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Comeliness and Representation in Recent DnD Art
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<blockquote data-quote="Faolyn" data-source="post: 9315816" data-attributes="member: 6915329"><p>That would depend entirely on the individual. You'd have to ask each person seperately. I really like the planetouched people--tiefs, aasimar, genasi, etc. Maybe it <em>is </em>because I'm LGBT+ (I'm ace) or maybe it's because I'm autistic--because of both these things, I've managed to feel "other" for most of my life and could related to them. Maybe it was purely because I love DiTerlizzi's art and 2e Planescape.</p><p></p><p>I have two friends who love playing catfolk. One just really likes cats; the other likes cats and has a whole otherkin thing going on. Both of them get kind of upset if they don't have that option for a character, even though the first tends to play their tabaxi like stereotypical housecats. I have another friend who tends to gravitate to the burly races--orcs, dwarfs, warforged. I don't know why exactly, but since he got annoyed once when I was talking about wanting more gracile warforged (since I don't like how clunky the art normally makes them look), I have to assume he likes the burlyness and solidity of those races, and a fat elf may be burly but wouldn't scratch that itch.</p><p></p><p></p><p>To start off with, most races <em>do </em>have distinctive mechanics. For instance, a hill dwarf has darkvision, dwarven resilience, combat training, tool proficiency, stonecunning, and dwarven toughness, while a wood elf has darkvision, keen senses, fey ancestry, trance, elf weapon training, fleet of foot, and mask of the wild. Other than darkvision--and that's a whole 'nother conversaion--they're entirely different.</p><p></p><p>But no, I don't think most people really bother with creating fully-fledged cultures for each race/heritage/ancestry in their game. Nor do most players really want to remember more than a few bullet points. Xenofiction is <em>hard, </em>after all, and it can be difficult to come up with nonhuman cultural elements that are easy to remember <em>and </em>will be fully playable by humans <em>and </em>won't be skeevy <em>and </em>won't involve more worldbuilding than most DMs have the <em>time </em>to put in. How many settings really take into consideration what the presence of magic, monsters, and active gods would really <em>do </em>to a world? Throw in truly inhuman non-humans, and it would be overwhelming for a lot of players.</p><p></p><p></p><p>Well, ignoring how, as I showed you above, different the humanoid races are... lots of games don't bother with racial mechanics, or treat them as no different than any other type of mechanic, or have the differences as an option. So, for D&D, probably not. But plenty of other games have already done this.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 9315816, member: 6915329"] That would depend entirely on the individual. You'd have to ask each person seperately. I really like the planetouched people--tiefs, aasimar, genasi, etc. Maybe it [I]is [/I]because I'm LGBT+ (I'm ace) or maybe it's because I'm autistic--because of both these things, I've managed to feel "other" for most of my life and could related to them. Maybe it was purely because I love DiTerlizzi's art and 2e Planescape. I have two friends who love playing catfolk. One just really likes cats; the other likes cats and has a whole otherkin thing going on. Both of them get kind of upset if they don't have that option for a character, even though the first tends to play their tabaxi like stereotypical housecats. I have another friend who tends to gravitate to the burly races--orcs, dwarfs, warforged. I don't know why exactly, but since he got annoyed once when I was talking about wanting more gracile warforged (since I don't like how clunky the art normally makes them look), I have to assume he likes the burlyness and solidity of those races, and a fat elf may be burly but wouldn't scratch that itch. To start off with, most races [I]do [/I]have distinctive mechanics. For instance, a hill dwarf has darkvision, dwarven resilience, combat training, tool proficiency, stonecunning, and dwarven toughness, while a wood elf has darkvision, keen senses, fey ancestry, trance, elf weapon training, fleet of foot, and mask of the wild. Other than darkvision--and that's a whole 'nother conversaion--they're entirely different. But no, I don't think most people really bother with creating fully-fledged cultures for each race/heritage/ancestry in their game. Nor do most players really want to remember more than a few bullet points. Xenofiction is [I]hard, [/I]after all, and it can be difficult to come up with nonhuman cultural elements that are easy to remember [I]and [/I]will be fully playable by humans [I]and [/I]won't be skeevy [I]and [/I]won't involve more worldbuilding than most DMs have the [I]time [/I]to put in. How many settings really take into consideration what the presence of magic, monsters, and active gods would really [I]do [/I]to a world? Throw in truly inhuman non-humans, and it would be overwhelming for a lot of players. Well, ignoring how, as I showed you above, different the humanoid races are... lots of games don't bother with racial mechanics, or treat them as no different than any other type of mechanic, or have the differences as an option. So, for D&D, probably not. But plenty of other games have already done this. [/QUOTE]
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