D&D 5E Should the next edition of D&D promote more equality?

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Alzrius

The EN World kitten
For the game published by WotC... I'd have to call that silly, to be honest. It would be going out of their way to insert a fiddly-bit difference. What, really, does the game gain from that, and what is it likely to lose?

How is it going "out of their way" any more than writing any particularly minor rule, all of which could be called "fiddly-bit"?

Likewise, the argument could be made that the game would gain a slightly greater bit of simulationism, which some seem to find desireable.
 

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bogmad

First Post
How is it going "out of their way" any more than writing any particularly minor rule, all of which could be called "fiddly-bit"?

Likewise, the argument could be made that the game would gain a slightly greater bit of simulationism, which some seem to find desireable.

It's going out of their way to court controversy and have people complain about a rule that penalizes a gender over another, whether or not a some find it valid. Or you add wisdom bonuses or something to balance it out and you still get the sexism label thrown at you, possibly from the other side.
Seriously, I thought we were done with the gender issue pages ago and asked to move on to more pertinent discussion?
 

Alzrius

The EN World kitten
It's going out of their way to court controversy and have people complain about a rule that penalizes a gender over another, whether or not a some find it valid. Or you add wisdom bonuses or something to balance it out and you still get the sexism label thrown at you, possibly from the other side.

I'm not sure if I'd call it "going out of their way to court controversy," as a deliberate attempt to be controversial would presume a much larger action than the minor rule I used for an example, but that's not the issue. The issue is the idea that a flat penalty to Strength is too great a representation of the physical difference in strength between men and women; I was asking if there is a way to represent that characteristic with a smaller rule so as to satisfy that objection.

That's separate from the (entirely reasonable) objection based on ideology.

Seriously, I thought we were done with the gender issue pages ago and asked to move on to more pertinent discussion?

Apparently not, since you can see several posts still discussing it. That said, it's certainly pertinent to the thread topic.
 

Umbran

Mod Squad
Staff member
Supporter
How is it going "out of their way" any more than writing any particularly minor rule, all of which could be called "fiddly-bit"?

Yes, well, I'm not really into having tons of particularly minor rules anyway, so looking at the others and wondering if they should go too is okay by me. :)

Likewise, the argument could be made that the game would gain a slightly greater bit of simulationism, which some seem to find desireable.

A very little bit. If you could pick 10 rules you could add for sake of some simulationism, would gender-based stat limits really be in that list? That's honestly one of your good "bang for the buck" items?
 


Alzrius

The EN World kitten
Yes, well, I'm not really into having tons of particularly minor rules anyway, so looking at the others and wondering if they should go too is okay by me. :)

I can understand that; I've played plenty of (comparatively) rules-light RPGs and enjoyed the heck out of them. It just struck me that D&D was a game that enjoyed having a lot of "fiddly-bits."

A very little bit. If you could pick 10 rules you could add for sake of some simulationism, would gender-based stat limits really be in that list? That's honestly one of your good "bang for the buck" items?

The idea of limiting it to just ten rules is an artificial restriction; I'm not debating the qualitative merit of this particular idea in regards to anything except "is it a minor enough restriction in regards to sex-based differences in strength that it's accurate compared to flat penalties as representing racial differences in strength?"
 

jonesy

A Wicked Kendragon
You know, this thread was originally about whether D&D should move forward in terms of equality, not take several steps backward.
Yeah.

It's like the thread is turning into a 'let's dig up every past gender discussion already done hundreds of times on the boards'.
 

Ratskinner

Adventurer
Just out of curiosity, how would this go for characters that have game-based reasons for "counterintuitive" things? Paizo's Seoni is a good example of a character that looks like a sex object (high Charisma, being a sorcerer) and doesn't wear armor (due to no proficiency with armor, and arcane spell failure chances).

My only problem with them is that they don't match up with my experiences of character sheets/adventurers very well. i.e. where is she keeping those extra 3 wands, 4 potions, and 6 scrolls? Rations? Backpack? If you're showing me a picture of a sorcerer/wizard in their lab/tower then they can be looking as relaxed as they want, but if you're illustrating someone who is supposed to be an adventurer they should look capable of, y'know adventuring.

Apparently female caster are just too dainty to actually carry gear. ::sigh::

Given the presence of unarmored character types, a lack of armor or even poor armor doesn't bother me. Armor that is ludicrously disfunctional does. I'd rather see armored females like on http://womenfighters.tumblr.com/ than the typical Red Sonja style chainmail bikini.

As I recall, First Edition's way of handling this wasn't to institute sex-based penalties, but rather sex-based caps on the maximum Strength score. If such a limit was set, would that fit with the level of granularity that the game depicts (if the limit was set high enough)?

For example, presuming we kept the usual range of ability scores, if there was a limit that said that men were capped at a Strength of 25, and women were capped at a Strength of 24, would that be a small enough differential that it would be a more appropriate representation?

Why bother?

In a culture where its appropriate to say stuff like "My guy is a 12th level Dwarven Fighter with an Axe of Frost and Boots of Levitation." Outrage over saying "My female character has strength 25" seems a bit....well quite a bit... stupid, to speak plainly.
 
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Umbran

Mod Squad
Staff member
Supporter
I can understand that; I've played plenty of (comparatively) rules-light RPGs and enjoyed the heck out of them. It just struck me that D&D was a game that enjoyed having a lot of "fiddly-bits."

