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No Dwarf, Halfling, and Orc suborgins, lineages, and legacies
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<blockquote data-quote="Corinnguard" data-source="post: 9282290" data-attributes="member: 7033886"><p>I don't think it's the addition of new rules to distinguish which traits are genetic and which traits are the result of upbringing. It's more like the pre-existing traits of a given race were categorized into traits you were born with and traits you learned as you were growing up in a particular society. In terms of game mechanics, I fail to see how they lead to overcomplicated and implausible characters that slow down gameplay or stretch everyone's suspension of disbelief. What I do see these two categories doing is adding a touch of real life to a fantasy setting. RL isn't a monoculture. It's a collection of cultures brushing up against each other, interacting with one another in myriad ways, and even borrowing from one another. Each of the races in a fantasy setting shouldn't be monocultural either. They can't be. As for stretching everyone's sense of disbelief, well we're already doing that every time we role-play in a RPG. <img class="smilie smilie--emoji" alt="😋" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60b.png" title="Face savoring food :yum:" data-shortname=":yum:" loading="lazy" width="64" height="64" /> Sometimes you got to see how far you can stretch it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>Lastly, this splitting up idea is relatively new. We don't even know if it leads to overcomplicated, implausible characters yet. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Corinnguard, post: 9282290, member: 7033886"] I don't think it's the addition of new rules to distinguish which traits are genetic and which traits are the result of upbringing. It's more like the pre-existing traits of a given race were categorized into traits you were born with and traits you learned as you were growing up in a particular society. In terms of game mechanics, I fail to see how they lead to overcomplicated and implausible characters that slow down gameplay or stretch everyone's suspension of disbelief. What I do see these two categories doing is adding a touch of real life to a fantasy setting. RL isn't a monoculture. It's a collection of cultures brushing up against each other, interacting with one another in myriad ways, and even borrowing from one another. Each of the races in a fantasy setting shouldn't be monocultural either. They can't be. As for stretching everyone's sense of disbelief, well we're already doing that every time we role-play in a RPG. 😋 Sometimes you got to see how far you can stretch it. ;) Lastly, this splitting up idea is relatively new. We don't even know if it leads to overcomplicated, implausible characters yet. ;) [/QUOTE]
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