Levistus's_Leviathan
5e Freelancer
I'm not arguing that radical as a term doesn't exist, I'm saying it's a fallacy to call the other side radical.Obviously, the term radical can mean different things. Changing the d20 to a d100 for task resolution would be radical, but similarly a dozen small changes can add up to a radical change as well.
That sounds like it made the game less open, which is the exact opposite of what is happening now.Fourth, for example, did a small change called "assign each class a role" (defender, controller, leader, striker) that kindasorta mimicked the classic positions classes have played in D&D and were codified in countless MMOs. That alone shouldn't have been controversial. However, all classes were made to fit into those boxes, often limiting their use in other roles that 3e (and later 5e) could be built for. A fighter HAD to be a defender, his tools were built for taking hits and limiting foes. A bard HAD to be a leader; her tools were built around healing and buffing. Etc. Further, classes that could previously be other roles (like a druid leader or a fighter striker) were initially limited, weak, or required later splat-books and extremely specific builds or subclasses to work. So a small change (lets assign each class a role) lead to HUGE change in class design and identity.
It does make sense, but more sense than the example you provided above. The game should be inclusive. Period. That's it. The core rules should be open, and the settings figure out how to move on from their. But, this isn't the start of a new edition, though I think a 6e would take these changes and make them the core of the game, if they work well in 5e.Now, let's take a proposed example: remove evil alignments from all humanoids. Again, it makes sense in context; humanoids should be allowed to choose an alignment (if such a rule even continues to exist).
I guess now I'm going to answer every single question answered in your post.
Probably with the other races, and also in their homeland (unless worldbuilding purposes disallow that). Think of Eberron.where do the good orcs live?
Probably with the other races, and also in their homeland (unless worldbuilding purposes disallow that). Think of literally any evil person who lives in a society, or any evil country in fantasy or the real world.where do the evil elves live?
Why not ogres? Why can't ogres be good or bad too? I've wanted an ogre player race for years now.If orcs can be equally good or evil, why not ogres?
Also, I'm assuming your question was meant to be more broad than that. The "slippery slope" argument, right? Okay, so here's my answer to that:
Have the core rules as open as possible. Orcs and Ogres and Lizardfolk aren't pushed towards any alignment or culture in the core rules, the settings do that. In one setting, Lizardfolk could be high-tech artificers and crafters. In another world, they could be tribalistic and nature god worshippers. Again, think of Eberron.
Settings answer the hard questions, core D&D ignores them.
Yes. There should probably be a section in the monster manual for general creatures of different player races, with monster stats for them.If orcs and goblins are no eviler than elves and dwarves, should the latter be in the PHB (and the latter the MM)?
Yes. In Eberron, there are gnome and halfling mafias, and a corporate family of half-orc and human bounty hunters. It depends on the setting.Should campaign guides and module assume more halfling bandits and orc innkeepers?
Don't most of them already have multi-species societies? There are Dusk Elves in Ravenloft, and Half-Orcs in Greyhawk, right?Should every setting (including far darker ones like Greyhawk and Ravenloft) assume multi-species societies living in close proximity?
It depends on the setting.
And they should be more than that.The ramifications of such a change are far more than just removing "Chaotic Evil" off the orc statblock.
And I hope changes do happen, and I don't think the people calling for these changes will suddenly not buy D&D after the changes happen. If/when they happen, D&D will be changed, and hopefully for the better.Which is why I worry about too many changes coming at once. For the last month, discussions about problematic areas of D&D (such as race, alignment, cultural appropriation, and lesser ones of stereotyping, ableism, misogyny, etc.) have been filling up messageboards and social media. The drumbeat is getting louder. Now, maybe things die down again eventually, but I can't shake the feeling that WotC will need to do more and more to "modernize" D&D, and the issues are going to be much more central to the game than promoting gender-fluid elven deities or removing some adjectives from the Monster Manual. I worry that WotC will make a dozen small changes that lead to a big change in the game, much like how 4e made dozens of "fixes" to outdated concepts and confusing lore that was soundly rejected.
And this is more than a bit offensive. Please stop calling my side of the argument devils or radicals.Put another way, the road to Baator is paved in Good Intention.