D&D is a game for which much of the audience wants an interesting and large set of tactical choices - that I'll grant. You can do that with fiddly bits (1e did it that way). But you can also do it with elegant game design.

The idea of limiting it to just ten rules is an artificial restriction;

Yes, but it is a useful one - if it isn't on your top ten list, is it worth doing when a significant chunk of people will dislike the very concept, or even start attributing motives to you for having it?

Also, prioritizing is a Good Thing when building just about anything. If this isn't in your Top Ten, would not your time and thought be better spent on your top ten?
 

Alzrius

The EN World kitten
My only problem with them is that they don't match up with my experiences of character sheets/adventurers very well. i.e. where is she keeping those extra 3 wands, 4 potions, and 6 scrolls? Rations? Backpack? If you're showing me a picture of a sorcerer/wizard in their lab/tower then they can be looking as relaxed as they want, but if you're illustrating someone who is supposed to be an adventurer they should look capable of, y'know adventuring.

Apparently female caster are just too dainty to actually carry gear. ::sigh::

I can understand this, but I have to wonder if this is a problem of managing expectations more than anything else. There's no common assumptions regarding exactly what items a character would have, even if you know their class (particularly since you aren't likely to know their level in any given image). Throw in a few not-unreasonable assumptions (e.g. "she has a bag of holding," "we're letting the high-Strength fighter carry most of the miscellaneous gear," etc.) and it's hard (at least for me) to hold this particular fault against the pictures. Throw in questions of situationality - e.g. "they could have just finished a long adventure, and so used most of their expendable gear" - and it's easy to see how this is a debate that can't be resolved.

In other words, I find it hard to fault the pictures for not closely adhering to standards of equipage when there isn't a standard to begin with.

Given the presence of unarmored character types, a lack of armor or even poor armor doesn't bother me. Armor that is ludicrously disfunctional does. I'd rather see armored females like on http://womenfighters.tumblr.com/ than the typical Red Sonja style chainmail bikini.

Out of curiosity, does such nonfunctional armor become less bothersome if it's understood to be purely decorative? That is, if the character wearing it doesn't expect it to have any defensive properties?

Why bother?

As I noted previously, that was addressed specifically at the complaint that representing a sex-based ability penalty to Strength for women was too great a drawback, compared to using the same mechanic to represent the much-greater disparity in Strength between races. Given that the nature of that complaint was merely about the scale of the penalty, I was offering the idea that a smaller limitation would satisfy that particular problem.

In a culture where its appropriate to say stuff like "My guy is a 12th level Dwarven Fighter with an Axe of Frost and Boots of Levitation." Outrage over saying "My female character has strength 25" seems a bit....well quite a bit... stupid, to speak plainly.

Let's leave aside for a moment that there is no "outrage" to speak of, at least in this particular thread over this particular issue.

There's a persistent argument that because there are a large number of fantastic elements in the game world, rules that seek to enforce any real-world condition or situation that doesn't have broad applicability is somehow "missing the point." In other words, that because clearly fantastic elements have been introduced, any assumption that any aspect of the game world follows how we would expect things to function in the real world is faulty.

I put forth that this presumption is backward. It's more rational, to my mind, to presume that everything works the way it would in the real world unless the game specifically tells us otherwise. Now, there's a very credible argument to be made that this wouldn't be true for various societal constructs - e.g. that magic, monsters, and interventionist deities would make for very different social, economic, and political systems than anything seen in the real world - but insofar as the basic nature of creatures and things that do exist in the real world are concerned, some presumption of fidelity to their real counterparts is certainly not a vice.

To help drive the point home, here's an except from the homepage of Sean K Reynolds on this exact topic:

Sean K Reynolds said:
D&D is written for humans. It's written by humans from the perspective of humans, and when comparisons are made, they're made to a baseline human. Things that aren't outright stated in the D&D should be assumed to be human-normal. Huge parts of the game are built around the human as the standard, from armor class (the default AC of 10 is the AC of your average unarmored human) to attack rolls (your average unarmed human with no special training has about a 50% chance -- 10+ on a d20 -- of hitting another average unarmored human with a punch) to saving throws (default DCs are set according to what your average human could resist, dodge, or survive) to skill checks (DC 10 is something your average unskilled guy could succeed at about 50% of the time). With this humanocentric view, it should be clear that if there is no listed answer to a question, the answer almost certainly is the same as asking the question about a human.
How do bugbears poop? Just like a human.
Where do gnomes have body hair? In the same places humans do.
How good is an aboleth's sense of smell? About as good as a human.
How spicy is too spicy to an aasimar? About as much as a human would consider too spicy.

Of course, this comparison doesn't hold up to creatures that obviously resemble nonhuman real-world creatures. If asked about the sense of smell or taste preferences of a pegasus, I'd compare it to a horse. If asked what sort of meat owlbears prefer, fish or chicken, I'd find out what real bears like. But for undead, the closest comparison is to humans, since most undead are made from humans (or other humanoids, which bring the comparison back to humans again).

Now, I want to make it clear that Sean K Reynolds is not using this particular argument to advocate that we should have rules for sex-based differences in Strength scores. For that matter, I'm not advocating for it either - I'm pointing out that, insofar as the debate against them goes, the opinion expressed above by Ratskinner can be condensed down to "simulationism, at least to that degree, is stupid in a fantasy game."

I don't think that's true, at least any more so than any other personal opinion.
 
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