I would highly recommend following the model we have set up:
Each sub race would be it's own entry block, and have it's own set up. You can reuse abilities, just
make sure if they get to swap with the base race, you follow that race's set up.
For the detail oriented -
The Default Racial Traits are applied as part of an AUTO grant, with an exclusion criteria being any
replacement ability that has a specific 'TYPE'. Much like the Archetype set up. By applying a block
of abilities that replace that block you're swapping out the base, instead of having a new base.
Which would deactivate the swappable abilities since you are already applying a type for replacement.
On 2/3/2013 9:27 AM, Andrew Wilson wrote:
> I have a set of sub-races that I'm implementing. They each replace some of
> the base abilities of the race. This is similar to the way we have started
> setting up races so that the advanced Race Guide can remove bits and
> replace them with other bits.
> I'm thinking of having a master ability for each sub-race that applies five
> or six other abilities that actually replace things. This way they will be
> applied as a block.
> Is this a sensible way to do this?
> Will it mean that the user will not be able to replace any of the things
> that are applied by the master ability. For instance each sub-race has its
> own list of bonus skills. The advanced Race guide lets you swap out the
> skilled Racial Trait for other racial traits. I'm thinking that the fact
> that I've already swapped out the original ability will mean that the user
> is unable to swap out the ability I've added. I there a way to do that
> that remains flexible?
> [Non-text portions of this message have been removed]
> Yahoo! Groups Links
Andrew Maitland (LegacyKing)
Admin Silverback - PCGen Board of Directors
Data 2nd, Docs Tamarin, OS Lemur
Unique Title "Quick-Silverback Tracker Monkey"
Unique Title "The Torturer of PCGen"
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