D&D Race You Hate the Most

Which D&D Races Do You Hate? Choose All That Apply!

  • human

    Votes: 7 2.5%
  • elf

    Votes: 15 5.5%
  • dwarf

    Votes: 8 2.9%
  • gnome

    Votes: 39 14.2%
  • halfling

    Votes: 29 10.5%
  • 1/2 elf

    Votes: 39 14.2%
  • 1/2 orc

    Votes: 38 13.8%
  • drow

    Votes: 88 32.0%
  • duergar

    Votes: 83 30.2%
  • tiefling

    Votes: 71 25.8%
  • aasimar

    Votes: 65 23.6%
  • genasi

    Votes: 86 31.3%
  • warforged

    Votes: 84 30.5%
  • shifter

    Votes: 69 25.1%
  • changeling

    Votes: 63 22.9%
  • kender

    Votes: 134 48.7%
  • thri-kreen

    Votes: 77 28.0%
  • mull

    Votes: 69 25.1%
  • goliath/1/2 giant

    Votes: 62 22.5%
  • githyanki or -zerai

    Votes: 81 29.5%
  • dragonborn

    Votes: 94 34.2%
  • winged folk/raptoran/etc.

    Votes: 125 45.5%
  • other subraces (explain)

    Votes: 43 15.6%
  • other half-races or planetouched (explain)

    Votes: 39 14.2%

PHB races, it's got to be Eladrin.

Expanded races, I'm going for Shardminds.

In general, though, I'm not at all a fan of most "Expanded Universe" races - too often they seem just to be yet another way for players to cherry-pick the stat modifiers they want, while playing a "human with funny noses" character at best.
 

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[MENTION=12759]Kari[/MENTION]sDad:You claim that your view is "plausible", "D&D", "typical fantasy", but I suggest that you reread your Tolkien. Would the Fellowship have succeeded if they had shot Gollum on sight?
Well, Bilbo encountered him alone in his own cave, which is very different from Golum walking into a human or hobbit town. And later on, Golum is no stranger but people know who he is and decide to keep him alive because they think they might need him. But the way they argue, it always appear that shoting him on sight would be the default reaction.
 


And they are still different in PF :erm:

Tieflings? Not at all.

PF tieflings are classic D&D tieflings with no default appearance, and there have been several released and some forthcoming material on tieflings that expand on more options for ancestry and abilities. They're in no way like the uniform, non-variable 4e "tieflings".

Heck, the recent PF player companion book on tieflings, "Blood of Fiends" was written by Colin McComb (of 2e Planescape fame).
 

But then they knew Gollum to be evil.

Ding!

In a fantasy world, evil and good can be more prevalent and known based on racial characteristics. The majority of each race had specific propensities, but there were minor exceptions.

Gollum was evil because magic twisted him that way (he also had tendencies that way to begin with).

Humans in Tolkian were human. Some good, some evil, some in between. Most motivated by self interest.

Maiar were basically good, but some were indifferent to the other races. Even Saruman was good until Sauron twisted him with the Palantir.

Balrogs were evil.

Elves were good.

Dwarves were good, but greedy.

Hobbits were good.

The Nazgûl were evil, again, twisted basically good folk.

Orcs, Goblins, and Uruks were evil. The PCs had no qualms killing them and vice versa. There was no moral ambiguity.


For simplicity sake, many players and DMs play Elves and Dwarves and every other PC race as if they were Human with Human foibles and Human thought processes (because we are Human, that's what many of us do). But, different races should have extremely different alien thought processes and because they do, just like in real life between people with extremely different thought processes, conflict should arise. The Dwarves hate the Orcs because they compete for resources and have been at war for thousands of years. The Dwarves tolerate the Elves (in certain campaign settings) because the Elves being one of the good races has helped the Dwarves fight Orcs in the past.


Playing all other races as if they were Humans with pointy ears and no other non-Human mental and emotional features (and especially with 20th century inalienable human rights for everyone thought processes) kind of defeats the purpose of rolelplaying. It becomes totally game mechanical at that point.

Playing races with a self motivated racial bend where every race has its own self interests as a race and is competing with every other intelligent race for resources results in a rich campaign world that's logical. Playing races as if many individuals of most intelligent races can be benevolent to other competing races is illogical. Sure, there might be the very rare enlightened individual, but having more than a few of those in a campaign setting doesn't make logical sense. Passive-ism should be rare for example.

In the real world, people have no qualms about killing sharks because sharks are viewed as man eaters and killers. In a fantasy world, the same thing would happen (if fantasy worlds actually existed) between races. Survival of the species. Competition for resources. Greed. All of these should be the real world equivalent default in a fantasy world, just like gravity normally is. The primal motivation forces in the real world should have fantasy world equivalents. Enlightenment and tolerance is caused by cooperation, commerce, communications and the rule of law.

Points of Lights fantasy settings shouldn't have most of these in abundance. Hence the term, points of light. Other fantasy settings could. Personally, fantasy settings like Eberron where there are cities like Sharn where every intelligent humanoid creature is protected by law is nonsensical. A Lich walking through Sharn should create panic in the streets, not just be passed on the street by the locals with "Hi Joe". But in Sharn, that Lich is protected.

Sharn is like Star Wars. A bunch of aliens living and working side by side. It makes sense in a Star Wars setting because of a (mostly) galaxy wide government which has maintained order for thousands of years. It doesn't make sense (generally) in a fantasy world (except maybe Dark Sun) because there is no overriding world wide government that wants to maintain order and civility. In a fantasy world with fiefdoms or kingdoms like Eberron, protecting of races that come from outside of ones own territory would not be law. Outsiders would be viewed with suspicion because they could be spies for other kingdoms.
 

