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*Dungeons & Dragons
Revised 6E prediction thread
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<blockquote data-quote="Guest 6801328" data-source="post: 8188045"><p>Um, no. I mean, it's my projection of where it goes, but the alternative is that race/lineage becomes a patchwork system that works one way in some cases, and other ways in other cases. And maybe they maintain that distinction by calling it the "race/lineage" slot, and you can choose either a race or a lineage, but still, that's awkward. </p><p></p><p></p><p></p><p>Ok, some sometimes "background" means your job, and sometimes it means your biology? Again, awkward patchwork.</p><p></p><p></p><p></p><p>It's a change from what we're used to, for sure. But it's exactly what the new lineages do: you <em>can</em> be an elf Dhampir, but the "elf" part is not mechanical. (Although hopefully the DM supports it narratively.)</p><p></p><p>So if you want it to "feel" like a variant elf, play like an elf.</p><p></p><p></p><p></p><p>You keep saying this, but you aren't being specific. </p><p></p><p>What this approach loses compared to the status quo is that (for example) Wood Elf and Forest Gnome would become mechanically identical. Which means that if it's important to you that your sub-race have mechanics of the base race, you would lose that. Except for the language.</p><p></p><p>What this approach <em>gains</em> is:</p><p> - Overall more consistent approach: instead of having some "races" (some of which have sub-races, and some of which do not) with mechanics and some "lineages" where you roleplay your race, it is just a single consistent layer</p><p> - It opens up more new and potentially interesting combinations, such as Dark Halfling or Forest Orc. </p><p></p><p></p><p></p><p></p><p>Yes, that I understand. As with the psion, this system defies a lot of fixed expectations.</p></blockquote><p></p>
[QUOTE="Guest 6801328, post: 8188045"] Um, no. I mean, it's my projection of where it goes, but the alternative is that race/lineage becomes a patchwork system that works one way in some cases, and other ways in other cases. And maybe they maintain that distinction by calling it the "race/lineage" slot, and you can choose either a race or a lineage, but still, that's awkward. Ok, some sometimes "background" means your job, and sometimes it means your biology? Again, awkward patchwork. It's a change from what we're used to, for sure. But it's exactly what the new lineages do: you [I]can[/I] be an elf Dhampir, but the "elf" part is not mechanical. (Although hopefully the DM supports it narratively.) So if you want it to "feel" like a variant elf, play like an elf. You keep saying this, but you aren't being specific. What this approach loses compared to the status quo is that (for example) Wood Elf and Forest Gnome would become mechanically identical. Which means that if it's important to you that your sub-race have mechanics of the base race, you would lose that. Except for the language. What this approach [I]gains[/I] is: - Overall more consistent approach: instead of having some "races" (some of which have sub-races, and some of which do not) with mechanics and some "lineages" where you roleplay your race, it is just a single consistent layer - It opens up more new and potentially interesting combinations, such as Dark Halfling or Forest Orc. Yes, that I understand. As with the psion, this system defies a lot of fixed expectations. [/QUOTE]
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