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D&D 5E What is the appeal of the weird fantasy races?

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Minigiant

Legend
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Hence my saying that you had to get unlucky. ;)
Not really. Pre4E- backliners had the toughness of soft butter so getting hit quickly put your rogues and mages to negatives.

A low cr enemy rolling a 15 to hit isn't what I call unlucky. That's normal.


TPKs at level one were uncommon enough that I didn't worry about it.
TPKs were uncommon but low level D&D didn't have cheap rez. So it was common to lose a guy by level 4 even in 3rd edition

This pushed you away from making deep background s and to run stereotypes until you were sure a goblin wouldn't shank your PC away.
 

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Minigiant

Legend
Supporter
Getting killed at low levels with one lucky (or unlucky) roll of the die is still quite possible in 5E. Of course, I was taunting the fates by playing an elf, but I speak from experience when I say that it can happen. Which was too bad because I had an interesting back story but ... oh well. I always have more ideas for stories than I have time to play.

I was talking about pre 4E.

Pre 4E, low level pcs had high mortality rates. This discouraged player investment in them and lead to MANY generic stereotypical personalities.

Your dwarf is a drunk Scot until level 5 and you feel safe using the history of Clan Copperbeard you made up.
 

prabe

Tension, apprension, and dissension have begun
Supporter
I was talking about pre 4E.

Pre 4E, low level pcs had high mortality rates. This discouraged player investment in them and lead to MANY generic stereotypical personalities.

Your dwarf is a drunk Scot until level 5 and you feel safe using the history of Clan Copperbeard you made up.
I suspect that varied some by table. None of the 3E-ish games I was involved in that started at 1st-level experienced anything like the low-level mortality you describe.
 

Oofta

Legend
I was talking about pre 4E.

Pre 4E, low level pcs had high mortality rates. This discouraged player investment in them and lead to MANY generic stereotypical personalities.

Your dwarf is a drunk Scot until level 5 and you feel safe using the history of Clan Copperbeard you made up.
Experiences differ. For example, every elf I've played in any edition (I've tried at least once each edition) dies at low levels. All my other PCs, bar one with a grindhouse DM that ran a single session where he invented "interesting" ways of killing every PC in the group, have lived to see higher levels. I honestly don't remember how, but the lethality rate from OD&D wasn't particularly high. I guess we just avoided death from a single roll or made up house rules.
 

Getting killed at low levels with one lucky (or unlucky) roll of the die is still quite possible in 5E. Of course, I was taunting the fates by playing an elf, but I speak from experience when I say that it can happen. Which was too bad because I had an interesting back story but ... oh well. I always have more ideas for stories than I have time to play.
Has certainly happened to me and folks I've played with.

Was quite the bummer to get to the end of the session and get 'nice rp-ing, good combat effectiveness, too bad your character's dead..no xp for you'
 


Micah Sweet

Level Up & OSR Enthusiast
Halfling kinda push the ewhole point in favor of exotic races.

Thing about it.

Halflings are a race of small humaniods who look like humans but (1) prefer to stay home. Only a few even like leaving home and it's only via curiosity. But even THEN halflings don't act, they watch in amusement (2), And even then, halflings don mess with stuff, they don't conquer or hunt or build or destroy (3). Oh and they suck at fighting fair (4) and have no magical history in their culture, arcane, clerical, or otherwise (5).

So why are a bunch of small passive homebody pranskters with little natural combat talent the third race list in a game about adventuring? If anything, they embody an NPC race more than orcs, tabaxi, tortles, and half-giants combined. The 5 weirdos that build the foundation of their inclusion in the game don'tdo enough to promote them to even inclusion in the PHB.

If D&D were influenced first by Journey to the West before The Lord of the Rings, there'd be little people pushing for hobbits or halflings in the Player Handbook as a common race for player character adventurers.
In the OSR game Adventurer, Conqueror, King, halflings are depicted as in Tolkien, but because of that, they're not playable. Halflings are unsuited to adventuring both due to physical issues and mindset. It took a later supplement to make halfling classes (ACKS has race as class), and even then it was due to popular demand from fans. So that kinda hits both sides.
 

Oofta

Legend
Has certainly happened to me and folks I've played with.

Was quite the bummer to get to the end of the session and get 'nice rp-ing, good combat effectiveness, too bad your character's dead..no xp for you'
I'm sure it has. I've also come close to TPKing a group that was in their teens. Your point?

All I'm saying is that experiences aren't universal.
 


EzekielRaiden

Follower of the Way
I'm merely curious as to where the more accommodating DMs are willing to draw the line, if at all. How is "no humans from Ohio in my fantasy world" meaningfully different from "no tabaxi in my fantasy world"?
I know I already said it, but my philosophy really does boil down to, "Anything that opposes legitimate (non-abusive, non-coercive) player enthusiasm should be avoided." It sounds like you primarily look for player enthusiasm at two levels, the "elevator pitch" and (for lack of a better phrase) the "grown attachment" phase. Nothing wrong with that, of course; it's very much in the classic style of play. I take a very expansive view of player enthusiasm; pretty much anything that gets a strong emotional reaction within or about the world is good. (Obviously not absolutely everything; if something makes the player personally upset, that's not good, but if it's "I'm upset about this because I know things can be made BETTER and that drives me to MAKE it better" then that's great.) So if there's something I haven't got a settled answer for--and that's often the case, because this is a big world and I have followed Dungeon World's advice to "draw maps, leave blanks"--I may turn to a player and ask how their character knows something, or where they learned it, or who their friend is that got them inside news, or whatever.

