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I don't get the arguments for bioessentialism
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<blockquote data-quote="BrokenTwin" data-source="post: 9724676" data-attributes="member: 7017978"><p>Not directly commenting on the biological determinism in RPGs, but in terms of mechanical limits: for a lot of us, working around/against those limits is part of the fun. Playing against type isn't nearly as satisfying when doing so requires zero tradeoffs or sacrifice. I don't want my halfling barbarian to be effortlessly as strong as the other player's goliath barbarian, I want them to kick butt despite the limitations they're operating under. It's hard to push against the limits of the system when the system lets you do whatever you want.</p><p></p><p>Having said that, I do think it would work better from an attribute point of view if the ancestry stats were based on limits and not bonuses. If, for example, the generic strength cap was 20, but goliaths' strength cap was 22, that's functionally the same thing in the long run, but in the lower levels where most people play, it would rarely come up, and it would be a lot easier for me to create a "weak" goliath.</p><p>Or, considering point buy, if the modifiers were applied to the baseline BEFORE the point-buy hits, making them worth significantly less "points". That would make default stat arrays significantly harder to do though. Or, for rolled stats, if the benefit was "roll 4 keep 3" for their favoured attributes.</p></blockquote><p></p>
[QUOTE="BrokenTwin, post: 9724676, member: 7017978"] Not directly commenting on the biological determinism in RPGs, but in terms of mechanical limits: for a lot of us, working around/against those limits is part of the fun. Playing against type isn't nearly as satisfying when doing so requires zero tradeoffs or sacrifice. I don't want my halfling barbarian to be effortlessly as strong as the other player's goliath barbarian, I want them to kick butt despite the limitations they're operating under. It's hard to push against the limits of the system when the system lets you do whatever you want. Having said that, I do think it would work better from an attribute point of view if the ancestry stats were based on limits and not bonuses. If, for example, the generic strength cap was 20, but goliaths' strength cap was 22, that's functionally the same thing in the long run, but in the lower levels where most people play, it would rarely come up, and it would be a lot easier for me to create a "weak" goliath. Or, considering point buy, if the modifiers were applied to the baseline BEFORE the point-buy hits, making them worth significantly less "points". That would make default stat arrays significantly harder to do though. Or, for rolled stats, if the benefit was "roll 4 keep 3" for their favoured attributes. [/QUOTE]
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I don't get the arguments for bioessentialism
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