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No Dwarf, Halfling, and Orc suborgins, lineages, and legacies
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<blockquote data-quote="DammitVictor" data-source="post: 9282771" data-attributes="member: 6750908"><p>I don't really care what the specific limitations in the books are, because I'm going to change them for my games anyway.</p><p></p><p>I just don't want the <em>structure </em>and the <em>precedent </em>of those limitations to be further eroded. I mean, <em>given my preferences, </em>ancestry would be a much more substantial portion of character abilities-- from first to cap-- the majority of ancestry options wouldn't be subrace-locked, and ancestries would have restrictions on their available classes (less strict but more varied than AD&D) and multiclass combos. Lost that fight before I slapped leather, but I would really like to keep <em>even more </em>of the narrative and mechanical weight of ancestry from being removed into <em>another</em> practically meaningless choice at 1st level.</p><p></p><p></p><p></p><p>Let's say that Elves get a Fighting Style and their own half-caster progression. I don't like <em>darkvision</em> on surface elves, but let's stick with it for the sake of argument. Fast land movement. Fey resistances. That's your first level. Every X levels, you can improve your elf vision (+ Perception/Investigation, darkvision radius, come up with something), your elf hearing (blindsense), your elf mobility (land speed, eladrin teleport), or maybe your elf martial stuff (extra attack) or your elf spellcasting.</p><p></p><p>Dwarves get Medium Armor, bump their Hit Die up a step, darkvision, and their poison and magic resistance. Maybe they get Heavy Armor. Remove the "dim light" penalty for darkvision. Tremorsense. Resilient saves, other damage resistances, <em>extra </em>Hit Dice. Crafting? More... armor... stuff.</p><p></p><p>Humans don't get <em>unique</em> human stuff; they get more picks for generic stuff. Human ancestry widgets can be used on class/multiclass widgets, humans can multiclass <em>more better</em> than nonhumans, humans get more proficiencies and fighting styles and <em>whatever</em> than everyone else.</p><p></p><p>If we keep "subraces" as a thing, you pick it at 1st and maybe each subrace has a few unique ancestry widgets, but most of your ancestry widgets are chosen freely from your general ancestry list. Because "subraces" aren't as different as actual ancestries.</p></blockquote><p></p>
[QUOTE="DammitVictor, post: 9282771, member: 6750908"] I don't really care what the specific limitations in the books are, because I'm going to change them for my games anyway. I just don't want the [I]structure [/I]and the [I]precedent [/I]of those limitations to be further eroded. I mean, [I]given my preferences, [/I]ancestry would be a much more substantial portion of character abilities-- from first to cap-- the majority of ancestry options wouldn't be subrace-locked, and ancestries would have restrictions on their available classes (less strict but more varied than AD&D) and multiclass combos. Lost that fight before I slapped leather, but I would really like to keep [I]even more [/I]of the narrative and mechanical weight of ancestry from being removed into [I]another[/I] practically meaningless choice at 1st level. Let's say that Elves get a Fighting Style and their own half-caster progression. I don't like [I]darkvision[/I] on surface elves, but let's stick with it for the sake of argument. Fast land movement. Fey resistances. That's your first level. Every X levels, you can improve your elf vision (+ Perception/Investigation, darkvision radius, come up with something), your elf hearing (blindsense), your elf mobility (land speed, eladrin teleport), or maybe your elf martial stuff (extra attack) or your elf spellcasting. Dwarves get Medium Armor, bump their Hit Die up a step, darkvision, and their poison and magic resistance. Maybe they get Heavy Armor. Remove the "dim light" penalty for darkvision. Tremorsense. Resilient saves, other damage resistances, [I]extra [/I]Hit Dice. Crafting? More... armor... stuff. Humans don't get [I]unique[/I] human stuff; they get more picks for generic stuff. Human ancestry widgets can be used on class/multiclass widgets, humans can multiclass [I]more better[/I] than nonhumans, humans get more proficiencies and fighting styles and [I]whatever[/I] than everyone else. If we keep "subraces" as a thing, you pick it at 1st and maybe each subrace has a few unique ancestry widgets, but most of your ancestry widgets are chosen freely from your general ancestry list. Because "subraces" aren't as different as actual ancestries. [/QUOTE]
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