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what is a hill dwarf?
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<blockquote data-quote="EzekielRaiden" data-source="post: 8697180" data-attributes="member: 6790260"><p>What's a hill dwarf?</p><p></p><p>[SPOILER="This is a dwarf, on a hill."]<img src="https://www.worldanvil.com/uploads/images/c61616a6329126178b11a33b029ae657.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" />[/SPOILER]</p><p></p><p>More seriously: I'm with you here. I get that there's <em>supposed</em> to be a distinction, but frankly I've never understood why being a mountain dwarf makes you stronger and teaches you to wear armor, while being a hill dwarf makes you wiser and increases your total HP. The PHB doesn't give anything to help understand the difference; frankly, the two seem like they're only different so dwarves can have two variants in the PHB.</p><p></p><p></p><p>There <em>are</em> multiple archetypes within the dwarf, but the distinction isn't communicated in the 5e PHB. Ironically, on this front, the World of Warcraft dwarves are much better; the difference between Bronzebeard (classic dwarves), Wildhammer (shamanic/spiritual dwarves), and Dark Iron (sorcerous/"duergar"-type dwarves) is actually well-done, and feels like three fully dwarf-appropriate options while still being genuinely distinct.</p><p></p><p>So, for my part, I'd run with that. Try to work in class/subclass associations into the different dwarf subtypes so you have a weight and meaning to it, not just seemingly-minor variations on the most basic dwarf idea. I also quite liked the idea from <em>Divinity: Original Sin 2</em> that dwarves have taken quite well to <em>sailing</em>, so that gives four flavors: "classic" dwarves, "shamanic" dwarves, "sorcerous/psionic" dwarves, and "sailor" dwarves. Those all feel like they can be big enough to support distinct (sub)cultural aspects while still being similar <em>enough</em> that they still feel like they fit together.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8697180, member: 6790260"] What's a hill dwarf? [SPOILER="This is a dwarf, on a hill."][IMG]https://www.worldanvil.com/uploads/images/c61616a6329126178b11a33b029ae657.jpg[/IMG][/SPOILER] More seriously: I'm with you here. I get that there's [I]supposed[/I] to be a distinction, but frankly I've never understood why being a mountain dwarf makes you stronger and teaches you to wear armor, while being a hill dwarf makes you wiser and increases your total HP. The PHB doesn't give anything to help understand the difference; frankly, the two seem like they're only different so dwarves can have two variants in the PHB. There [I]are[/I] multiple archetypes within the dwarf, but the distinction isn't communicated in the 5e PHB. Ironically, on this front, the World of Warcraft dwarves are much better; the difference between Bronzebeard (classic dwarves), Wildhammer (shamanic/spiritual dwarves), and Dark Iron (sorcerous/"duergar"-type dwarves) is actually well-done, and feels like three fully dwarf-appropriate options while still being genuinely distinct. So, for my part, I'd run with that. Try to work in class/subclass associations into the different dwarf subtypes so you have a weight and meaning to it, not just seemingly-minor variations on the most basic dwarf idea. I also quite liked the idea from [I]Divinity: Original Sin 2[/I] that dwarves have taken quite well to [I]sailing[/I], so that gives four flavors: "classic" dwarves, "shamanic" dwarves, "sorcerous/psionic" dwarves, and "sailor" dwarves. Those all feel like they can be big enough to support distinct (sub)cultural aspects while still being similar [I]enough[/I] that they still feel like they fit together. [/QUOTE]
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