Mercurius said:In Tolkien, you happen to have five or so races: humans, elves, dwarves, halflings, and orcs
Mercurius said:I do think that the three main archetypal fantasy races are humans, elves, and dwarves. All other races are "lesser" in that they can be seen to come from those three lineages. You have dwarves as truly earthly, elves as heavenly or "super-earthly", and humans in the middle.
So the "strong guy" in D&D is typically a dwarf,
In a campaign that seeks consistency but wants to allow for full player choice, the setting could have a mutagen backstory (aberration magic, Far Realm virus, divine curse, etc.) to cover these unique individuals.They just wanted to be weird no matter what. For them, I think variety is important and trying to reign them in actually ruins their fun.
I agree, but I think there is another nuance there.For most players, though, I think races are primarily a vehicle to confer a bundle of powers on the character. That's actually a useful thing in my opinion--powers have to come from somewhere and having them come from race lets us un-frontload classes and allow greater diversity and customization. If that's the role, though, then the narrative stuff (description, culture, how they act, etc) actually becomes an unnecessary complication on the bundle of powers. If I want +2 dex and you're telling me that in order to get it I have to be "fanciful and not serious" then we have an issue if I don't want to RP that. It is an unnecessary conflict.
In the second scenario, we'd be better off decoupling the bundle of powers from the narrative aspects of race and just create templates or something (i.e. military upbringing, streetrat, etc). Then people are free to be a member of whatever race they desire and take on whatever role they desire without having to compromise on how they perform in other situations. Converting most races into background templates would be as easy as changing the name (with a few outliers due to size, innate magic, etc).
But in tackling such fictional issues, D&D isn't exactly well-known for taking the deep-thinking route.
Right, except the point I had intended to make is that if the DM houserules to disconnect race mechanics from physical stereotypes, then it makes the job harder for the DM to differentiate the non-humans from the humans. And let's not forget that the players would also be involved in roleplaying the non-human and may not be inclined to act out alien mentalities.That is the DM's job in their own campaign worlds.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.