I am familiar with some tech types getting away from the "master/slave" naming convention. I think I first saw that over a decade ago. But I haven't run across anything yet that pushes for removal of the word "master" by itself. I was under the impression that the presence of "slave" is what made the convention improper, as "master" by itself has a lot more (non-racist) uses. IIRC, some of the "master/slave" alternatives still use "master/minion" or similar.
Can you expand a bit on why Game Master (or Dungeon Master) is problematic for you?
Not mirrorball man, but we did run into a reason to change our DM's name a while back.
She was making a joke about Dungeon Master being too masculine, but Dungeon Mistress gave all the wrong vibes. Someone said Dungeon Manager and she immediately changed her title, because we all thought it was both hilarious and far more accurate.
I mean, let us be frank for a second. A) Master is a masculine term B) None of us DMs are really the masters of the game.
The problem with this is some people like working with limitations - they encourage creativity.
I also personally struggle with the concept of a Str 18 goblin or gnome, never mind 20.
I want to use this post as a small jumping off point for a second. Because I keep hearing this, and by serendipity I heard something that is not only the opposite, but seems to be a great example. (I saw this before
@Cadence post which would have also worked)
A typical halfling or Gnome is about 2 to 3 ft tall, a creature of similar height? Chimpanzees. Chimpanzees are also quite a lot stronger than your average human, because of the way their muscles work (current guesses for the reasoning include that they have more explosive strength, but less endurance and fine motor control).
Now, I don't want to get into the science of biology and muscles, I just want to point out that in terms of size in feet compared to strength, this isn't as absurd as people keep making it out to be.
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I also want to take a moment to think about an aspect of Green Tengu's argument that I feel like hits closer to a real issue.
Non-combat vs combat.
I feel like the biggest part of what is being talking about on Tengu's side is not having to sacrifice combat capability in exchange for the more fun non-combat stuff. Like being a charming rogue like Solo.
Now, I can already feel people wanting to talk about sacrificing for concept, and how you can't get something for nothing, but there is something here. I have two characters who I remember building for very story heavy reasons. One was for a game that I didn't even know if we would have combat (it was very experimental for me to play in, but I love it) and the other I knew we would have combat, but I also knew we had some players who did not know the rules as well as I did, and that the non-combat stuff would be a more fun section for me anways. They were my Druid and Warlock respectively. But, something notable happened both times.
For the Druid, as I was building them, I had the choice of a feat, and I took Magic Initiate. I did this so I could combine Shillelagh and Booming Blade. So that I could be an effective, at-will damage dealer and actually this character is often right on the frontlines with our barbarian. But I did this very specifically so that no matter what else I did, I would be good at combat. I had one fallback trick, guaranteed.
And for the warlock? You guessed it, Agonizing Blast. Because with that and Hex, at the very least, I had a single, guaranteed fall back combat option.
This was all for making sure I was good at combat, but that is harder to do for certain classes. It is hard to play a brainy fighter, needing the physical stats to make sure you are effective in combat prevents a lot of things like the intelligent commander or the charismatic mercenary leader. Because those are your third choices at best. A rogue almost has to be good at Dex, even if you are really more interested in the non-magical skills of an investigator archetype, you need Dex, because you need to be decent at combat.
I don't have a solution to this problem. I don't think there has ever been a satisfactory solution to this problem, but I can see Tengu's point leading to the possibility of having a class that is made for the non-combat sections, but can still carry their mechanical weight when combat inevitably springs up.
How your ability scores interact with your class abilities definitely affect inclusivity. For instance, I'm a furry and every character I'd make would be a Tabaxi. Tabaxi's come with a +2 to Dex and a +1 to cha. If I wanted to play a Barbarian my abilities don't line up at all. I could still make one and have some success with them, but I'd always know I picked a sub optimal build and feel some negative feelings about that. That feeling would then increase if my character died during play. Did that death happen because my character was deficient? It would be difficult to say, but I'd always wonder. A certain amount of risk of death is something most tables has to deal with, but with that risk comes the desire to mitigate it as much as possible through optimal character generation and play.
This extends to any character idea that someone might be strongly attached to. If you really want to play a wizard who accessed magic through willpower ( in 5th edition that would be wisdom ) then you'd have to make an sub optimal build. You could make tons of variants to allow any combination to work, but that adds to the complexity of the system. Personally I'm a 4th edition fan and would love for a power based combat system to come back, with every fighting style given completely different powers that work fundamentally different, but D&D has moved to a more simple system. To allow the all the different character concepts, without making any clearly worse at their job and without adding any more complexity, your going to have to have ability scores become more abstract.
One thing I loved, and your post made me think of them, Shifters are a great concept. They are a single race, but they have four different stat arrays. I think a floating ASI is easier, but you could also have some races that are a bit more diverse than two subraces.
Like, taking some random dwarf-y sounding names
Stonewardens get con, str
Metal Singers get wis, cha
ect
And I realize, this is likely also just what the ancestry stuff is. Ah well, 1 AM, and I'm getting tired