D&D 5E Are humanoid mono-cultures being replaced with the Rule of Three?

Is this where we debate whether the paladin is allowed to kill the young ina goblin warren?

Yes, I know that this "debate" has existed for a long time, and it has always been tiresome because it has always been predicated on its own invention. It is begging the question in the worst way. And it is perfectly easily solvable with a simple statement: "Orcs (or whatever else) are not free willed beings." And because the solution is that simple, the argument is not even worth having. It would be like arguing that Hawaiian pizza is bad after you yourself put the pineapple on.
But the 'not free-will beings' thing isn't something from D&D any more than D&D trolls turn to stone during the day.

You're complaining that people broke a rule that wasn't there in the first place... and for what? Guilt-free murderhoboing? But murder hobos don't feel guilt or remorse or pity.
 

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Orcs don't have free will. ... Orcs are no more "people" than demons or ghouls are.
Except orcs have families like humans do. Orcs have tribes like humans do. Orcs have cultures like humans do. Orcs have "shamans" like humans do. Orcs have language like humans do. Orcs have symbolic art like humans do.

Orcs are too human to not be persons with freewill.

Plus, orcs hybridize with other species, including humans. Many orcs might have human ancestry whence human freewill, just like orc freewill.
 

But the 'not free-will beings' thing isn't something from D&D any more than D&D trolls turn to stone during the day.

You're complaining that people broke a rule that wasn't there in the first place... and for what? Guilt-free murderhoboing? But murder hobos don't feel guilt or remorse or pity.
It still pops up in some adventure modules, or things very much like it. The Evil/Good spectrum is pretty bizarre if you want to move beyond the wargaming roots of the game.

And intelligent races with "evil" in their descriptor are very much for guilt-free murder.
 

I’m curious what they will do with drow. But for me in my games their existence is rare knowledge for surface dwellers and not mentioned by surface elves. When they attack it is like a ninja attack at night. They leave no witnesses and those that survive become slaves in the underdark. I play up their resistance to magic and I give them innate spellcasting like ad&d. In 5E I typically make them dex based eldritch knights or a reskinned arcane trickster that uses mind Magic to mess with your head.
 

A lot of these "problems" could be very easily addressed with a paragraph or two from WotC, and reminders scattered throughout the text of the core rulebooks, that the rules as written (including the fluff as written) is only a starting point: a compilation of tropes that, in the end, are merely the parts that each DM can assemble as they so desire.

Oh, wait, they already do that. But sure, make it more explicit. And explain (perhaps again and again) that the ideas presented are not fixed and absolute, but malleable.

This means that if you want your subraces and cultures to be more diverse, you--as the DM (or player, really)--can do that. And here, we'll provide some examples. But just because this diversity isn't expressed in every moment (which would be absurd and unnecessary) doesn't mean we're saying "all instances are this way."

I'm reminded of the "IMO/IMHO" crisis of earlier internet years. How many times did we see this:

Person A: Green Day sucks.
Person B: That's just your opinion.
Person A: Yeah, of course, because I said it. Everything I say is my opinion.
Person B: But you stated it as absolute fact.
Person A: But it should go without saying...OK, I'll cater to your hermeneutical needs. IMO, Green Day sucks. That is based upon my own subjective opinion, enculturation, and because I had a bad experience with pop-punk when I was a kid. Happy now?
Person B: No, because your language is aggressive and implies that if a person likes Green Day, they have bad taste.
Person A: (pulls out hair)

The point being, there's no end to this, and it is likely that Person B will never be truly pleased and always find something "problematic." Their concern is valid, but they are--imo--misplacing it through an act of concretism. So yes, I think a lot of this comes down to a variant on misplaced concreteness.

There are other solutions, however. We can recognize that fantasy races and subraces are archetypal, based on archetypes. An archetype is not the same thing as a stereotype, which is a specific, crystalized form of archetype. Meaning, an archetype is a living symbol that can express itself in different ways, while a stereotype is static and "dead."

Furthermore, they are fantasy archetypes. They aren't meant to depict real world people. But they do represent an aspect of people. If we go back to Tolkien, elves were "angelic men" - more perfect, closer to the divine, but also somewhat set in their ways and lacking the adaptive nature of humans. Orcs were "bestial men" - twisted by evil. And so on.

The nature of fantasy is that it is always simpler than real life, so will never adequately emulate the real world. Human imagination is symbolic and representative. It deals in myth, not history (and myth is not false, but a different kind of truth). When it tries to simulate in a literal manner, it gets lost in a morass of complexity and over-concreteness. Cognition, by necessity, simplifies and teases out certain elements of experience, otherwise we would be completely overwhelmed. Imagination takes the complexity of the real world and forms it into archetypal and symbolic patterns.

So my solution is that the core rulebook books simplify a bit and present an archetype, or something as close to an archetype as possible. And, more importantly, they explicitly present a game philosophy of "infinite variation and customization" and present examples within specific campaign worlds.

So the PHB would have "Elf" and maybe "High" and "Wood" elf, even "Drow," but Eberron, and the Realms, and Dark Sun, etc, would all present different variations on the form.

Again, this is pretty much what they've already done, but I think making it explicit would help recognizing that the archetypes are not stereotypes and thus not subject to the same critique that stereotypes are rightfully subject to.
 

Oh, wait, they already do that.
Well, until very recently the core books had this tidbit with the Drow player race:


Drow adventurers are rare, and the race does not exist in all worlds. Check with your Dungeon Master to see if you can play a drow character.

So, there is probably still some cleaning up to do.
 

Except orcs have families like humans do. Orcs have tribes like humans do. Orcs have cultures like humans do. Orcs have "shamans" like humans do. Orcs have language like humans do. Orcs have symbolic art like humans do.

Orcs are too human to not be persons with freewill.

Plus, orcs hybridize with other species, including humans. Many orcs might have human ancestry whence human freewill, just like orc freewill.
And so you have created your own problem.
 

And so you have created your own problem.
No problem. Humans and orcs can ally for comparable reasons that humans and humans ally. Humans and orcs can fight for comparable reasons that humans and humans can fight.

Just like the Lolth cult is dysfunctional, the Gruumsh cult is dysfunctional.

In any case, the ethical problem arises because the traditional D&D lore about orcs is far too human. To kill one is to kill a person.
 

You don’t have to describe the full diversity of the culture. Just not talking in absolutes would be a big improvement.
I don't believe most readers will notice the subtle difference. If you throw in any generalities you'll have a high percentage of people using that as the base for what an elf or an orc is. And look at it from the perspective of a new player. They already know what a human is but what is an elf, orc, or dragonborn? They need to be given some idea of what those [yuck]lineages[/yuck] are all about. And it gets further complicated because any PHB description might not be applicable to the campaign setting being played.
 

It seems like the dust hasnt settled yet with regard to meaning of technical terms like: race, ancestry, lineage, culture, and humanoid.

At some point, it has been: humanoid=freewill.
 

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