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Jeremy Crawford Discusses Details on Custom Origins
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<blockquote data-quote="Chaosmancer" data-source="post: 8121155" data-attributes="member: 6801228"><p>Okay, and? </p><p></p><p>You reserve the right to make changes but that doesn't mean that the responsibility of making Barovia, Eberron or Forgotten Realms coherent rests solely on you. A lot of coherency already exists (or does not exist) because of the actions and decisions of people who are not you.</p><p></p><p>------------------------------------------------------------------------------------------------------------------------</p><p></p><p></p><p></p><p></p><p>I wouldn't normally go for a +3 alone, but there is precedent. So, since this seems to be something the person cared enough about to make an entire culture about, sure, I'd be fine with that.</p><p></p><p></p><p></p><p>Why the sudden interest in the intentions of 4e when discussing the intentions of 5e? Seems like an odd pivot to appeal to history.</p><p></p><p></p><p></p><p>You realize that makes no sense right? Because Mordenkainen's was specifically building and exploring the cultures and archetypes of the various races. By saying it was meant o create new archetypes you would expect new archetypes for dwarves, but I don't remember seeing anything "nontraditional" in the dwarven section of the book.</p><p></p><p></p><p></p><p>It is fairly simple really. Archetypes are based off some of the most common traits of the race. Dwarves are tough and good with weapons, so they tend to be Fighters or Clerics. Hill Dwarves seemed to have been made almost exclusively to fill the Dwarf Cleric role. </p><p></p><p></p><p>Orcs are strong and tough, sure, but they are fanatically devoted to their gods. Volo's even gives their title in the book as "Orcs: The Godsworn". Most every single thing in their entry involves their gods and their religion. Even their "elite" units show this. The Eye of Gruumsh, The Blade of Ilneval, The Claw of Luthic, The Hand of Yurtrus, The Fang of Shargaas (The Claw and Hand straight up have clerical spellcasting) </p><p></p><p>So, Orc Clerics should be archetypal. They should be incredibly common within orc society. Orcs and Half-Orcs receive no wisdom bonus to show this, or a Charisma bonus to show that they instead have many paladins. This clear archetype of Orcs and their gods is not given any space in this design choice we have so far. </p><p></p><p>And, the Orc statblock for PCs was given to us in Volo's, so we can't even say that the splatbook added something that the rules didn't reflect before, because they came out in the same book. </p><p></p><p></p><p></p><p>And as I told Max, that is mostly DM driven. I have never seen a single DM in my area or online who wanted to run a featless game. Or wanted to run a game without Xanathar's spells, or without Multiclassing. </p><p></p><p>So, maybe Tasha's will be a first. Maybe for the first time I will see DMs tell me that they don't want to include it, but their players insisted. But, I haven't seen that yet, and if I am supposed to gauge the future by the past, I feel like it is an unlikely thing to occur.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 8121155, member: 6801228"] Okay, and? You reserve the right to make changes but that doesn't mean that the responsibility of making Barovia, Eberron or Forgotten Realms coherent rests solely on you. A lot of coherency already exists (or does not exist) because of the actions and decisions of people who are not you. ------------------------------------------------------------------------------------------------------------------------ I wouldn't normally go for a +3 alone, but there is precedent. So, since this seems to be something the person cared enough about to make an entire culture about, sure, I'd be fine with that. [I][/I] Why the sudden interest in the intentions of 4e when discussing the intentions of 5e? Seems like an odd pivot to appeal to history. You realize that makes no sense right? Because Mordenkainen's was specifically building and exploring the cultures and archetypes of the various races. By saying it was meant o create new archetypes you would expect new archetypes for dwarves, but I don't remember seeing anything "nontraditional" in the dwarven section of the book. It is fairly simple really. Archetypes are based off some of the most common traits of the race. Dwarves are tough and good with weapons, so they tend to be Fighters or Clerics. Hill Dwarves seemed to have been made almost exclusively to fill the Dwarf Cleric role. Orcs are strong and tough, sure, but they are fanatically devoted to their gods. Volo's even gives their title in the book as "Orcs: The Godsworn". Most every single thing in their entry involves their gods and their religion. Even their "elite" units show this. The Eye of Gruumsh, The Blade of Ilneval, The Claw of Luthic, The Hand of Yurtrus, The Fang of Shargaas (The Claw and Hand straight up have clerical spellcasting) So, Orc Clerics should be archetypal. They should be incredibly common within orc society. Orcs and Half-Orcs receive no wisdom bonus to show this, or a Charisma bonus to show that they instead have many paladins. This clear archetype of Orcs and their gods is not given any space in this design choice we have so far. And, the Orc statblock for PCs was given to us in Volo's, so we can't even say that the splatbook added something that the rules didn't reflect before, because they came out in the same book. And as I told Max, that is mostly DM driven. I have never seen a single DM in my area or online who wanted to run a featless game. Or wanted to run a game without Xanathar's spells, or without Multiclassing. So, maybe Tasha's will be a first. Maybe for the first time I will see DMs tell me that they don't want to include it, but their players insisted. But, I haven't seen that yet, and if I am supposed to gauge the future by the past, I feel like it is an unlikely thing to occur. [/QUOTE]
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Jeremy Crawford Discusses Details on Custom Origins
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