Well yes, biology shouldn't have any affect on what kind of person you are. Your intelligence, aptitudes, interests, gender role, or culture is not a factor of biology. The same is, in theory, true of other sapient beings.
I don't know how to respond to a factual assertion that is this blatantly and thoroughly untrue. All of those things are
powerfully influenced by the biology of the brain, up to and including the biology of the brain providing the necessary requirements for a person to exhibit
any of these attributes.
Other non-sapient (or debatably sapient) real world organisms don't display these qualities-- or display them in ways we don't understand--
entirely because the physical structure of their brains does not support human cognitive behavior. There are biological differences within the structures of human brains that (partially) account for these differences.
So? There is nothing in the lore of that says that they have any differences in intellectual capacity or development.
That's debatable. A number of their legacy racial features from previous editions are purely cognitive-- you can argue that
mining and
dungeoneering as proficiencies are learned skills, but "stone sense" is an intellectual capacity that isn't displayed even by other ancestries that live in underground constructions.
Also, they have a WIS bonus in some editions of D&D and a CHA penalty in most. (Ironically, not in the ones where Dwarf is a class.) Those are relatively significant differences in cognitive behavior and development.
(Not that I'm
praising the mechanic; merely pointing out that it's been part of the game for a long time. I don't like racial mods.)
Its not like dwarves cannot understand the concept or love or elves reproduce by budding. Most of your Tolkien-based races are basically humans already, and I don't see too much going on with dragonborn or tieflings to make them utterly alien.
Isn't that the problem, the
exact problem, this thread is asking to fix? The Tolkien races were also a lot
less human in Tolkien's work and the process of them being aggressively humanized started i AD&D-- when Gygax established separate race and class and then decided one of them didn't matter.
Second Edition made them more human-- 99% of races can be Clerics, Fighters, and Thieves and 90% of them
only those classes.
Third Edition made them more human, by giving them unlimited access to every "base" character class and very few racial prestige classes to choose from.
Fifth Edition made them more human
again by removing
all race-exclusive mechanics, and then by removing ability score mods. (A good change, but
part of the problem.)
Fourth Edition made it a little better, but then those changes got walked back. Several D&D offshoots have done some very clever things. But other than that, D&D has been making nonhuman PCs less special and different for going on fifty years.
Of course they're barely even rubber forehead aliens anymore. The D&D fandom won't countenance any mechanical or narrative restriction that might say otherwise.
We have no idea what another species of sentient life would be like. We infer everything based on how a human would work with some twist.
Respectfully? You're not even doing
that; you're basing how you think nonhuman minds
must work in a fantasy game on a staggering level of denial of how human minds work.
You're not wrong about us making it up as we go along, but you're being rigidly dogmatic about
how we make it up as we go along-- based on axioms that are not even true in real life.
We cannot know what a dwarf would actually be like, so we give them a bunch of stereotypical traits a human could have and call that their species traits.
But, at least, that's a
baseline; we can start at that point and say that a dwarf is
at least this much different from the average human, that they're
at most this much different from the most exceptional human.
I don't want them to conform perfectly to the stereotypes-- I want the stereotypes to be
true enough that conformity and nonconformity are meaningful choices and people
know what to expect so that it's possible for them to be surprised.
Because people like wearing funny hats.
Sure, fine. But people--
not you-- are trying to have it both ways. They want their funny hat to be unique and different, but then they want it to be able to do what everyone else's funny hat does, and then they complain that everyone else is infringing on their funny hat.
You don't (seem to) want nonhuman fantasy races to be different from human cultures and peoples.
I hate that, you have no idea how much I hate that, but at least you're not clamoring for mechanics to make them shiny and new and then whining until you can apply them to your other funny hats.
My objection is to the notion there is only One True Way to play a dwarf.
Which is fair... and I guess I can see how you're getting that from what I'm saying. I'm not saying there's only One True Way, and I don't
want there to be One True Way.
