D&D General No More "Humans in Funny Hats": Racial Mechanics Should Determine Racial Cultures

Races need more than quirks.

They need big things like the Dragonborn's Dragon Breath and Draconic Resistance.

Big things with major effects that display that Race X is different biologically and psychologically than Race Y and neither are Humans.

Like PHB Gnomes getting back Fade away from 4e in going "I'm invisible" for x turns due to their returned feyness.
 

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I have a word to those people who like to talk crap about the French:

Verdun.

Thanks for this, although, to be perfectly honest, my rant on the subject was mostly about some people claiming to hate stereotypes and continuing to use them in a derisive manner when it suited them, a level of hypocrisy that really grates me.

After that, I prefer to be called simply a human than a frenchman, as, in real life, I dislike what nations are doing to the world. Or if anything, maybe a European, since at least we are doing some efforts to bring together nations, bring down borders, etc.

But the main reason for bringing this in this discussion is that, however, in my games, I want action and drama, I want epic fantasy with conflict. And while as a human person in the real world, I really hate what ethnicity, religions and nations are doing to the world, when I'm gaming, I want all these concepts to be strong and vibrant and conflictual because they are what make stories great and memorable.

That being said yes, Verdun, the battle of Camarón, the Marquis of Lafayette, Napoleon, Joan of Arc, the French have had a few badasses over the centuries, and these can help make great stories for our roleplaying games even though, in real life, some were at the very least warmongers... :)
 

Races need more than quirks.

They need big things like the Dragonborn's Dragon Breath and Draconic Resistance.

Big things with major effects that display that Race X is different biologically and psychologically than Race Y and neither are Humans.

Like PHB Gnomes getting back Fade away from 4e in going "I'm invisible" for x turns due to their returned feyness.

Exactly. And once they have these, you can then create the history and culture that these induce. And this will not create any ambiguity with real world ethnicities since, right from the inception, the races will be so different from the world ethnic groups that no-one will make any silly inference.

Once more, Orcs and Drows do not create a problem within the scope of D&D, they only create trouble because of links back to earth ethnicities and tropes being created in the real world, sometimes for totally different reasons (I'm looking at you, Peter Jackson, and your take on orcs, although it was and remains awesome)...
 

Thanks for this, although, to be perfectly honest, my rant on the subject was mostly about some people claiming to hate stereotypes and continuing to use them in a derisive manner when it suited them, a level of hypocrisy that really grates me.

After that, I prefer to be called simply a human than a frenchman, as, in real life, I dislike what nations are doing to the world. Or if anything, maybe a European, since at least we are doing some efforts to bring together nations, bring down borders, etc.

But the main reason for bringing this in this discussion is that, however, in my games, I want action and drama, I want epic fantasy with conflict. And while as a human person in the real world, I really hate what ethnicity, religions and nations are doing to the world, when I'm gaming, I want all these concepts to be strong and vibrant and conflictual because they are what make stories great and memorable.

That being said yes, Verdun, the battle of Camarón, the Marquis of Lafayette, Napoleon, Joan of Arc, the French have had a few badasses over the centuries, and these can help make great stories for our roleplaying games even though, in real life, some were at the very least warmongers... :)
Yes, I understand you perfectly. I too like my fantasy vibrant, with well defined cultueres.

Some people will inevitably end up conflating such strong characteristics on fantasy races with real world stereotypes and that's a shame.

It's really frustrating because you can't even talk openly about the subject without being labeled as a bigot. It's reaching the point of ridiculousness by now.
 

So you're defining "powergamer" as "anyone who chooses something other than fixed ASIs."

No, I define "powergamer" as someone who insists on using an optin of the game purely because it creates a more powerful character.

So, because you think that stereotypes are good, anyone who chooses to go against them is a powergamer.

What ? Powergamers using floating ASIs are not going against stereotypes, they are creating new ones with their builds.

Really going against stereotype would be making an atypical character without using floating ASIs, just because it looks cool like our Orc Bard or Halfling Warlock.

Or it means you want to be effective in your chosen class. "Being effective" and "being a powergamer" are not the same thing at all.

As it has been proven that you don't need Floating ASIs to be effective, going beyond this is powergaming, especially since it's done purely for the bonus without any explanation other than "I'm different".

