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So How Many Different Kinds of Elves Can There Be? A Thread on Subraces
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<blockquote data-quote="Trickster Spirit" data-source="post: 6182335" data-attributes="member: 6701829"><p>I agree with what's been said by the rest of the thread, that there's no need for the huge volley of subraces we got in the 3.5 splat material. 5-6 is more than enough per race, and I can't personally imagine myself running a campaign setting with "Aquatic", "Arctic", "Desert", "Jungle" and "Underworld" variants of all the major races. Basically, my objection to the concept comes down to, if desert humans don't get different stats from fantasy-pseudo-Western-European humans, why should elves or dwarves?</p><p></p><p>That said... I do think races should be flexible to swap out features in the method you've described. Like Pathfinder, I want Next to have Alternate Racial Traits that can be swapped out for variant features. It makes the people who want Desert Elves with different stats happy and I can see this coming in handy in my own game a lot, actually. Want to create a pseudo-Polynesian setting on a tropical island chain, drawing races from Polynesian mythology? Swap the default Halfling package for the Jungle racial features and you've got yourself some Menehune. Similarly, you could switch darkvision for heat-resistance to create a volcano-based "Children of Pele" dwarf race, etc., etc.</p><p></p><p>The more I think about it, the more I kind of want to run this particular setting, actually...</p></blockquote><p></p>
[QUOTE="Trickster Spirit, post: 6182335, member: 6701829"] I agree with what's been said by the rest of the thread, that there's no need for the huge volley of subraces we got in the 3.5 splat material. 5-6 is more than enough per race, and I can't personally imagine myself running a campaign setting with "Aquatic", "Arctic", "Desert", "Jungle" and "Underworld" variants of all the major races. Basically, my objection to the concept comes down to, if desert humans don't get different stats from fantasy-pseudo-Western-European humans, why should elves or dwarves? That said... I do think races should be flexible to swap out features in the method you've described. Like Pathfinder, I want Next to have Alternate Racial Traits that can be swapped out for variant features. It makes the people who want Desert Elves with different stats happy and I can see this coming in handy in my own game a lot, actually. Want to create a pseudo-Polynesian setting on a tropical island chain, drawing races from Polynesian mythology? Swap the default Halfling package for the Jungle racial features and you've got yourself some Menehune. Similarly, you could switch darkvision for heat-resistance to create a volcano-based "Children of Pele" dwarf race, etc., etc. The more I think about it, the more I kind of want to run this particular setting, actually... [/QUOTE]
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So How Many Different Kinds of Elves Can There Be? A Thread on Subraces
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