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Human Fighters Most Common Race/Class Combo In D&D
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<blockquote data-quote="EzekielRaiden" data-source="post: 7726407" data-attributes="member: 6790260"><p>Honestly, a serious problem here is simply that <em>you refuse to see them as anything other than monsters.</em> That is, it sounds like you literally can't understand how someone can look at a Dragonborn or Tiefling and not immediately, intuitively, and without the tiniest shade of doubt think "that's a monster." If you truly can't understand that, you'll never be able to grok a group that wants those things. I find that kind of...disappointing, I guess. As I have said before, we have a game which lets us imagine any world we choose, and so of course we always imagine perfectly identical ones...</p><p></p><p></p><p></p><p>Then what does? Seriously. How do you get into the club?</p><p></p><p></p><p></p><p>Which is fine...<em>for that character.</em></p><p></p><p>But what about worlds where the next fishing village over was established by dragonborn refugees from some horrible war or other that never mattered to your apprentice-of-the-village-elder? Or ones where a peaceful merger of two kingdoms means that, technically, there are two royal families that always ritually marry each other--one human, one dragonborn--but must seek gigolos/concubines because they're not interfertile? Does literally <em>every character you make</em> grow up "learning to kill these" sentient beings with a cultural penchant for honoring their deals? Does literally every world <em>ever</em> consider them "things" and not people?</p><p></p><p>The antithetical alignment stuff certainly doesn't help. Especially if one of you was Good-aligned and the other Evil. Of course, this also means you actually gave them a chance to act, rather than immediately saying "MONSTER, KILL IT WITH <strong><em><u>FIRE!!!</u></em></strong>" (Though, frankly, I cannot square being "Good" and being 100% okay with <strong>instantly</strong> resorting to lethal force upon encountering a sentient of unknown disposition, regardless of how much one's been taught not to trust them.)</p><p></p><p></p><p></p><p>See, I don't even necessarily think this is correct either. Tieflings aren't assumed to be evil in Planescape, as I understand it--no more than Aasimar are assumed to be good. Because Planescape is intentionally a cosmopolitan world (in several meanings of the term!). I can certainly grant that "I physically <em>look like a demon</em>, a creature known to be Pure, Living Evil," is going to mean that *many* settings will produce exactly this kind of knee-jerk distrust. At the same time, assuming that 100% of <em>all</em> worlds that anyone could ever imagine WILL have that feature? How small the sandbox we choose to play in, when given all the beaches the mind might summon!</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 7726407, member: 6790260"] Honestly, a serious problem here is simply that [I]you refuse to see them as anything other than monsters.[/I] That is, it sounds like you literally can't understand how someone can look at a Dragonborn or Tiefling and not immediately, intuitively, and without the tiniest shade of doubt think "that's a monster." If you truly can't understand that, you'll never be able to grok a group that wants those things. I find that kind of...disappointing, I guess. As I have said before, we have a game which lets us imagine any world we choose, and so of course we always imagine perfectly identical ones... Then what does? Seriously. How do you get into the club? Which is fine...[I]for that character.[/I] But what about worlds where the next fishing village over was established by dragonborn refugees from some horrible war or other that never mattered to your apprentice-of-the-village-elder? Or ones where a peaceful merger of two kingdoms means that, technically, there are two royal families that always ritually marry each other--one human, one dragonborn--but must seek gigolos/concubines because they're not interfertile? Does literally [I]every character you make[/I] grow up "learning to kill these" sentient beings with a cultural penchant for honoring their deals? Does literally every world [I]ever[/I] consider them "things" and not people? The antithetical alignment stuff certainly doesn't help. Especially if one of you was Good-aligned and the other Evil. Of course, this also means you actually gave them a chance to act, rather than immediately saying "MONSTER, KILL IT WITH [B][I][U]FIRE!!![/U][/I][/B]" (Though, frankly, I cannot square being "Good" and being 100% okay with [B]instantly[/B] resorting to lethal force upon encountering a sentient of unknown disposition, regardless of how much one's been taught not to trust them.) See, I don't even necessarily think this is correct either. Tieflings aren't assumed to be evil in Planescape, as I understand it--no more than Aasimar are assumed to be good. Because Planescape is intentionally a cosmopolitan world (in several meanings of the term!). I can certainly grant that "I physically [I]look like a demon[/I], a creature known to be Pure, Living Evil," is going to mean that *many* settings will produce exactly this kind of knee-jerk distrust. At the same time, assuming that 100% of [I]all[/I] worlds that anyone could ever imagine WILL have that feature? How small the sandbox we choose to play in, when given all the beaches the mind might summon! [/QUOTE]
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