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Gah! My thread about classes and fiction had become an argument about race.
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Gah! My thread about classes and fiction had become an argument about race.
Height =/= race. Masai are tall, and pygmies are short. They are both human, and according to most common racial classifications, they belong to the same racial group. So the fact that height is a heritable trait doesn't make it a racial trait. Horns and longevity aren't necessarily different from height. Tieflings can still be regarded as humans whose ancestors spent a little too much time hanging with Asmodeus. Elves - humans with preternaturally long lilfespans extended through magic (e.g. the sorcerer Dallben in Lloyd Alexander's Chronicles of Prydain; he's 300 years old, but is nowhere identified as a member of a different race. Not clear what would happen to his children). If you look at Tolkien, who inspired the in-game conceptualization of elves, being an elf or a human is, to an extent, a choice (Elrond, Elros, Arwen). And those part-elves who choose to be human have very long lifespans for generations (Numenorians, Arwen, even Aragorn, who is a descendant of the Numenorians, lives far into his second century, but is regarded as human.
But if you have allowed a class in your game, it's wrong to say that players are only allowed to use your concept, not their own.
the notion that scientific consensus lies heavily on the side of race as a social construct.
This right here explains so, so many things; particularly when the other 60% choose that moment to wander off.We share 40% of our genes with lettuce...
The crunch is what's true to the player; the fluff may be irrelevant.The fluff explains how you got your abilities, but there is no such thing as 'One True Fluff' for any class.
What is 'true' is the crunch; the abilities you have. Any fluff that believably explains those abilities is golden. How believable does it need to be? Well, at least as believable that attending a monastery enables you to run on water.
Ah, that's where you've gone wrong, I get it now.
The fluff explains how you got your abilities, but there is no such thing as 'One True Fluff' for any class.
What is 'true' is the crunch; the abilities you have. Any fluff that believably explains those abilities is golden. How believable does it need to be? Well, at least as believable that attending a monastery enables you to run on water.
No fluff in the book represents the only possible way to gain those exact abilities in a world with so many paths to magical effects. In such a world, it would be a mistake to imagine that Jason Bourne-type training undertaken by the elves of The Lachrymae Shevarash is entirely mundane and cannot weave the magic of the world into their techniques, to get the results shown in the (Shadow) Monk class table.
If I say that their god, Shevarash, grants ki abilities, or that ki abilities just represent the natural magic that flows through the world and it can be harnessed by a disciplined mind, the idea that an elven mind can be disciplined through the particular brand of 'secret agent' training undertaken by some Lachrymae Shevarash is just as plausible as getting that kind of training in a monastery.
As DM, you can disallow any game mechanics that you want in your house. You may rule that there are no 'fighters' (in terms of the class) in your world. But this debate only makes sense if we talk about the PHB, not how you've altered it; that's not a common frame of reference.
But if you have allowed a class in your game, it's wrong to say that players are only allowed to use your concept, not their own. You can make sure that they do have an explanation for those abilities, but the threshold should not be 'I wouldn't have thought of it that way', but 'Is that explanation at least as reasonable as any of the examples in the PHB'.
Some of the classes were inspired by real-world legends. Monks by eastern martial arts, paladins by the twelve peers of Charlemagne. But whatever the original inspiration, we are not limited by those exact concepts.
Lets say you set a game in Charlemagne's world, but altered to include the PHB. The Twelve Peers, the Paladins, are an in-game noble private club. They were typical knights in shining armour...except the ones that weren't. Archbishop Turpin was a Paladin, but was actually the inspiration for the D&D cleric!
In such a game, having levels in the paladin class wouldn't mean you were a Paladin in game, and being a Paladin wouldn't mean you had any paladin class levels.