So, coming up with unique cultural aspects for different races, or coming up with unique, non-mechanical, biological quirks for different races is somehow bland, but a +2 bonus to a stat, and basing their cultural differences around thatbonus or on a mechanical trait, isn't bland--despite making the races all one-note.

If it makes the race significantly stronger and it's then part of its culture then yes, it's much better than just a quirk like a funny hat. My point it not that I want only the racial ASI, but it's certainly another string to my bow in making races distinctive. If it was up to me, I would keep both positive and negative racial ASIs, because it increases the range of the differences.

Once more, Runequest as extremely variable stats per race/species, which do not cause a problem because they are not only logical but also decorrelated from the earth ethnicities. Uzko (Dark Trolls) are called that not because their skin is dark but because they are linked to the Darkness Rune. They therefore have the special Dark Sense, superior sense of smell, but are infected with the Trollkin Curse. And their strength is rolled with 3d6+6 vs. 3d6 for humans...

How on earth does this make sense to you? Because right now, it sounds like you don't care about the race's culture or biology beyond what you can put on your character sheet--either that, or you don't want to bother thinking up any actual culture or biological quirks.

Because you want to start from cultural quirks instead of acknowledging that the real beginning is species/racial characteristics especially in a fantasy world where these characteristics can be extremely diversified and strong, and that these should be what shapes the culture.

Two: I haven't defended Tasha's. I said it was optional. I haven't even made any characters with it yet. My tiefling rogue, firbolg warlock, and kalashtar fighter were all built pre-Tasha's and haven't died yet, so no need for new characters.

And I'm not saying that you are a powergamer, but you are defending Tasha's (even if you have not applied it yet) Floating ASIs, which for me are a powergamer's option. Just have a look at the famous guides which create builds, they show the power drift and how the interest has shifted from some class/race combinations to others, "better" ones.

This may be shocking to you, but if you have a race that's actually fleshed out and interesting, and players who are interested in playing that race, then it literally doesn't matter where put the bonus. Because that bonus has nothing to do with the race; it's just a mechanical benefit.

And I'm still waiting to see an example of a character created with that in mind. Although it's not exactly true, on another forum, someone showed me an old half-orc "warlord" (Fighter based in 5e, so STR-based) who had put his floating ASI in charisma rather than strength. But still the player was unable to explain to me why he needed a 16 charisma in the game. His character would have been totally fine with a 14 or 15, it would still have conveyed everything that he wanted to convey in terms of role. Still, it looked like a great character.

So, if someone just wants to play a tiefling warlock because they have a cool idea for a tiefling who's a warlock, you would consider them to be powergamers who couldn't possibly have fun without that bonus. And you actively attempt to discredit other people's playstyles because you disagree with it. You sound charming.

I am not badwrongfunning anyone here, if people want to power game and have fun that way, it's a perfectly legitimate way of playing the game. However, our tables rules and understanding is that we are playing story orientated roleplaying games where everyone can have fun, in particular by sharing the spotlight and helping each other have fun. In that context, the ONLY type of problem that we've ever had (and the only player that we kicked out, twice actually as we are forgiving people and welcomed him back once despite some obvious munchkinism) were powergamers twisting the game to their own ends by increasing the power gap as much as possible, and using this to order other players around on the basis that they were less "skilled" (hence my rant on "skilled play" in another thread).

So I'm not discrediting that play style, I'm saying it's the most disruptive that I've encountered at tables where it's not the way the game is played. After that, people are free to play the game the way they want, in particular, a fully CaS table is hopefully a lot of fun for the people there, I'm not judging.

An elf fighter who chooses to put +2 in Strength is the same, from a dice-rolling perspective, as an orc fighter who was forced to put +2 in Strength, who is also the same, from a dice-rolling perspective, as an orc fighter who chooses to +2 in Strength.

And I'm not interested in the dice-rolling perspective. FYI, I'm playing as much as possible with the "Ignore the dice" option anyway.

Please tell me where the optimization is. Because I haven't seen an uptick in mountain dwarf wizards, which may literally be the only example of optimization due to a floating ASI I've ever seen.

Then there are some forums that you have not been watching (not here).