Such connections reinforce that this world, this campaign, belongs to everyone involved. Yes, it's "my" game, in the sense that I brought most of the pieces and run the world and know the Ultimate Secrets etc. But it's also "our" game, in the sense that I have worked to encourage every player to feel that they (as players proper, not just through their characters) have a stake in what this world is and how it works. This then provides a natural, intrinsic motive for them to care about what happens: in whatever small ways, they've helped make this world what it is, and it couldn't be quite what it is without them. My ideal situation is where every player is jazzed to play, not just because their characters have stories to explore and future unknowns to discover, but because we all feed into one another and make a story that could not happen without everyone, not just me.

And that is a rather alien approach to me. Even assuming good faith on the part of everyone involved (e.g. the player isn't trying to insist on a special portal fantasy character because they want to disrupt a preindustrial magical setting by developing gunpowder, they really do just want to play a fish out of water, maybe inspired by Dorothy Gale or one of the Pevensie siblings or Commander John Crichton), I… just don't see the need to build that kind of consensus most of the time. If I'm running at a game-shop, I likely don't know any players who sit down at the table well enough to care in the first place about their pet character ideas; and if I'm running at home with friends and family, "Hey, let's all play D&D!" is always enough to spark enthusiasm—and we all trust whoever's DMing enough to set the boundaries of their own game-world, knowing full well that next time around, someone different may DM and set their own boundaries for their world.
As noted above, my goal is sort of to continually build new enthusiasm, if that makes any sense. Perhaps it may matter that this is only my second campaign I've ever run, and both campaigns were set in the same world (since the previous campaign only lasted like, six sessions with a completely different group, and I had really wanted to see where else this world might go). Further, half the players that have participated (we've had a total of six players, though never more than five at once, and the group is currently down to three + me) were essentially complete newbies, and the other three were very long-lapsed gamers who hadn't been in a game for a decade or more. Thus, a lot of this is, in part, driven by my desire to show the newbies as much as possible what vast wonders lie in store, and to give the lapsed players a chance to stretch out and enjoy a level of freedom and participation they (sadly) haven't always been given.

I'd like to zero in on the bit about "we all trust whoever's DMing enough to set the boundaries," as I think that gets to the heart of our different perspectives here. I see TTRPGs in general as an incredibly open space, pregnant with possibility. Setting boundaries on that space is something to do very sparingly, with clear and measured purpose. This isn't because limitations are inherently bad in some abstract or universal sense though! Limitations really can breed creativity. Rather, I think of it like an authority placing limitations on the freedom of the press, rather than an author placing limitations on her freedom to write a novel. We value limitation at the author-novel level because such limits encourage better work, e.g. how Isaac Asimov set out to prove that you could write a science-fiction mystery novel that was still a good mystery, you just had to scrupulously avoid deus ex machina and other technological "Ass Pull" scenarios (as TVTropes would put it). Yet conversely we tend to value a lack of limitations placed by authorities on what can be expressed, for exactly the same reason: by having as few such limitations as possible, it encourages many different stories and perspectives, creating a richer and fuller public forum and marketplace of ideas.

Obviously, D&D falls somewhere in the middle. The DM is an authority figure, after all, and D&D is a community activity rather than an individual creative effort, so we really can't say that nothing like "freedom-of-expression" concerns applies. Yet the DM very much takes an author stance with regard to the goings-on of a world (likewise, the players WRT their characters, albeit less so), and they really should abide by limitations in order to produce quality work. This makes for a balancing act, which will (as is the case with most interesting questions of right action) balance differently in one context vs. another. I find that continually generating new enthusiasm by keeping my limits minimal apart from my few bright lines (no Evil games/PCs, permadeath only happens with player-DM consensus, I won't play the game for the players) and a desire for internal consistency.

Perhaps as a useful example of a place where I did "put my foot down," but still worked to find a consensus: for the first group that played in Jewel of the Desert, there was a player who wanted to have a zombie minion (a move taken from a different class than their normal one). That...didn't sit well with the world, or rather, would absolutely have caused this character SIGNIFICANT hardship because necromancy is HIGHLY blasphemous to a large majority of the population. The character would have either had to keep the creature a secret and only use it sparingly, or accept that they'd never be part of civilized society. Since I really didn't want either of those unfortunate directions to befall the character, I worked really hard (like, easily half an hour of discussion on just this point) to find out why the player wanted this benefit. Ultimately, it turned out that they liked the idea of a pet/creature/friend, but worried that the default mechanics for the class they were playing would result in DM fuckery that they just didn't want to deal with. I persuaded them that they wouldn't have to worry--I very VERY much take to heart another of Dungeon World's DM Principles, "Be a fan of the characters." We instead settled on them taking a different necromancer move, the ability to place a nasty curse on others, and the player walked away reasonably happy with their choices, while I was able to avoid a serious conflict between the world as established and the PC group.

Notably? While "trust" was a concern here, it wasn't so much trust in my ability to offer an interesting world. Instead, it was a question of trust in whether the rules would screw them just for wanting a fun thing. And they did accept that I would use the rules provided fairly, neither taking a hardline position nor letting them get away with whatever they wanted, striking a (player-intent-favorable) balance.

I'll be replying to Maxperson (and others) in a later post. I need some more sleep first.
 

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