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<blockquote data-quote="EzekielRaiden" data-source="post: 9848982" data-attributes="member: 6790260"><p>A notion I somewhat like for species/subspecies design is to have some part which is a common baseline, something distinctive, and then another part which is flexible on the basis of subspecies.</p><p></p><p>So, to use Dragonborn as an example, the obvious baseline features definitely need to include Dragon Breath. I personally don't care for the elemental resistance (it basically never comes up IME...), so I'd prefer bringing back some of what 4e did: "surge value" in 4e has no meaning in 5e because 5e jettisoned anything actually <em>functioning</em> like surges, but we can get a weak replacement in the form of hit dice. "When you roll hit dice to regain HP, you add your Con modifier twice, rather than once as is normal." Between those two, and a common core stat (Charisma is the obvious choice), you've got plenty to make the core package work. (I'll also include my favorite race/species rule from 13A, that you get +2 to some stat from your <em>class</em>, and then separately +2 from your <em>species</em>, with both classes and species offering two choices each--so long as the two +2s are <em>different</em>.)</p><p></p><p>From there, my subspecies would do something like...</p><p></p><p>Imperial: Your choice of one skill from History, Persuasion, or Insight; if you would also gain Proficiency in the chosen skill from your class or background, you instead have Expertise with it. At 5th level, whenever you roll a skill check with any of these skills in a context of political intrigue or high society norms, you have advantage. You may choose to increase Intelligence instead of Charisma, so long as that differs from your class ability bonus.</p><p></p><p>Badlands: Your choice of one skill from Athletics, Endurance, or Survival; if you would also gain Proficiency in the chosen skill from your class or background, you instead have Expertise with it. At 5th level, your uncanny survival instincts mean that you can survive on half as much food, water, and sleep as normal (so four hours is a long rest, but you can still only take one each day), and any damage dealt to you which is less than your Constitution modifier does not actually affect you. You may choose to increase Constitution instead of Charisma, so long as that differs from your class ability bonus.</p><p></p><p>Etc.</p><p></p><p>Thematic bonuses which <em>communicate</em> the context you came from, and which do grow, at least a little, after you started out. I'm imagining Badlands Dragonborn as resembling thorny devils, having minor adaptations to help them survive in the harsh environments of the desert.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9848982, member: 6790260"] A notion I somewhat like for species/subspecies design is to have some part which is a common baseline, something distinctive, and then another part which is flexible on the basis of subspecies. So, to use Dragonborn as an example, the obvious baseline features definitely need to include Dragon Breath. I personally don't care for the elemental resistance (it basically never comes up IME...), so I'd prefer bringing back some of what 4e did: "surge value" in 4e has no meaning in 5e because 5e jettisoned anything actually [I]functioning[/I] like surges, but we can get a weak replacement in the form of hit dice. "When you roll hit dice to regain HP, you add your Con modifier twice, rather than once as is normal." Between those two, and a common core stat (Charisma is the obvious choice), you've got plenty to make the core package work. (I'll also include my favorite race/species rule from 13A, that you get +2 to some stat from your [I]class[/I], and then separately +2 from your [I]species[/I], with both classes and species offering two choices each--so long as the two +2s are [I]different[/I].) From there, my subspecies would do something like... Imperial: Your choice of one skill from History, Persuasion, or Insight; if you would also gain Proficiency in the chosen skill from your class or background, you instead have Expertise with it. At 5th level, whenever you roll a skill check with any of these skills in a context of political intrigue or high society norms, you have advantage. You may choose to increase Intelligence instead of Charisma, so long as that differs from your class ability bonus. Badlands: Your choice of one skill from Athletics, Endurance, or Survival; if you would also gain Proficiency in the chosen skill from your class or background, you instead have Expertise with it. At 5th level, your uncanny survival instincts mean that you can survive on half as much food, water, and sleep as normal (so four hours is a long rest, but you can still only take one each day), and any damage dealt to you which is less than your Constitution modifier does not actually affect you. You may choose to increase Constitution instead of Charisma, so long as that differs from your class ability bonus. Etc. Thematic bonuses which [I]communicate[/I] the context you came from, and which do grow, at least a little, after you started out. I'm imagining Badlands Dragonborn as resembling thorny devils, having minor adaptations to help them survive in the harsh environments of the desert. [/QUOTE]
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