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D&D General No More "Humans in Funny Hats": Racial Mechanics Should Determine Racial Cultures

Floating ASI is how the game is now designed, being resistant to it or not is irrelevant.

Lets just not pretend its for balance, or that without it you cannot create unique, diverse characters.
Who's pretending?

And are you saying that you literally can't imagine that anyone would want a floating ASI for a reason that you would approve of?
 

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No, I'm not saying that at all?
"Lets just not pretend its for balance, or that without it you cannot create unique, diverse characters."

You literally just said it.

You clearly think that people are only going to use the ASIs to max out stats. It's why you keep harping on having a 16.

What prevents you from creating the characters you want?
Nothing, now that floating ASI lets me put the bonuses where I want them to.
 

"Lets just not pretend its for balance, or that without it you cannot create unique, diverse characters."

You literally just said it.

You clearly think that people are only going to use the ASIs to max out stats. It's why you keep harping on having a 16.


Nothing, now that floating ASI lets me put the bonuses where I want them to.
Nope.

Because you dont need 16 for any mechanical game rules driven reason.
 

The point of this thread is to discuss racial stereotypes, yes, but it's to discuss those that make sense (i.e. are motivated by the racial features of those species). "Noxious" is a bit harsh, IMO, to apply to the broad subject that is "stereotypes". The OP is about having stereotypes/cultures that are based off of what makes up D&D's races/subraces/lineages, thus removing the "humans in funny hats" issue that people have been bringing up increasingly since TCoE's changes to races were announced.
The DMG says that races are made for certain classes (i.e., aasimar are supposed to be good clerics and paladins). To me, stereotypes like "orcs are supposed to be brutish warriors" and "halflings are supposed to be criminals" and "tieflings are supposed to be cultists" because of how their ASIs were assigned is pretty noxious.
 

Nope.

Because you dont need 16 for any mechanical game rules driven reason.
And? That means I can't have a 16? Or I can't turn an 8 into a 10 or a 12 into a 14?

No. Don't pretend that you even care about the mechanics here. You just don't like the idea of an individual having a different stat bonus than every other member of their race.
 

And? That means I can't have a 16? Or I can't turn an 8 into a 10 or a 12 into a 14?

No. Don't pretend that you even care about the mechanics here. You just don't like the idea of an individual having a different stat bonus than every other member of their race.
What I personally prefer is irrelevant.

Wizards has decided the only way to assign ASI by removing anything but 1 system.
16's are not required, or assumed mathematically in the game at level 1.
Alignment does not restrict classes.
Races does not restrict classes.

Only personal choice, prevents class/race diversity.
 

The DMG says that races are made for certain classes (i.e., aasimar are supposed to be good clerics and paladins). To me, stereotypes like "orcs are supposed to be brutish warriors" and "halflings are supposed to be criminals" and "tieflings are supposed to be cultists" because of how their ASIs were assigned is pretty noxious.
Minor correction, it's not the classes that certain races should take, but it's the ones that WotC wanted to build the system having them be more effective at playing that class (Aasimar being good clerics and paladins because they're the "holy" classes, and WotC wanted to emphasize the holy race being good at the holy class).

This also isn't really the point of the thread. The point of the thread is to discuss racial cultures and how racial mechanics can (and IMO, should) influence them. Sure, recommended classes could be a part of that culture, but it isn't all of that, and leads the way to yet another racial ASI debate.

This is addressed to everyone. Can we please steer this thread back to discussing the main topic before it inevitably gets closed for being the 10,000th Racial ASI debate?
 

You do know France was invaded by Nazis in WW2 who begun a repression of French resistance?
The french decision to adopt a defensive strategy and its subsequent failure when the French Republic surrended - giving up their entire army as effective prisoners of war - has become a stereotype of the effete nature of the French.
It may not be quite as prominent as it use to be, but it is modern era.
I have a word to those people who like to talk crap about the French:

Verdun.
 

This also isn't really the point of the thread. The point of the thread is to discuss racial cultures and how racial mechanics can (and IMO, should) influence them.

OK.

However, there is a solution: Have racial mechanics impact a race's/lineage's culture.

This isn't a even new concept. However, it is often a rare one, and it can also be difficult to design cultures based on racial abilities. However, it's possible, and can be done in compelling and unique ways. Notably, Eberron often does this, through the Warforged, Changelings, Kalashtar, Dragonmarked Races, and plenty of other examples. Try taking the culture of Warforged and applying it to Humans. It doesn't work. Try it with Changelings or the Kalashtar. It doesn't work.

What Racial Mechanics, impact

Warforged Culture? I would say Constructed Resilience?
Changling Culture? Shapechanger? Thats the only rule I see.
Kalashtar Cutlure? Mind Link?

I dont think I understand your usage of the phrase 'racial mechanics impact ... culture'. I dont see it at all. That isnt to say Eberron has not provided a good culture for these races, maybe they have, but you feel these are enough to derive an entire culture from?

EDIT: Thinking on it as I walk my dog, is this even a goal people want? If there are mechanics which drive a culture, how do you transplant that baseline race, from one setting to another?
 
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