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<blockquote data-quote="LotsOfLore" data-source="post: 8090511" data-attributes="member: 6979126"><p>I applaud your effort. However, I don't understand what it is. You call it "ancestry", but it grants feats that are decidedly more in line with class or archetype feats. So as it is I don't think it could be safely added to the game, even if slapping a "rare" keyword to it.</p><p>Also, personally, I don't like the heritage classification based on magical tradition. I think dragon types would make more sense (chromatic, metal, primal).</p><p></p><p>If I may offer some advice, when you want to create an ancestry do this first:</p><p>1) take an existing ancestry and simply re-skin it, re-flavour it.</p><p>2) proceed swapping elements like feats and basic properties to suit your idea, using existing feats and properties from other places and only slightly modifying them as needed.</p><p>3) finally modify what's left that still doesn't fully represent your vision with your material. This is the most delicate step as you will be tempted to overcharge stuff and add more than what's necessary.</p><p></p><p>That's it, this should help get to a usable product. The basic principle is that it should be unique, and "cool", while being in line and consistent with everything else power-wise.</p></blockquote><p></p>
[QUOTE="LotsOfLore, post: 8090511, member: 6979126"] I applaud your effort. However, I don't understand what it is. You call it "ancestry", but it grants feats that are decidedly more in line with class or archetype feats. So as it is I don't think it could be safely added to the game, even if slapping a "rare" keyword to it. Also, personally, I don't like the heritage classification based on magical tradition. I think dragon types would make more sense (chromatic, metal, primal). If I may offer some advice, when you want to create an ancestry do this first: 1) take an existing ancestry and simply re-skin it, re-flavour it. 2) proceed swapping elements like feats and basic properties to suit your idea, using existing feats and properties from other places and only slightly modifying them as needed. 3) finally modify what's left that still doesn't fully represent your vision with your material. This is the most delicate step as you will be tempted to overcharge stuff and add more than what's necessary. That's it, this should help get to a usable product. The basic principle is that it should be unique, and "cool", while being in line and consistent with everything else power-wise. [/QUOTE]
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