D&D 3E/3.5 Diversity in D&D Third Edition

With 3rd Ed, our main goal was to return D&D to its roots, such as with Greyhawk deities and the return of half-orcs. By staying true to the feel of D&D, we helped the gaming audience accept the sweeping changes that we made to the rules system.

With 3rd Ed, our main goal was to return D&D to its roots, such as with Greyhawk deities and the return of half-orcs. By staying true to the feel of D&D, we helped the gaming audience accept the sweeping changes that we made to the rules system.

One way we diverged from the D&D heritage, however, was by making the game art more inclusive. People of color, for example, were hard to find in earlier editions, and, when they did make appearance, it wasn’t always for the best. Luckily for us, Wizards of the Coast had an established culture of egalitarianism, and we were able to update the characters depicted in the game to better reflect contemporary sensibilities.

dnd-party.jpg

A few years before 3E, the leadership at Wizards had already encouraged me to go whole-hog with the multicultural look of the RPG Everway (1995). In this world-hopping game, we provided players and Gamemasters with scores of color art cards to inspire them as they created their characters and NPCs. The art featured people and settings that looked like they could have come from fantasy versions of places all around the earth, and the gender balance was great. I once got an email from a black roleplayer who said that Everway had forever changed the way he roleplayed, so I know that the game’s multicultural look was meaningful to some gamers out there. With D&D, we took the game in the same direction, but not nearly as far. The core setting has always resembled medieval Europe, and we expanded the diversity of the characters while still maintaining the medieval milieu.

The characters that players see the most are the “fab four,” the four iconic characters that we used repeatedly in our art and in our examples of play. Two are men (the human cleric and the dwarf fighter) and two are women (the elf wizard and the halfling rogue). Given the demographics of gamers in 2000, the implication that half of all D&D characters are female was a bit of a stretch. The only complaints we got, however, were about the introductory Adventure Game, where the characters were pregenerated, with names and genders assigned to them. Some young men would have preferred fewer female characters and more males to choose from. None of us worried too much about those complaints.

In addition to the main four characters, we also assigned a particular character to represent each of the other classes, with that character appearing in examples of play and in art. The four human characters comprised a white man (the cleric), a white woman (the paladin), a black woman (the monk), and an Asian man (the sorcerer). The remaining four nonhuman iconics were three men and one woman. It was a trick to strike the right balance in assigning fantasy races and genders to all the classes and to assign ethnicities to the human characters, but the iconic characters seemed to be a big hit, and I think the diversity was part of the appeal.

Somewhat late in the process, the marketing team added Regdar, a male fighter, to the mix of iconic characters. We designers weren’t thrilled, and as the one who had drawn up the iconic characters I was a little chapped. My array of iconic characters did not include a human male fighter, and that’s the most common D&D character ever, so the marketing team gave us one. We carped a little that he meant adding a second white man to the array of characters, but at least he was dark enough to be ambiguously ethnic. Regdar proved popular, and if the marketing team was looking for an attractive character to publicize, they got one.

Back in 1E, Gary Gygax had used the phrase “he or she” as the default third person singular pronoun, a usage that gave the writing a legalistic vibe that probably suited it. In 2E, the text stated up front that it was just going to use “he” because grammatically it’s gender-neutral. Even in 1989, insisting that “he” is gender neutral was tone deaf. By the time I was working on 3E, I had been dealing with the pronoun issue for ten years. In Ars Magica (1987), we wrote everything in second person so that we could avoid gendered pronouns. The rules said things like, “You can understand your familiar” instead of “The wizard can understand his/her/their familiar.” In Over the Edge (1992), we used “he” for the generic player and “she” for the generic gamemaster, which felt balanced and helped the reader keep the two roles separate. That sort of usage became standard for Atlas Games’s roleplaying games. Personally, I use singular-they whenever I can get away with it, but 20 years ago that was still generally considered unorthodox. For 3E, I suggested that we tie the pronouns to the iconic characters. The iconic paladin was a woman, so references to paladins in the rules were to “her.” I thought we’d catch flak from someone about this usage, but I never heard fans complaining.

One topic we needed to settle was whether monsters that were gendered as female in folklore, such as a lamia, should be exclusively female in D&D. I figured we should ditch gender limits wherever we could, but an editor argued that gender was important for the identity of a monster like the lamia. I asked, “Is that because it is in woman’s nature to deceive and destroy men?” Luring and destroying men is a common trope for female-gendered monsters, with the lamia as an example. “Yes, it is” said the editor, but she was laughing, and I had made my point. You can see an illustration of a male lamia in the 3E Monster Manual.

