D&D (2024) Humanoids in the MM...

3e solved this problem 20 years ago with "often", "usually", and "always" descriptors for alignments.
It was solved for us since BECMI and 1st Edition. Everybody knew there could be exceptions to the listed alignment.



"characteristic bent" means tendency, not always.
 

Attachments

  • Clipboard_01-17-2025_01.jpg
    Clipboard_01-17-2025_01.jpg
    47.8 KB · Views: 33

log in or register to remove this ad

Given that Alignment at this point is entirely aesthetics and narrative, I don't think it really matters for the game per se at all anymore.
It only matters when it leads to confusion, as in the quotation that I was replying to. But yeah, I agree: you can completely ignore it and nothing changes in how the game plays. It's the coccyx of D&D: the vestigial remnants of something that once served a purpose, which we have long since evolved away from needing, yet occasionally causes us pain.
 

It only matters when it leads to confusion, as in the quotation that I was replying to. But yeah, I agree: you can completely ignore it and nothing changes in how the game plays. It's the coccyx of D&D: the vestigial remnants of something that once served a purpose, which we have long since evolved away from needing, yet occasionally causes us pain.
So, are you saying that alignment is a pain in the rear? 😉
 




The updated list: 1/21
Aarakocra
Bugbear - FEY
Bullywug -FEY
Deep gnome (svirfneblin)
Drow - humanoid (NPC)
Duergar
Flind - FIEND
Githyanki - aberration
Githzerai - aberration
Gnoll - FIEND
Goblin - FEY
Grimlock - aberration
Half-red dragon veteran -DRAGON
Hobgoblin - FEY
Jackalwere
Kenku - monstrosity
Kobold - DRAGON
Kuo-toa - ABBERATION
Lizardfolk
Merfolk
Orc - humanoid (NPC)
Orog
Quaggoth - monstrosity
Sahuagin
Thri-kreen - monstrosity
Troglodyte
Werebear - monstrosity
Wereboar - monstrosity
Wererat - monstrosity
Weretiger - monstrosity
Werewolf - monstrosity
Yuan-ti pureblood - monstrosity
 


Yeah. Seems like you now can translate old module demihumans to 2025 humanoids.

While now most other humanoids (general shape of a human) will be something else.
Wondering now if that's going to shake out as better than the previous system. The dividing lines appear to be about the same (with moving over Orcs to the other side of the line appearing be the only difference). Seems a lot of rigamarole to put orcs in the same category as classically playable peoples while leaving plenty of equally deserving species on the other side.
 

Wondering now if that's going to shake out as better than the previous system. The dividing lines appear to be about the same (with moving over Orcs to the other side of the line appearing be the only difference). Seems a lot of rigamarole to put orcs in the same category as classically playable peoples while leaving plenty of equally deserving species on the other side.
I think the orc shift has 2 reasons:

  • Half-Orcs are traditional PC species.
  • Orcs are prominently featured in Warcraft 3. And there they were depicted as an honorful people. Actually in parts closer to being good than their human enemies.*

*I know this is long ago. But WoW builds on that story. And this is still going on.
 

Remove ads

Top