciate the compliment. Heh, if I can keep the number of kinds of Elf under sixteen, Id be amazed. Sometimes it helps to lump certain kinds of Elf together. It seems ok to split and lump the traditions into the following. • 1. Sun Elf ( = 1e ‘Faerie’ Grey, 3e FR Int-only Sun, 4e FR Int-Cha Sun Eladrin). • 2. Moon Elf ( = 1e Dex-only High, 3e FR Moon, 4e FR Moon Eladrin). • 3. High Elf ( = 1e regular Grey, 1e Valley, 4e Dex-Int Elf, 4e Dex-Int Eladrin, 5e Int High). • 4. Wood Elf ( = 4e Dex-Wis Elf, 5e Dex-Wis Wood, 3e Dex-Con Wild, 3e FR Wood flavor). • 5. Grugach Elf ( = 1e Str Wood, 1e Grugach, 2e Bralani, 3e Str Wood, 3e FR Wild flavor). • 6. Aquatic Elf ( = 1e Aquatic, 1e Nixie, 1e Nymph, 2e Noviere Eladrin, 3e FR Aquatic). • 7. Fey Elf ( = 2e Eladrin, especially Tulani Eladrin, 4e Int-Cha Eladrin). I am torn about fusing Wood and Grugach together. They both have a non-urban wilderness vibe, but are distinct. Reducing cultures further, then mentioning families with a culture, is an interesting idea. But I am unsure how it helps simplify the list. For example. Consider the two entries: 1. wise druid Wood Elf and 2. strong barbarian Grugach Elf. Lump them together into a single Wood Elf culture. But now there are three entries: 1. Wood Culture, plus 2. wise druid Wood Family and 3. strong barbarian Grugach Family. Where before there were only two entries, now there are three. So, in this sense, grouping the cultures together actually makes the descriptions more complex. That said, it is thinkable to fuse Wood and Grugach into a single Wood Elf. After all, the main difference is, one has higher Wisdom and the other has higher Strength. Since the player *chooses* which ability score gets the +2 increase, the player can make Wood Elf with either a high Strength or a high Wisdom. The cultures are quite different. The Wood Elf is a rural farming community, inhabiting in a village of tree houses. By contrast, the Grugach Elf is a paleolithic hunter-gatherer nomadic community. Big difference. It might be worth describing these cultures as separate entries anyway. Listing Charm Resilience and Trance for every Elf culture, is an oversight. I was under the impression that *ALL* Fey creatures had these, even tho sometimes it doesnt really make sense. I got this impression because they are part of the race feature called, ‘Fey Ancestry’, that says they have them because they are Fey. But when I look at other Fey creatures like Dryad and Pixie, they lack Trance. So, there is nothing ‘Fey’ about Trance. Trance is just a weird trait that some kinds of Elf have. (Some kinds of Elf dont have Trance, like the 4e Drow.) In fact, the only thing that Fey creatures tend to have in common is ... Magic Resistance! Here in this thread, the 5e-style Magic Resistance gets divided up into three (Cunning, Reflex, and Fortitude), for the sake of balance. Separately, ‘Faze Spell’ represents a balanced version of 1e-style Magic Resistance that can simply ignore a spell whether it has a save or not. The more Fey the kind of Elf is, the more Magic Resistance it should have available. I feel the High Elf should lack Charm Resilience. The High Culture lacks Wisdom, lacks Charisma, and lacks high exposure to Charm spells. Regarding Trance, Fey creatures lack it. So perhaps the elves that have a closer connection to the Feywild should lack Trance too. Similarly, those kinds of Elf that shine an aura of light should probably lack Darkvision, since they are their own torch wherever they go. I will go back thru the cultures and rethink which should have Trance and which should have Charm Resilience, along with any other traits that are less usefully one-size-fits-all. [/QUOTE]
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