When every race can be any alignment (more or less human personality where anything goes), it brings up a lot of moral conundrums that don't belong in an FRPG.

I completely disagree and believe those conundrums very much belong to fantasy role-playing, but of course not all individual games. Unfounded prejudices are also a very common theme in the literature.

Racial alignment tendencies are OK, but even "always evil" should mean something like 99%, not 100% except in very specific circumstances (Evil subtype). There's also evil and Evil, and evil characters can often be productive citizens.
 

For me, it's gotta be elves. Not the elf or even the eladrin mind you...but the high elf, forest elf, star elf, winged elf, aquatic elf, dark elf, and so on....

I like kender in the literary sense, but they make the most annoying pc's. Always stealing from other characters, almost always chaotic neutral (also known as chaotic a..-hem)
 

Ding!

In a fantasy world, evil and good can be more prevalent and known based on racial characteristics. The majority of each race had specific propensities, but there were minor exceptions.

Gollum was evil because magic twisted him that way (he also had tendencies that way to begin with).

Exactly, he was a unique, twisted thing, not a race. If he was any race, he would be a hobbit. Thus, they knew he was evil. He had been made evil. If they had not known that, I bet they wouldn't have thought badly of him. Bilbo didn't really think of him that badly in the caves before he knew.

Elves were good.

Dwarves were good, but greedy.

Hobbits were good.
The way nothing can be just evil, nothing can be just good. Wouldn't go down in my worlds either.


For simplicity sake, many players and DMs play Elves and Dwarves and every other PC race as if they were Human with Human foibles and Human thought processes (because we are Human, that's what many of us do). But, different races should have extremely different alien thought processes and because they do, just like in real life between people with extremely different thought processes, conflict should arise.
Oh definitely. I never said I don't put a lot of conflict in. This is totally different from a race being all evil or all good.

The Dwarves hate the Orcs because they compete for resources and have been at war for thousands of years. The Dwarves tolerate the Elves (in certain campaign settings) because the Elves being one of the good races has helped the Dwarves fight Orcs in the past.
This, exactly, is what I am going for in our games. Conflict must make sense.

Playing all other races as if they were Humans with pointy ears and no other non-Human mental and emotional features (and especially with 20th century inalienable human rights for everyone thought processes) kind of defeats the purpose of rolelplaying. It becomes totally game mechanical at that point.
Bad roleplaying has nothing to do with evil or non evil races. It is just bad roleplaying and can happen everywhere. But in most cases it works out quite well.

I remember a game I played in where, on the front, the PCs seemed to have little conflict despite being from all different races. But their diaries, letters or other ways to contact home, usually done at the end of a session, were always hilarious, constantly complaining about the other party members, wondering why they did what they did ("something is wrong with the elf, saw him hugging a tree today" "the human insists on doing her 'private business' in the woods alone every day. Wonder what she means by that? Maybe she's praying' are just two unforgettable examples).

Playing races with a self motivated racial bend where every race has its own self interests as a race and is competing with every other intelligent race for resources results in a rich campaign world that's logical. Playing races as if many individuals of most intelligent races can be benevolent to other competing races is illogical.
I don't think it's illogical at all. In some settings, all out competition is fine, especially where resources are very scarce. But given the, usually, 100s of years those races live next to each other, they should have arrived at the concept that working together is beneficial in most times.

In the real world, people have no qualms about killing sharks because sharks are viewed as man eaters and killers.
That's not quite true. Most people with a bit of brain just avoid them, especially as you kill one, you attract more of them ;)


All of these should be the real world equivalent default in a fantasy world, just like gravity normally is. The primal motivation forces in the real world should have fantasy world equivalents. Enlightenment and tolerance is caused by cooperation, commerce, communications and the rule of law.
And experience, and there is plenty of experience in many of my worlds telling members of different races that cooperation is better.

Personally, fantasy settings like Eberron where there are cities like Sharn where every intelligent humanoid creature is protected by law is nonsensical. A Lich walking through Sharn should create panic in the streets, not just be passed on the street by the locals with "Hi Joe". But in Sharn, that Lich is protected.
That's why I love Sharn so much. :cool: Being protected, btw, doesn't have to mean people like it. The Sharn we play in right now generally shuns the undead, so they might even try and kill the lich and pin it on someone else. In our Sharn, the protection is there to appease all nations.

In a fantasy world with fiefdoms or kingdoms like Eberron, protecting of races that come from outside of ones own territory would not be law. Outsiders would be viewed with suspicion because they could be spies for other kingdoms.
How well do you know Eberron? From my experience with that world, there is PLENTY of suspicion, but, aside from a weariness about the warforged and certain undead, it is not based on race but on allegiance, religion and the like. In some areas, if you are not of the majority race, you get a lot of looks and might be bullied, but that's because usually the majority, not all, of your race tend to be of a certain world view/religion.
 
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I'm in the vast minority that picked elves. My beef is that players can't really differentiate them well from humans. They tend to become humans with pointy ears. I think the subtle racial differences don't lend themselves well to roleplaying unless someone is very good at bringing the character to life.

Of course I have no problem allowing elves in my game. But I always panic a bit inside as a DM when a player picks a kender or drow.
 

Racial alignment tendencies are OK, but even "always evil" should mean something like 99%, not 100% except in very specific circumstances (Evil subtype). There's also evil and Evil, and evil characters can often be productive citizens.

Always evil does mean 99% in every instance I've ever heard about it or read about it. Not sure if its a hard rule. It just means if you are encountering this creature and you know they're 'always evil' it means shoot first and ask questions when they're dead.

Also Evil characters can be productive too. Extremely Evil (or even extremely Chaotic Evil) has nothing to do with how productive or seamless a character can integrate into society. Think about serial killers in the real world, they somehow manage to get away with it for years before caught.
 

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