I don't get the arguments for bioessentialism

i've long pointed out in conversations such like this that people need to stop thinking of the differences between a human, an elf and a dwarf as comparable to the differences between an englishman, frenchman and a spaniard, because fundamentally those are all just different types of human, the differences are pretty superficial, you need to think about the differences as more like those between a dog, a cat and a rabbit, they all might have four legs and a tail but they're constructed very differently both inside and out.

Okay, so let us say that is taken as truth.

Then, we have a couple of points...

1) The game mechanics haven't really supported that approach to play, probably ever.

2) The overall game design doesn't really have room for radical differences while maintaining similar effectiveness in play. Putting a bunny in play with a Rottweiler would give D&D balance-heartburn.
 

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But played as if they're all hunting dogs by most people.

That's the irony here, imo. "I want to play something totally different, that has an intrinsically different personality from humans, and could never be mistaken for humans....who makes a living going into dungeons, killing monsters, and taking their stuff. Which nobody, not even humans, would ever do IRL."

It occurs to me that one of the reasons elves and dwarves and humans and hobbits are so distinctive in Tolkien is that he has a very detailed multi-thousand year history for them. And their longevity means that a lot of that history is personal for a lot of them. (He even makes indirect reference to this: the most cheerful and least "Dwarvish" of the Dwarves are also the youngest.)

In my experience, a lot of other fiction that does NOT provide that kind of backstory and context the distinctiveness of the races either overly relies (perhaps unintentionally) on the tropes established by Tolkien, or tries to do something different and falls flat because the backstory isn't there. The stories really could have just been written with only humans.

Right now I'm thinking about the Witcher tv series (I never read the books): I'm not totally following the story, but "elves" have some grudge against a bunch of humans, and are treated as second class citizens, at least by some humans. Oh, and they seem woodcrafty and use bows. /eyeroll. But, really, they could just be humans who look a little different, and that would both work with the story and be pretty darned realistic.

Another example: in the PJ movies none of the context is there for anybody who doesn't already know the story, so to give the audience something to latch onto he relies on coarse, unimaginative archetypes such as Dwarves drinking a lot and having Scottish accents, and Elves being all uptight and playing sonorous music on harps.
 

Okay, so let us say that is taken as truth.

Then, we have a couple of points...

1) The game mechanics haven't really supported that approach to play, probably ever.

2) The overall game design doesn't really have room for radical differences while maintaining similar effectiveness in play. Putting a bunny in play with a Rottweiler would give D&D balance-heartburn.
i think you're taking the metaphor just a touch too literal, you're not going to be putting a bunny in with a rottweiler, but these are creatures with biologies that work differently from each other and are fundamentally suited and adapted for different things and IMO should be designed as such.
 

2) The overall game design doesn't really have room for radical differences while maintaining similar effectiveness in play. Putting a bunny in play with a Rottweiler would give D&D balance-heartburn.

OMG @Umbran is forgetting his Monty Python lore. Nerdy Gamer license hereby revoked.
 
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i think you're taking the metaphor just a touch too literal, you're not going to be putting a bunny in with a rottweiler, but these are creatures with biologies that work differently from each other and are fundamentally suited and adapted for different things and IMO should be designed as such.

I am not taking the metaphore too seriously. You aren't taking it seriously enough.

If your biologies work differently from each other, but that only amounts to small practical mechanical differences, then you are back in humans-with-pointy-ears territory again.

But, the D&D chassis isn't built for large practical differences.
 

i think you're taking the metaphor just a touch too literal, you're not going to be putting a bunny in with a rottweiler, but these are creatures with biologies that work differently from each other and are fundamentally suited and adapted for different things and IMO should be designed as such.

I also think you're taking his comparison to literally: I think what @Umbran is saying is that dramatically different races with dramatically different physiologies are going to cause balance problems.

I mean, it's the same dilemma that keeps coming up with the ASI discussion: it can both be argued that +2 to an ability score (which translates to a +1 die modifier) is a pretty minor difference that could be safely ignored AND it leads to a dramatic bias in the characters that players actually want to play.

So what's going to happen when you have both bunnies and rottweilers? Well, to maintain balance, let's make the bunnies more ferocious, and the rottweilers less ferocious, but leave a little gap to maintain the distinctiveness of the species. Ergo: "Golden retrievers with funny hats."
 

i think you're taking the metaphor just a touch too literal, you're not going to be putting a bunny in with a rottweiler, but these are creatures with biologies that work differently from each other and are fundamentally suited and adapted for different things and IMO should be designed as such.
Imo species-as-class gets pretty close to what I want out of species that feel distinctly different while maintaining some degree of balance.
 


Imo species-as-class gets pretty close to what I want out of species that feel distinctly different while maintaining some degree of balance.

I agree it can be much easier to balance, because you don't have potential synergies in the whole matrix between feature-packed races and feature-packed classes. From a mechanics perspective it's identical to having a single race and lots of classes, just flavored differently.
 


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