Celebrim
Legend
we can probably assume that any (and probably every) humanoid in D&D-land has a little bit of "weird matter" in their DNA.
I think we can safely assume that in a typical D&D universe DNA doesn't exist.
we can probably assume that any (and probably every) humanoid in D&D-land has a little bit of "weird matter" in their DNA.
Since there are a bunch of outsiders not made of matter as we know it (what is the atomic weight of Lawful Good?) that have long histories of having kids with humanoids, we can probably assume that any (and probably every) humanoid in D&D-land has a little bit of "weird matter" in their DNA. Maybe not enough to give you tiefling traits or anything like that, but enough to circumvent cross-species evolutionary issues (particularly when the other humanoid also has a bit of "weird matter" in their DNA). Think of it as "junk DNA" that gets triggered into being "nonjunk" by the exposure to someone else's "junk DNA."
Half-elves are a thing because Elrond Half-Elven: he mother was an elf and his father was Numenorian.
So the concept of half-elfs and half-orcs seems to imply that Orcs and Elves are actually human off shoots but I am not aware of any lore as to why or how this happened.
Well, in the case of Middle Earth we know from the author's commentary that both elves and humans were the same species. They differed from each other physically no more than two human ethnic groups would differ from each other physically. Any apparent differences in them was solely the result of differences between them on a spiritual level, that is they were physically very similar in their bodies but had very different souls.
Weird extradimensional recessive genesIsn't that just a bunch of weird recessive genes then?
On half-whatevers. Half-elves are a thing because Elrond Half-Elven: he mother was an elf and his fathersmelt of elderberrywas Numenorian. The children of this union could choose either to live their life an elf or the mortal life of a human. Elrond chose the former, his brother the later, andLiv TylerArwen chose mortal life as well.
Half-orcs are from Tolkien but he defined them as goblin-men so some kind of combination of goblins and humans (being that orcs and goblins are the same creature in Tolkien).
Which explains the difference in what happens when they die. Given the nature of the Silmarillion's creation story, and the fact that not even Manwe understands what happens to the souls of Men after they leave the Halls of Mandos. It's strongly implied they go to some of kind of Heaven like place where in Eru Ilúvatar resides, unlike elves who get reincarnated in the same bodies to live forever in Valinor.
For D&D though clearly we've taken a slightly different approach since the default involves Corelleon and Gruumsh,.
Thanks for a little understand, I wasn't going to post again on this, but your actually being very civil and constructive.
Also, technically we are still talking about hybrid race rules. The level we choose to micro rules is up to each table but I prefer to stick to the rules of a setting both as a player and as GM. This means if there is a release rule anyone can use it as long as they can sight it. If there is a Hybrid race like half-elves in forgotten realms and they want to use it. no problem. At the same time I had a GM that ran a homebrew campaign and no hybrid races were allowed. The question is then, if Hybrids are allowed and a player wants to be a Demon Turtle (for example) using just one race for from the book for stats as "dominant" is that a door we open? Well for me the answer is "we are playing forgotten realms, so is this thing in forgotten realms?"
If a player wants to know if Dragon Born have breasts, the question is first are the cross bread from a race that has them or were they created as race?
Not necessarily, and I hope my comments above clarify why I would care. I just don't care about the facts related to these things in and of themselves, but absolutely I care about how they can apply to my game, and since the DM is the Arbiter of the rules, I care about arbiting that game in the best way as I can for the people at the table..... So I get that you don't care.
Ah, but threads have such a way of wandering away from the Original Post. For better and worse threads belong to every poster posting in them and every lurker reading them.The point of this thread is that the knowledge of where they come from and how they are born provide me with a reasonably good standing in saying they do not, if a GM or player seeks an answer to this within the forgotten realms setting.
Certainly. Knowing which ones others consider important and unimportant is certainly useful to help out with DMing.I don't need a rule for everything but choosing to know the rules others consider unimportant allows me to make batter and constant judgement calls as GM
Perhaps, but less so. Ultimately the opinion that matters most should be this GM, you, and the other players at the table.and to play better within the setting my GM is using by understanding it.
Since there are a bunch of outsiders not made of matter as we know it (what is the atomic weight of Lawful Good?) that have long histories of having kids with humanoids, we can probably assume that any (and probably every) humanoid in D&D-land has a little bit of "weird matter" in their DNA. Maybe not enough to give you tiefling traits or anything like that, but enough to circumvent cross-species evolutionary issues (particularly when the other humanoid also has a bit of "weird matter" in their DNA). Think of it as "junk DNA" that gets triggered into being "nonjunk" by the exposure to someone else's "junk DNA."
D&D isn't really a toolkit, either, save for OE and AD&D 2. Since AD&D 2E, the setting has been tied to the rules of current edition... and it's flipped and flopped...One of the best things about D&D is that there isn't a canonical answer to questions like this. D&D isn't a setting. It's a toolkit with which to build a setting. WotC has been nice enough, over the years, to have provided some settings made with that toolkit.