Scott Christian
Hero
The problem with species being "inherently evil" is they can also be PCs. Inherently evil creatures are fine, see undead and fiends. Just don't let players choose them.
I agree with these. But it should be made clear that players, on an increasing basis, do choose to be these. I mean, in second edition I had a player choose to be a githyanki. In 4e I had a player choose to be undead and another a gnoll. In all cases we made them the exception. The Drizzt style of play. In all cases, they had backstories that broke them from their "inherently evil" ways. Again, just an observation.The problem is, many options presented as 'always evil' like orcs are player options. And as a rule I don't think players should be forced to be one alignment with their character.
Gnolls however are the alternate side to this. They have demon blood apparently making them 'always evil', and as a result are not a playable species. Though I do see people asking for playable gnolls on a regular basis.
But what you two suggest is the issue: a player having the choice of that "inherently evil" species.
Yet, it does not address the claim: Why can't magic be the reason a species is "inherently evil?" Dragons fly. Wizards stay alive forever. I mean grimlocks exist, right? They were once regular humans who took their cultism too far.
That is not at all, not even in the slightest, what anyone is trying to do in this discussion.The problem is that one is wielding the magic as an excuse to advance a racist concept: that an entire people is deserving of violence. That's why we label groups 'inherently' evil after all, but in and out of game: in order to make it okay to hurt them, enslave them, take from them.