Like I said earlier (in this post, I think: it's been a long day) I don't want all the stereotypes to be true; I want them to be
true enough that players can make meaningful decisions whether to play into or against them. And I want player races to be defined objects within the game world, not just abstractions for game objects that may or may not be related.
Narrative consistency is a load-bearing pillar of the kind of roleplaying I enjoy and I hate the fact that the developers and the new fans of the game I grew up with are actively and scornfully dismissing the very concept.
At this point, I'm prone to be dismissive of your question and say "I want a cool hat". But I will attempt one more good-faith discussion.
You'll forgive me for my first response being, "yes, once would be a good start". You
started this interaction by belittling my preferences and telling me it was a good thing nobody cared about them anymore. So... yeah. You don't get to pretend you've been taking the high road all this time.
But yeah, if you want to try taking the high road
now, I'll try to keep up.
I don't want "dwarf" to mean just one thing. I want a dwarf to be able to be all about axes and Moradin if you want, but I want the option to NOT be that if I choose.
I think we can agree here. The problem isn't that I want dwarves-- or any other race-- to be
just one thing, it's that I want them to be
at least one thing. Axes and Moradin, sure, but I want the Chultan jungle dwarf to have identifiable mechanical and narrative traits in common with the Mithril Hall dwarf.
And yeah, they do have to be a little less subtle than the traits almost all humans have in common, because
most humans simultaneously do not recognize that they have traits in common while also being incapable or unwilling to believe that other humans don't share them.
I don't like people very much.
I certainly don't want things like "Dwarves are usually Lawful Good" or "Dwarves are all proficient with hammers" in the PHB.
This, yeah. I want
most dwarves to have some identifiable personality traits in common-- but alignment is a mess of hypocrisy. Hobgoblins are Lawful Evil and "cowardly" for the
exact same behaviors that make Elves "clever" and Chaotic Good.
Like, I would be very happy if dwarves and other playable ancestries came with a list of two or three things that
are true-- yes, all dwarves, and you need a
very good reason if yours isn't-- and a list of like eight or nine things
everyone (including other dwarves)
believes but only two or three of them actually have to be true.
Point of the exercise isn't to force people to play
'to type', it's to have an actual type for them to play or against. Rules have to
be rules for someone to be an exception to them.
And I'm fairly neutral on the idea we need a mechanically separate culture element like PF, LU or ToV use.
I don't mind the concept. It's actually pretty great... except when it's being used the way it's being used here, to make ancestry as a vestigial of a mechanic as alignment.
I didn't start getting salty about Backgrounds until idiots started whining that it was unrealistic and insensitive for
what species your parents were to modify your ability scores, so we had to make sure those bonuses came from what your parents
did for a living instead. Because that makes complete sense, doesn't limit character options, and isn't offensive to people whose parents were
actually criminals and peasants, the way species was offensive to people whose parents were tortles and gnomes.
But a couple of skill picks and a minor social ribbon feature to represent having a normal job before becoming a tomb raider? That's good stuff.
To me, the fact that 5.24 gives me just enough species traits to be interesting without boxing me into " the fighter race" or "the cleric race" is fine enough.
I don't mind the way they're set up in 14/24 (except the Hill/Mountain Dwarf), I just don't think "race" has carried enough weight in the official rules since AD&D, and I resent people trying to keep stripping out more and more of it.
I popped into this thread to say A5E did a really good job with racial abilities, in a way that's compatible with the 21st century paradigm, even if they did also saddle the system with this nonsense.
But I don't want to go back to monoculture dwarves any more than I want to go back to racial limitations on classes or level limits or humanoid types having typical alignments.
Well, for what it's worth, I only want
one of those things, and I think the other two are as bad as you do. And I don't want the class restrictions to be
nearly as restrictive (or as uniform) as they were in AD&D. Just enough to say "these are not human people; their capabilities are different".
Anything else, agree to disagree.
You're supposed to say that
before the argument; it's much more effective that way.