While we incorporated Greyhawk’s deities into 3rd Ed, we had no intention of picking up Greyhawk’s description of various human ethnic groups, corresponding more or less to ethnicities found on Earth. For gamers who cared about the Greyhawk canon, the Asian sorcerer would be from a lightly described territory to the west and the black monk would be a “Touv” from the jungles of Hepmonaland. Touvs in 2E were defined as having a penalty to their Intelligence scores, and we sure didn’t want to send any players in that direction. In 3E, the Asian and black characters were just humans, full stop.

The good news is that the gaming audience rolled with the iconic characters featuring people of color and women. With 5th Ed, the design team picked up where we left off and have pursued diversity further. The diverse cast of characters goes a long way in making D&D look modern and mature.
 

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Jonathan Tweet

Jonathan Tweet

D&D 3E, Over the Edge, Everway, Ars Magica, Omega World, Grandmother Fish

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Gradine

The Elephant in the Room (she/her)
everybody said:
Well actually...:geek:

Look, I love a good etymology rabbit hole as much as the next word nerd. But also language evolves, and we all know what the term "political correctness" means in modern contexts, both in terms of its deriders ("censorship!" "thought police!" :eek:) and the actual behaviors that they're describing (treating other human beings with respect).

So you can stow your mansplainy history lessons :p
 

doctorbadwolf

Heretic of The Seventh Circle
Look, I love a good etymology rabbit hole as much as the next word nerd. But also language evolves, and we all know what the term "political correctness" means in modern contexts, both in terms of its deriders ("censorship!" "thought police!" :eek:) and the actual behaviors that they're describing (treating other human beings with respect).

So you can stow your mansplainy history lessons :p
This is why I like you. 👍
 

Jay Verkuilen

Grand Master of Artificial Flowers
The AD&D monk class elements were clearly taken from legends and wushu depictions of asian martial arts. Meanwhile, the class art and minis were inspired almost exclusively by western monasticism.
At least until Oriental Adventures, anyway.

Having spent a LOT of my life around christian clergy- including MANY monks- I can say I never saw any of them attempt a Flying Mare Kick*, nor use their rosaries as nunchucks or chain-whips.
True but I'm guessing those Christian clergy didn't cast Flame Strike or Sticks to Snakes, either.

D&D is one giant appropriation of numerous cultural appropriations. Much of this was done in the era when that wasn't considered a thing, which leaves those of us now to sort through it.
 

doctorbadwolf

Heretic of The Seventh Circle
and things evolve differently in different universes.
Yeah, so what?

The discussion has been about the origins & inspirations of the classes and their mechanics, not whether you can file off the serial numbers and use them as you need in your campaign world.

As well, it’s important to note here that while dnd isn’t historical, it very strongly exists as a fantastical representation of our collective popular culture. Art exists in the context in which it’s created. Nothing created ever exists in a vacuum. Period.

And in the most prominent setting of dnd, monk style martial arts comes from the Far East, where they speak a wildly different language, and all the names sound Asian.

And while things can develop differently in different worlds, the themes and names of monk abilities and features are drawn directly from IRL East Asian traditions. A European-themed world/continent would develop something different, at least with European names and styling.

Now, tangentially, I’d love to see writeups for a European styled mystic martial artist, as well as African, North American, Polynesian, etc.
 

generic

On that metempsychosis tweak
Hurr durr diversity is forced or somesuch. Someone argue with me.

Humor aside, just because diversity was hidden from you in childhood doesn't mean that it's now being forced down people's throats.

Do people truly believe that there were no gay individuals in the Middle Ages/a D&D world?

I, well, perhaps my position as a cishet blah blah white male and so on is blinding me, but I don't see how any diversity has been 'added', only how diversity that was hidden has been revealed.
 

Emirikol Prime

Explorer
Boy. You guys see racism in everything. If someone wrote an alternate universe about a nation called xiaokfjehhdhh and they looked Asian. And they happened to invent a telephone I guess that would be racist to you.
Sure thing. Except it was literally white washed. And the way you’re reacting I’d say you’re on the wrong side of racism yourself. It’s a common tactic.

They took Asian concepts names weapons etc and put a white face on it. You’re looking foolish.
 

ad_hoc

(they/them)
Look, I love a good etymology rabbit hole as much as the next word nerd. But also language evolves, and we all know what the term "political correctness" means in modern contexts, both in terms of its deriders ("censorship!" "thought police!" :eek:) and the actual behaviors that they're describing (treating other human beings with respect).

So you can stow your mansplainy history lessons :p

"Well actually, political correctness in all instances is just another way of saying being a decent person"

Started it.

I said you were right. You can lay off.
 

Sacrosanct

Legend
Wellllll...

The AD&D monk class elements were clearly taken from legends and wushu depictions of asian martial arts. Meanwhile, the class art and minis were inspired almost exclusively by western monasticism.

Nah. the art and minis were also clearly inspired by wushu kung fu imagery as well. I have a grenadier mini of a monk that looks like this one from the early 80s:

1575693852161.png


and this is the art of probably the most famous monk in AD&D
1575694010520.png
 

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