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What it means for a race to end up in the PHB, its has huge significance
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<blockquote data-quote="Veltharis ap Rylix" data-source="post: 9354130" data-attributes="member: 66357"><p>Khoravar in Eberron are a 5+ millennia-old, self-sustaining population block native to Khorvaire that see themselves as a distinct people from their human and elven ancestors. They are not representative of all people of mixed human-elf heritage, by any means, but they are very prominent within the setting and without distinct mechanics, they lose cohesion as a unified people, in the same way a population of "dwarves" that each randomly roll whether they use dwarf, orc, or tabaxi mechanics would. They go from being a population of Khoravar to being a population of elves and humans, mechanically split in two with nothing to unify them except average lifespan - they don't even experience sleep the same way.</p><p></p><p>And sure, plenty of people seem perfectly happy to have the full orc replace the "half-orc", because they don't see "half-orcs" as anything more than a covert way to play orcs from when playing orcs wasn't allowed. But doing so means ignoring and even erasing every piece of setting lore that specifically carved out a distinct place for people of mixed human-orc heritage. You can't have Jhor'guntaal if all "half-orcs" are just orcs now, and without unique mechanics, you're not liable to see them ever again.</p><p></p><p></p><p>Right, the "pick-a-parent and reflavor" methodology, which I have repeatedly noted as not being sufficient in my eyes.</p><p></p><p>Characters of mixed ancestry are not prominent or important enough to warrant their own distinct mechanics, so just pick one of your "parent" species (even if thousands of years removed, see Khoravar) and average out the lifespans. Everything else is cosmetic, so why bother. Use your background feat on something vaguely related to your other "parent" species if it's really important to you (thus delaying anything else you might have wanted to use it on by ~4 levels).</p><p></p><p>I certainly hope the DMG gives something a bit more substantial to work with (and again, if so, I will happily concede the matter), but in the meantime, all we've got is what they've offered in the UA, which I see as insufficient and even counter-productive to their stated goals of encouraging more mixed-ancestry characters within the game.</p><p></p><p>You can make any kind of character you want, so long as it is one of these bespoke statblocks designed to represent full-blooded members of a given species.</p></blockquote><p></p>
[QUOTE="Veltharis ap Rylix, post: 9354130, member: 66357"] Khoravar in Eberron are a 5+ millennia-old, self-sustaining population block native to Khorvaire that see themselves as a distinct people from their human and elven ancestors. They are not representative of all people of mixed human-elf heritage, by any means, but they are very prominent within the setting and without distinct mechanics, they lose cohesion as a unified people, in the same way a population of "dwarves" that each randomly roll whether they use dwarf, orc, or tabaxi mechanics would. They go from being a population of Khoravar to being a population of elves and humans, mechanically split in two with nothing to unify them except average lifespan - they don't even experience sleep the same way. And sure, plenty of people seem perfectly happy to have the full orc replace the "half-orc", because they don't see "half-orcs" as anything more than a covert way to play orcs from when playing orcs wasn't allowed. But doing so means ignoring and even erasing every piece of setting lore that specifically carved out a distinct place for people of mixed human-orc heritage. You can't have Jhor'guntaal if all "half-orcs" are just orcs now, and without unique mechanics, you're not liable to see them ever again. Right, the "pick-a-parent and reflavor" methodology, which I have repeatedly noted as not being sufficient in my eyes. Characters of mixed ancestry are not prominent or important enough to warrant their own distinct mechanics, so just pick one of your "parent" species (even if thousands of years removed, see Khoravar) and average out the lifespans. Everything else is cosmetic, so why bother. Use your background feat on something vaguely related to your other "parent" species if it's really important to you (thus delaying anything else you might have wanted to use it on by ~4 levels). I certainly hope the DMG gives something a bit more substantial to work with (and again, if so, I will happily concede the matter), but in the meantime, all we've got is what they've offered in the UA, which I see as insufficient and even counter-productive to their stated goals of encouraging more mixed-ancestry characters within the game. You can make any kind of character you want, so long as it is one of these bespoke statblocks designed to represent full-blooded members of a given species. [/QUOTE]
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