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I don't get the arguments for bioessentialism
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<blockquote data-quote="Ruin Explorer" data-source="post: 9724819" data-attributes="member: 18"><p>How do you measure, exactly, "really care". Is there a chart? Do you have to strap someone into a machine? Is a Voight-Kampff kind of thing? What's your exact determinance point? How did you scientifically work this out?</p><p></p><p>Otherwise that's kind of nonsense mate and you know it!</p><p></p><p>I mean, I actually semi-agree in the sense that I don't think that dislike of the creepiness (and it's not really "morality" it's creepiness - there's a difference - some really creepy and not-nice people love that stuff and it makes it seem... blech more generally as a result) that was the sole motivating factor, but also I think you need to be real that a lot of people were kind of "squicked" by or just felt gross about some (not all) of the racial modifiers. Particularly negative mental modifiers. Particularly on races which lined up with other racist-trope traits.</p><p></p><p>And that combined with the fact that they obviously weren't serving much purpose, meant that it was easy for people to move away from them, and people in general were happier when they did.</p><p></p><p>Racial stats weren't helped by two other factors aside from creepiness and lack of flexibility:</p><p></p><p>1) A lot of racial stats were obviously bollocks. Loads and loads of races it was clearly a case of "Uhhhh we need to put the bonuses/penalties somewhere". Including major ones like Wood Elves as I pointed out earlier. People can scrabble for justifications, but we could scrabble for justifications for, say, giving humans say +2 CHA and +2 INT, it wouldn't make it not bollocks.</p><p></p><p>2) Some concepts/races were wildly, ridiculously better-supported than others, in that either they had much more generally favourable stat combos, or they had tons of subraces with various stat combos, or they had flexible or semi-flexible stats with no real drawback (5E Half-Elves for example).</p><p></p><p>And I guess also</p><p></p><p>3) Races in all editions of D&D, including 5E are clearly NOT well-balanced with each other at all, and stats bonuses just made this worse.</p><p></p><p>Both of which kind of show up how these aren't very interesting, well-considered or convincing, or even important to have. And hell, most of us played in the Tashas to 2024 period when a huge proportion of D&D games just had no restrictions (just a +2 and a +1 place as you wish), and clearly the world didn't end. Games weren't less immersive or w/e.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 9724819, member: 18"] How do you measure, exactly, "really care". Is there a chart? Do you have to strap someone into a machine? Is a Voight-Kampff kind of thing? What's your exact determinance point? How did you scientifically work this out? Otherwise that's kind of nonsense mate and you know it! I mean, I actually semi-agree in the sense that I don't think that dislike of the creepiness (and it's not really "morality" it's creepiness - there's a difference - some really creepy and not-nice people love that stuff and it makes it seem... blech more generally as a result) that was the sole motivating factor, but also I think you need to be real that a lot of people were kind of "squicked" by or just felt gross about some (not all) of the racial modifiers. Particularly negative mental modifiers. Particularly on races which lined up with other racist-trope traits. And that combined with the fact that they obviously weren't serving much purpose, meant that it was easy for people to move away from them, and people in general were happier when they did. Racial stats weren't helped by two other factors aside from creepiness and lack of flexibility: 1) A lot of racial stats were obviously bollocks. Loads and loads of races it was clearly a case of "Uhhhh we need to put the bonuses/penalties somewhere". Including major ones like Wood Elves as I pointed out earlier. People can scrabble for justifications, but we could scrabble for justifications for, say, giving humans say +2 CHA and +2 INT, it wouldn't make it not bollocks. 2) Some concepts/races were wildly, ridiculously better-supported than others, in that either they had much more generally favourable stat combos, or they had tons of subraces with various stat combos, or they had flexible or semi-flexible stats with no real drawback (5E Half-Elves for example). And I guess also 3) Races in all editions of D&D, including 5E are clearly NOT well-balanced with each other at all, and stats bonuses just made this worse. Both of which kind of show up how these aren't very interesting, well-considered or convincing, or even important to have. And hell, most of us played in the Tashas to 2024 period when a huge proportion of D&D games just had no restrictions (just a +2 and a +1 place as you wish), and clearly the world didn't end. Games weren't less immersive or w/e. [/QUOTE]
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I don't get the arguments for bioessentialism
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