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Ridding D&D of All Races - Multiple Choice Poll
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<blockquote data-quote="WaterRabbit" data-source="post: 7532771" data-attributes="member: 2445"><p>Maybe because there are other big giantish people that live in the high mountains? How many races can the high mountains support -- much less giant ones?</p><p></p><p>Goliaths are totally superfluous and are trying to fill a niche that is already filled. There is nothing interesting about them. Additionally, they are a shoehorn concept -- i.e., trying to make a large player character into a medium frame. In current published game settings, they don't even fit. The only exception I can see would be Dark Sun as they could replace the half-giant role. (It should go without saying they would fit in a Spelljammer or Sigil setting).</p><p></p><p>So maybe you cannot imagine a setting where they don't fit, but I certainly can. They came in at the end of 3rd edition and were not a part of 1st or 2nd. I have played plenty of D&D where goliaths, dragonborn, tieflings, etc. were not even NPC races -- game played fine without them.</p><p></p><p>I would prefer to see a setting in which Goliaths were a part of it to begin with and in which it was tailored for them to be an interesting race. Even in the default FR setting they are little more than a footnote.</p><p></p><p></p><p></p><p>Yawn.</p><p></p><p>Races should fit the setting and be integral to the setting. In Spelljammer and Sigil the "any race you want works" because they access many different worlds and planes. Other settings where planar and "spacial" travel are limited, not so much.</p><p></p><p>It seems to me the fault line here is between those that like lore and world building versus those that see a collection of attributes that are packaged as a "race". </p><p></p><p>I will also throw in that this isn't just limited to the idea of race though. I can see many settings where some classes could just as easily be excluded or reskinned -- barbarians, druids, paladins, sorcerers, warlocks, and/or their sub-classes really only fit in the context of certain settings.</p><p></p><p>For example, in Dark Sun, warlocks could be reskinned to be templars whose pacts are held by the dragon kings.</p><p></p><p>So just because something has been published somewhere by WotC, doesn't mean that it is always setting appropriate.</p></blockquote><p></p>
[QUOTE="WaterRabbit, post: 7532771, member: 2445"] Maybe because there are other big giantish people that live in the high mountains? How many races can the high mountains support -- much less giant ones? Goliaths are totally superfluous and are trying to fill a niche that is already filled. There is nothing interesting about them. Additionally, they are a shoehorn concept -- i.e., trying to make a large player character into a medium frame. In current published game settings, they don't even fit. The only exception I can see would be Dark Sun as they could replace the half-giant role. (It should go without saying they would fit in a Spelljammer or Sigil setting). So maybe you cannot imagine a setting where they don't fit, but I certainly can. They came in at the end of 3rd edition and were not a part of 1st or 2nd. I have played plenty of D&D where goliaths, dragonborn, tieflings, etc. were not even NPC races -- game played fine without them. I would prefer to see a setting in which Goliaths were a part of it to begin with and in which it was tailored for them to be an interesting race. Even in the default FR setting they are little more than a footnote. Yawn. Races should fit the setting and be integral to the setting. In Spelljammer and Sigil the "any race you want works" because they access many different worlds and planes. Other settings where planar and "spacial" travel are limited, not so much. It seems to me the fault line here is between those that like lore and world building versus those that see a collection of attributes that are packaged as a "race". I will also throw in that this isn't just limited to the idea of race though. I can see many settings where some classes could just as easily be excluded or reskinned -- barbarians, druids, paladins, sorcerers, warlocks, and/or their sub-classes really only fit in the context of certain settings. For example, in Dark Sun, warlocks could be reskinned to be templars whose pacts are held by the dragon kings. So just because something has been published somewhere by WotC, doesn't mean that it is always setting appropriate. [/QUOTE]
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