In 2E I made a paladin with the Savage kit, all without breaking any rules. She was a bit Tarzan-y (okay, a LOT Tarzan-y), but she gained her holy powers from her god (The White Jaguar, god of the natives of the island), disdained armour and used a spear. One comment I got (thankfully not from the DM) was "She's not a paladin; paladins wear heavy armour!" You make your paladins how you want, but there is no rule that paladins only get their powers while wearing heavy armour.
If I wanted to play a monk in the Charlemagne game, and the DM quite reasonably didn't want any eastern influence on this particular campaign, I'd have to come up with a plausible explanation of how I could do those things. TBH, I wouldn't want to, in a game which is all about knights in shining armour! But if someone else could come up with a plausible explanation and could fit it into the narrative, more power to him!
The DM could certainly say 'No monks....barbarians, non-human PCs...', whatever he wanted. But saying that there are monks, but only if your character concept matches mine, is not the way forward.
If the campaign were based on ancient China, would you ban every class that was inspired by western concepts? No paladins, that's for certain, because paladins are only allowed in France, right? For me, there are plenty of Chinese character concepts that would allow a paladin. Every man and his dog can get abilities that leak into the supernatural, so a bit of Smiting powered by your Devotion...or Vengeance...no problem.
Oh, you want to play a paladin, but who only wears leather armour? LEAVE MY HOUSE AND NEVER RETURN!!! Everyone knows that paladins wear heavy armour! It's my way or the highway. My players tell me they're okay with it...at least the ones who have no other game to go to...
If you brought this argument to the elves or dwarves, they would laugh at you.
It was at such a midnight hour that two men moved like gray shadows along the gravelly inner edge of a sickle-shaped gap between two low dunes, and the distance between them was exactly that prescribed by the Field Manual for such occasions. However, contrary to the rules, the one bearing the largest load was not the rear ‘main force’ private, but rather the ‘forward recon’ one, but there were good reasons for that. The one in the rear limped noticeably and was nearly out of strength; his face – narrow and beak-nosed, clearly showing a generous serving of Umbar blood – was covered with a sheen of sticky sweat. The one in the lead was a typical Orocuen by his looks, short and wide-faced – in other words, the very ‘Orc’ that mothers of Westernesse use to scare unruly children...
I have to sonorously remind those critics that The Lord of the Rings is the historiography of the victors, who have a clear interest in presenting the vanquished in a certain way. Had genocide taken place back then (where did those peoples vanish if it hadn’t?), then it’s doubly important to convince everybody, including oneself, that those had been orcs and trolls rather than people.
Scientific consensus seems to be to try to avoid getting into trouble by not using the word
at all, replacing it with Population Group.
Edit: You empireofchaos were the one who brought up human races with "Masai are tall, and pygmies are short. They are both human, and according to most common racial classifications, they belong to the
same racial group" - but apparently this was intended as a cunning bait-and-switch "Aha, there are
no human races! It's a social construct!"
Read more: http://www.enworld.org/forum/showth...ete-Meaning-In-Your-Game/page27#ixzz3sClstXDN
You beat me to it. Per the 5e Basic Player's Handbook v02 page 3:No. The Class is "Monk". Not "Generic Martial Artist with a hint of Mystical Powers". Monk means something. What exactly it means is determined by the setting of the game, and the setting of the game is determined by the DM. The player has the right to make a unique character within the confines of the setting, and not all concepts are created equal.
And as shown above, if Arial Black (or anyone else) is saying that that you are wrong, the game states you are right. Now, some DMs may extend the ability to refluff classes to their players, but by default the designers have assigned the DM.But who decides this? If, as a DM, I say "Elven monks belong to the Lachrymae Shervarash..." then I'm allowing such as concept in my world/game. If I say "Elven monks all belong to the Wu-Shu Academy training under Raiden" and you want a Jason Bourne Style super-spy, then we're at a crossroads. Are you arguing that as the DM, I have no right to say "In my world, monks are X?"
Savage paladin's are ok by me, because you're not breaking the tenants of the class (a holy warrior in service of his Oath/God), just the expectation of the stereotype.