Mirrorrorrim
Hero
Luckily if there are printed humanoid versions of gnolls in the Legacy aspect of the game, they'd still be usable. Woo!Who cares? Options are good. Taking away options is bad.
Last edited:
Luckily if there are printed humanoid versions of gnolls in the Legacy aspect of the game, they'd still be usable. Woo!Who cares? Options are good. Taking away options is bad.
You are correct. It was 4e where gnolls were playable. (And here I was, thinking I didn't remember anything from 4e.)Where were they said to be playable in 5e? It doesn't seem like it was in Volo (and I double checked the errata to see if this was a change):
This might be the disconnect here. You're assuming your preferences, based on a wealth of experience in a profession which is super helpful in creating and evolving the ideas we're discussing, is a good baseline for you to judge if people with other perspectives and lacking your experience get some use out of this concept.
It really just comes down to people say they get use out of it and they're not liars. So why not let them have that tool that you don't get use out of. Trust that your experience isn't universal, we all have different tastes, and this particular thing doesn't harm your game style by being in there but its absence would harm some others.
Ultimately, to bring it back to the topic at hand, this is why we're changing from Race to Species to begin with, right? Some might get no use out of that change, but others will. It costs people very little if they don't get use from the change as the new version works just as well, but benefits some people a lot to make the change. So why can't we apply that same logic to the issue of alignment as well? Some get benefit from it and it costs you nothing - why not let them get their benefit rather than advocate it be modified to satisfy your preferences?
I am not a big Elric fan but I did find reading that and Anderson definitely helped me see how alignment can make more sense. I do think AD&D alignment is pretty tricky but I have also seen plenty of players use it to make their characters, seen it work in play, and, while I don't think alignment is something you need in every campaign, it occupies useful space in the system (particularly if you are willing to discard it or reshape it for settings where it doesn't fit). And D&D is its own genre at this point so I think for a lot of people alignment fits that genre. Personally I tend to prefer morally gray settings or settings like Ravenloft where you really focus more on evil with a capital E (still uses the 2E alignment system, I just found as a GM my senses were primarily focused around powers checks considerations).The initial treatment of "Law" and "Chaos" was inspired by Michael Moorcock’s treatment of good and evil in his "Elric" and other fantasy books written prior to 1970.
I appreciate the tip but have more than two decades teaching creative writing and I have yet to encounter any writer or writing guide that uses or would view "alignment" as a useful way to start building a character. The problem with words like "chaotic evil" is that they don't really mean anything on their own. Both imply value statements, but how do you interpret that into a character? For example, Gary Gygax gave examples of Lawful Good behaviour that I would describe as psychopathic.
That's why a longstanding pastime of D&D nerds is to argue about what alignment a famous person or character would belong to - we can't agree because alignment is not a realistic way to describe anyone.
"Psychopathic," on the other hand, would be a useful starting place. But more useful would be something like "create a character inspired by a classic movie monster" or "inspired by an object in this room" or "inspired by the person you disliked the most when you were in Kindergarten."
Yet the reality of this condition is far more nuanced than these stereotypes hold. While it is true that people with the condition display a range of disconcerting tendencies—including low empathy and remorse, grandiosity, impulsivity, and sometimes aggressive or violent behavior—new findings show not only that people with psychopathy have varying degrees and types of this condition but that the condition and its precursors can be treated.
Psychopathy is widely recognized as a risk factor for violent behavior, but many psychopathic individuals refrain from antisocial or criminal acts.
The concept of psychopathy conjures up stereotypes from films of aggressive and callous individuals willing to inflict harm on unsuspecting strangers purely for their own amusement. However, the science of psychopathy is somewhat less exciting than this and has tended to focus on measurement issues and the degree to which it is accurate to label somebody a "psychopath" at all.
This kind of ‘ableist’ language is omnipresent in conversation: making a “dumb” choice, turning a “blind eye” to a problem, acting “crazy”, calling a boss “psychopathic”, having a “bipolar” day. And, for the most part, people who utter these phrases aren’t intending to hurt anyone – more commonly, they don’t have any idea they’re engaging in anything hurtful at all.
I have become used to being told that I do not have feelings, that I am innately incapable of relating to other people as human beings or having any empathy at all, that this is a core component of what it means to be autistc. ... When I was a sophomore in high school, I was wrongfully accused of planning a school shooting. Another autistic friend who was accused of planting a bomb at her school was detained and interrogated for hours while the entire school went into lockdown. In response to frequent claims in the media and by policymakers that autistic people lack empathy (and are therefore violent psychopaths), many people in the autistic community, including autistic activists, begin the process of disavowal.
Where were the rules for gnoll PCs in AD&D 1E?Difference is a new one would always have been a monster creature with no exceptions. While playable gnolls have been a thing in every edition except 5e.