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<blockquote data-quote="I'm A Banana" data-source="post: 4892128" data-attributes="member: 2067"><p>That's interesting and perhaps palatable as an explanation. I don't think it should be that important, though. Tieflings don't need to be mentioned in a big way anywhere in DS. There's precedence for this: Dragonborn and tieflings don't make a big splash in Eberron, either. They can be there if you want them, but the core books don't need to assume them. A paragraph in the campaign guide about how you might rationalize them works fine (and "descended from a time before time when the gods were still present" works pretty OK). </p><p></p><p>There are still bigger problems, I think, the warlock and the teleportation stuff (such as with the Eladrin). The warlock might be solved with the arcane power source being a "defiling" power source, though: the pact isn't an inherent part of the mechanics, and warlock abilities that aren't Star-Pact or Infernal-Pact related make plenty of sense. </p><p></p><p>Of course, you could just treat warlocks like the tieflings: assume they don't exist unless you make them exist.</p><p></p><p>Teleportation is wonky, but can probably be re-fluffed as sort of an "infinite shift" instead maybe? </p><p></p><p>But a lot of those cause some cascading issues...I dunno.</p><p></p><p></p><p></p><p>Does it have to be possible at all in anything more than a theoretical way? Like an out-of-race dragonmark, there doesn't have to be any rules prohibiting it, but the campaign doesn't need to assume that PC's are going to go on planar adventures, either.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 4892128, member: 2067"] That's interesting and perhaps palatable as an explanation. I don't think it should be that important, though. Tieflings don't need to be mentioned in a big way anywhere in DS. There's precedence for this: Dragonborn and tieflings don't make a big splash in Eberron, either. They can be there if you want them, but the core books don't need to assume them. A paragraph in the campaign guide about how you might rationalize them works fine (and "descended from a time before time when the gods were still present" works pretty OK). There are still bigger problems, I think, the warlock and the teleportation stuff (such as with the Eladrin). The warlock might be solved with the arcane power source being a "defiling" power source, though: the pact isn't an inherent part of the mechanics, and warlock abilities that aren't Star-Pact or Infernal-Pact related make plenty of sense. Of course, you could just treat warlocks like the tieflings: assume they don't exist unless you make them exist. Teleportation is wonky, but can probably be re-fluffed as sort of an "infinite shift" instead maybe? But a lot of those cause some cascading issues...I dunno. Does it have to be possible at all in anything more than a theoretical way? Like an out-of-race dragonmark, there doesn't have to be any rules prohibiting it, but the campaign doesn't need to assume that PC's are going to go on planar adventures, either. [/QUOTE]
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