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Unearthed Arcana: Gothic Lineages & New Race/Culture Distinction
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<blockquote data-quote="Chaosmancer" data-source="post: 8183070" data-attributes="member: 6801228"><p>I'm still 15 pages behind, and leaving for work, so I'm sure the conversation has moved far beyond where I am at. But something has struck me about the discussion about having a more "traditional" option for these races. And that is... how would you even present it? </p><p></p><p>My only thought, would be something like this. </p><p></p><p>" When you determine your ability scores, increase one of those scores by 2, and increase a different one by 1. These increases can’t raise a score above 20. You follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. If you are replacing your race with a lineage, replace any Ability Score Increases you previously had with these. The typical scores for the lineages are as follows: Dhampir +2 con, +1 any score, Hexblood +2 Cha, +1 any score, Reborn +2 con, +1 any score" </p><p></p><p></p><p>Now I followed in the vein of half-elves here, but I wonder if others are seeing the problem. All this is doing is giving a "recommended build" but, it is based almost entirely on my conception of the "traditional option" for each lineage. </p><p></p><p>For example, I think the Dhampir is amazingly cool... but not as a traditional vampire. Looking at their hungers, they could hunger for spinal fluid, or emotions, or color. Holy crap, I LOVE the Psychic vampire that feeds on emotions trope. That is one of my favorites. I also could see an individual who was a failed Ceremorphisis (the mind flayer thing) being a Dhampir that feeds on spinal fluid. Maybe instead of Undead I give them abomination, or maybe they are undead, having partially "died" in the process and are being kept sustained and alive by the parasite. </p><p></p><p>Those races wouldn't fit in the same scores as would a partial vampire. </p><p></p><p>Look at the Reborn, you could have been improperly brought back to life, you could be an undead who gained sentience, you could be possessed by a spirit, you could be a scarecrow given sentience, you could be a living doll, you could be someone who was petrified for hundreds of years until the petrification wore off. </p><p></p><p>Each of those could give different mods. Sure, a lot of them could get Con, but would all of them? So, I don't see how we could take such broad concepts and narrow them down into a static +2/+1. And even if we did, it would be a recommended build, something that the majority of people ignore anyways.</p><p></p><p></p><p>----------------------------------------------------------------------------------------------------------------------------------</p><p></p><p></p><p>Looking at the actual mechanics of the races... </p><p></p><p>Am I the only one who thinks the Hexblood despite being super cool is one of the weakest? </p><p></p><p>Dhampir-> Speed increase, empowering bite, at-will spider climb</p><p>Reborn -> +1d6 to skills, adv death saves, can't sleep, trance, adv and res poison, no need to breath</p><p></p><p>Hexborn get advantage on charm (very useful), two spells 1/day which... disguise self can be good but 1/day is rough. Hex is solid. And then they get the charm, which sounds useful... but I'm not sure. The at-will sending within 10 miles is cool, but you can talk to them, they can't respond. And you can use it to see from... for a single minute once per day, and it is destroyed afterwards meaning you can no longer message. </p><p></p><p>I think it was a neat idea, but it is far too situational and near useless as written. I think it needs some alterations, at the very least allowing the person holding it to respond.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 8183070, member: 6801228"] I'm still 15 pages behind, and leaving for work, so I'm sure the conversation has moved far beyond where I am at. But something has struck me about the discussion about having a more "traditional" option for these races. And that is... how would you even present it? My only thought, would be something like this. " When you determine your ability scores, increase one of those scores by 2, and increase a different one by 1. These increases can’t raise a score above 20. You follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. If you are replacing your race with a lineage, replace any Ability Score Increases you previously had with these. The typical scores for the lineages are as follows: Dhampir +2 con, +1 any score, Hexblood +2 Cha, +1 any score, Reborn +2 con, +1 any score" Now I followed in the vein of half-elves here, but I wonder if others are seeing the problem. All this is doing is giving a "recommended build" but, it is based almost entirely on my conception of the "traditional option" for each lineage. For example, I think the Dhampir is amazingly cool... but not as a traditional vampire. Looking at their hungers, they could hunger for spinal fluid, or emotions, or color. Holy crap, I LOVE the Psychic vampire that feeds on emotions trope. That is one of my favorites. I also could see an individual who was a failed Ceremorphisis (the mind flayer thing) being a Dhampir that feeds on spinal fluid. Maybe instead of Undead I give them abomination, or maybe they are undead, having partially "died" in the process and are being kept sustained and alive by the parasite. Those races wouldn't fit in the same scores as would a partial vampire. Look at the Reborn, you could have been improperly brought back to life, you could be an undead who gained sentience, you could be possessed by a spirit, you could be a scarecrow given sentience, you could be a living doll, you could be someone who was petrified for hundreds of years until the petrification wore off. Each of those could give different mods. Sure, a lot of them could get Con, but would all of them? So, I don't see how we could take such broad concepts and narrow them down into a static +2/+1. And even if we did, it would be a recommended build, something that the majority of people ignore anyways. ---------------------------------------------------------------------------------------------------------------------------------- Looking at the actual mechanics of the races... Am I the only one who thinks the Hexblood despite being super cool is one of the weakest? Dhampir-> Speed increase, empowering bite, at-will spider climb Reborn -> +1d6 to skills, adv death saves, can't sleep, trance, adv and res poison, no need to breath Hexborn get advantage on charm (very useful), two spells 1/day which... disguise self can be good but 1/day is rough. Hex is solid. And then they get the charm, which sounds useful... but I'm not sure. The at-will sending within 10 miles is cool, but you can talk to them, they can't respond. And you can use it to see from... for a single minute once per day, and it is destroyed afterwards meaning you can no longer message. I think it was a neat idea, but it is far too situational and near useless as written. I think it needs some alterations, at the very least allowing the person holding it to respond. [/QUOTE]
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