I mean, that definitely wasn't the right way to go. The essentially went went from boring bioessentialism to boring classism/stereotyping.Speaking only for myself, getting a +2 from my background rather than my choice of fantasy species hasn't made me feel that 5e is more inclusive.
I would say so. Stats bonuses are boring and kind of annoyingly limiting (and as I noted, often don't really match the lore and instead seem like arbitrary "Well the bonus has to go somewhere!!!" stuff, which usually leads to just to putting it in a good place for the most stereotypical possible class for that species).Is it fair to say that mechanically representing differences in species is not by itself "bad," but perhaps the approaches that D&D has taken to doing that have been?
Wait what happened with Planescape? I know Spelljammer had the hilariously racist stuff with the monkey people (which is such a giant red flag as a concept you should always be incredibly careful, and WotC weren't even slightly careful), but I didn't hear anything about Planescape's first printing!but there are people out there that can help you catch anything you might be not intending before you go to print <glares at the first print run of Planescape: Adventures in the Multiverse>
Why is there a picture of what is clearly a halfling? We know what a halfling looks like.
It's way more complicated than that, particularly since ERB introduced the white and supremacist Therns in 1913, years before the Nazis were an itch in their founders' metaphorical political pants. Moreover, while ERB detested fascism and Nazism, he was a fan of eugenics. That kind of makes the point of the Therns a bit... less blatant than Barsoomian Nazis.
I've seen an argument that the Therns are more representative of the US southern planter class - still reprehensible and worth overthrowing by a more honorable Virginian gentleman-soldier (ERB having a certain fascination with the American Revolution and its mystique).
In any event, it's likely that, given the timing, the Therns are more representative of US domestic issues than Germany's slide into mystical Aryan supremacy.
Wait what happened with Planescape? I know Spelljammer had the hilariously racist stuff with the monkey people (which is such a giant red flag as a concept you should always be incredibly careful, and WotC weren't even slightly careful), but I didn't hear anything about Planescape's first printing!
Cool! I wasn't suggesting that 10% as a rule of thumb. It was just meant as an example of how the vast majority of orcs could completely defy what is written in the MM, but that stereotype might be all that most people see.I kind of come at the problem in the opposite direction. It's probably reasonable to assume that 75% of goblins are vicious cannibals who only want to kill, enslave, and eat everything that isn't a goblin. But the PC's are very unlikely to encounter that "representative goblin" as their first encounter with goblins, because if they did then they'd probably die from that encounter. Instead, the first encounter they had with goblins in my last big D&D campaign was as some of the buccaneers getting off a warship in the harbor alongside the PC barbarian that was ultimately destined to join the party, led by some rich looking pale skinned red headed human officers who were specifically called out as being an ally of the nation that the PCs were currently in. And the first five or so encounters with goblins are like that, members of society that weren't attacking them or being attacked on sight by "in groups", because if you meet a goblin living in cosmopolitan lands amongst other races, chances are they are already "weird" from the standpoint of goblins as a whole. Even like the goblin knight they met in the woods was going about his business and they let him go about it by that point, because they really had no way of knowing what that knight was up to. What they did know by that point is that goblins aren't all easily characterized and don't attack on sight. Looks and greetings were exchanged and they both warily went around each other. Now, there is an argument to be made that if you meet a goblin knight in civilized lands there is a good chance he's scouting for a raiding party and will return and murder people and eat babies in the campaign season, but that wasn't really something I'd introduced to the players at that point.
In fact, one of the few characters that they captured and let go on parole was a hobgoblin mercenary, because by this point they had no preconceptions about goblins even though in the campaign setting it really is true that the majority of goblins are brutal murderous violent individuals. They were judging them as individuals despite that because that's the direction the presentation had gone.
Now, in a different setting on the fantasy planet where they start out directly near a goblin kingdom, a very different set of first impressions could have been created, and it would be I think an interesting sort of experiment to see how players in my game exposed to both first impressions reacted.
The problem of stats and especially stat penalties is a game design one. Saying that Halflings get +2 Dex means you are encouraging players to make specific choices (ie, Halflings makes great Rogues!); while saying that Halflings get -2 Str means you are actively discouraging players from making specific choices (ie, Halflings make terrible Barbarians or Fighters). Stat penalties penalize players for making interesting choices, including choices that might be perfectly sensible in the setting (Halfling Barbarians would or should not be an unlikely site in settings like Eberron or Dark Sun).
Stat penalties by species is bad design because of the way that it discourages player creativity. Stat bonuses by species? Those honestly were never actually the problem; the problem was that it paved the way for species monocultures and didn't account for "fish of out water" backstories, which are deeply uninteresting. Ideally, IMO, you would get part of your stat bonus from your species and another part from your background, but I can understand that that adds unnecessary complexity so I get moving the whole thing to background.
The problem is that the character is still being penalized within the gameplay function of their primary ability. Especially when in 3.5 where your Halfling Barbarian has a worse chance to hit, has a smaller bonus to damage, and has a lower damage die to begin with. And hitting things, really hard, is your primary role as a Barbarian, and there was little to nothing in the rules to support compensating for lower strength in a strength-based class. I'm the last person to support character optimization and I have a history of making mechanically weaker in 3.x, but it's hard to deny that optimization was the prevailing way to approach 3.x (at least in the places on the internet where people talked about 3.x). I did, by the way, play a Halfling Barbarian in an Eberron campaign in 3.x, and I was deeply unhappy with how the mechanics consistently got in the way of me trying to play the character that I wanted to play.I dont know if I agree with that and in fact think the opposite is true. I think having halfling barbarian be as strong as a goliath barbarian discourages creativity as it makes species irrelevant. I agree Halfling barbarians should be encouraged but they should not play the same way as a Goliath Barbarian does - they need to utilise their nimbility, luck and small size as part of their barbarian identity not in spite of it. Thats where the 'unusual species-class' combo becomes a creative challenge.
And that's what I meant about it limiting imagination. If you can't (or won't) even imagine a super-strong halfling? In fact, from what you just said, the only difference in your mind between a halfling and a goliath is their strength score? Nothing else? If a halfling with a high strength score exists then the whole species is irrelevant? There's nothing else that distinguishes them?I dont know if I agree with that and in fact think the opposite is true. I think having halfling barbarian be as strong as a goliath barbarian discourages creativity as it makes species irrelevant.