Which is even more of a reason why fixed ASIs are dumb. The average orc PC has an Int of 10.

Ah but PCs are exceptional, don't you know ? But this is why I would like to reinstate the negative racial ASIs, although I know that this would not happen. It would make the world more consistent.

This, however, strongly suggests that you aren't understanding what I wrote because I have never talked about floating ASIs affecting culture.

My conclusion there had nothing to do with that, it was just to show how well WotC are navigating the situation and the constraints imposed on them. But my point is that there should be racial ASIs, strong ones, negative ones, and that they should impact the culture. Do you disagree that they should impact it ?
 

Yes, I understand you perfectly. I too like my fantasy vibrant, with well defined cultueres.

Some people will inevitably end up conflating such strong characteristics on fantasy races with real world stereotypes and that's a shame.

It's really frustrating because you can't even talk openly about the subject without being labeled as a bigot. It's reaching the point of ridiculousness by now.

Good to find a kindred spirit. Hopefully this will blow over and we will retain only the very good things that this crisis has brought, complemented by more understanding.
 

Yes, I understand you perfectly. I too like my fantasy vibrant, with well defined cultueres.

Some people will inevitably end up conflating such strong characteristics on fantasy races with real world stereotypes and that's a shame.

It's really frustrating because you can't even talk openly about the subject without being labeled as a bigot. It's reaching the point of ridiculousness by now.

The conflation is due to many fantasy races in many settings being humans in funny or cultural hats with skin paint and wigs. Many People who love those settings dont like to admit or have it acknowledged.

The best path forward is for D&D to pump racial bio, remove culture, and have people paint the culture of their own desires.
 

The conflation is due to many fantasy races in many settings being humans in funny or cultural hats with skin paint and wigs. Many People who love those settings dont like to admit or have it acknowledged.

It's true that the settings, but probably even more than that the implementation that some DMs make of those settings, do not help with the problem. And on the other hand, you can see the difficulty for the designers, as they want to make settings a least a bit generic so that reuse or translation of material is fairly easy, but also so that people at most mildly dislike it some part of it.

I love Runequest and Glorantha, but I must admit that the extremely strong cultures and races there are quite conflictual, some people love them, but other people really dislike them, and it's almost impossible to convert a Gloranthan setting module to another world and vice-versa.

It's all a matter of compromise, D&D is a less culture orientated game but it also makes it more open to a wide variety of people and play style. Which, in turn, makes it even more frustrating when it's being picked on because of the "funny hats" problem. I'm not sure if there is any solution to this other than people becoming more mature about the whole thing, for now, there is just too much anger floating around, not that it's unjustified at all (my daughters in particular are really angry about some matters, and frustrated about their inability to change things, and I don't think that they are wrong at all).
 

OK.



What Racial Mechanics, impact

Warforged Culture? I would say Constructed Resilience?
Changling Culture? Shapechanger? Thats the only rule I see.
Kalashtar Cutlure? Mind Link?

I dont think I understand your usage of the phrase 'racial mechanics impact ... culture'. I dont see it at all. That isnt to say Eberron has not provided a good culture for these races, maybe they have, but you feel these are enough to derive an entire culture from?

EDIT: Thinking on it as I walk my dog, is this even a goal people want? If there are mechanics which drive a culture, how do you transplant that baseline race, from one setting to another?
This whole post to me seems like you are asking me to link more posts from keith baker's blog :ROFLMAO:
Here's one exactly about changeling's impact on culture:

 

@Scribe most people talk about flying ships, the towers of sharn, steampunk (ew), robots in DnD or dinosaur riding halflings when talking about Eberron. And sure, there is a bit of most of this things in the setting (expect steampunk, Eberron is not f'n steampunk) but the whole point of the setting was to create a world where the mechanics of DnD (3.0 when it released, but still holds true in 5e mostly) affect the world.

Magic in DnD is almost cientific, being repeatable, demonstrable etc... so they made it a sience and the base of the worlds evolution. Every racial option affects the cultures of that race. Elves have long lives? their cultures will be centered around how you preserve the lives and story of people who live for thousands of years... I could go on and on about a lot of people, but yes, it is a goal people want. I don't know about transplanting it from one set to another though.
 

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