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*Dungeons & Dragons
No More "Humans in Funny Hats": Racial Mechanics Should Determine Racial Cultures
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<blockquote data-quote="Scott Christian" data-source="post: 8449672" data-attributes="member: 6901101"><p>Perhaps the focus on words is the correct approach. Skimming through the PHB, I see this language used to guide character creation:</p><p><strong>Elf: </strong>"Your elf character has a variety of <em>natural </em>abilities, the result of thousands of years of elven refinement."</p><p><strong>Dwarf: </strong>Your dwarf character has an assortment of <em>inborn </em>abilities, part and parcel of dwarven <em>nature</em>." </p><p><strong>Halfling: </strong>"Your halfling character has a number of traits in common with <em>all </em>other halflings."</p><p><strong>Human: </strong>"It's hard to make generalizations about humans, but your human character has these traits."</p><p><strong>Dragonborn: </strong>"Your draconic <em>heritage</em> manifests in a variety of traits you share with other dragonborn."</p><p><strong>Gnome: </strong>"Your gnome character has certain characteristics in common with <em>all</em> other gnomes."</p><p><strong>Half-Orc: </strong>"Your half-orc character has certain traits<em> deriving</em> from your orc <em>ancestry</em>."</p><p><strong>Tiefling:</strong> "Tieflings share certain <em>racial</em> traits as a result of their <em>infernal</em> descent."</p><p></p><p>Even the sub-races describe their traits similarly. For example, the forest gnome states their "<em>natural</em> knack for illusion" and their "<em>inherent</em> quickness and stealth." The rock gnome discusses the "<em>natural</em> inventiveness" and "hardiness beyond that of <em>other</em> gnomes."</p><p></p><p>I bring this up because I find it hard to reconstruct the language that has been put forth by the game's designers. These words suggest an inheritance of traits, which leads to them being <em>different</em> than other races. The words also strongly imply that these characteristics are found in <em>all</em> of the people of a chosen race. Not as individuals.</p><p></p><p>If we want to go the cultural/individual route, I am fine with it. I do think it changes the <em>feel </em>of the game; however, it might lead to an improvement. But, the language needs to be rectified. So I guess my question is how do you phrase it to dictate individuality of a single PC and culture, instead of broad brush strokes? I mean, we are talking painting an individual leaf vs a forest. </p><p></p><p>Lastly, I apologize [USER=6915329]@Faolyn[/USER] . I just reread what I typed late last night, it it sounds kind of rude. I did not mean it to sound that way. But, the question I was asking is sincere, because I played with the math and still don't see a problem outside of just wanting an extra +1 at first level. But, I am keeping myself open to being wrong.</p></blockquote><p></p>
[QUOTE="Scott Christian, post: 8449672, member: 6901101"] Perhaps the focus on words is the correct approach. Skimming through the PHB, I see this language used to guide character creation: [B]Elf: [/B]"Your elf character has a variety of [I]natural [/I]abilities, the result of thousands of years of elven refinement." [B]Dwarf: [/B]Your dwarf character has an assortment of [I]inborn [/I]abilities, part and parcel of dwarven [I]nature[/I]." [B]Halfling: [/B]"Your halfling character has a number of traits in common with [I]all [/I]other halflings." [B]Human: [/B]"It's hard to make generalizations about humans, but your human character has these traits." [B]Dragonborn: [/B]"Your draconic [I]heritage[/I] manifests in a variety of traits you share with other dragonborn." [B]Gnome: [/B]"Your gnome character has certain characteristics in common with [I]all[/I] other gnomes." [B]Half-Orc: [/B]"Your half-orc character has certain traits[I] deriving[/I] from your orc [I]ancestry[/I]." [B]Tiefling:[/B] "Tieflings share certain [I]racial[/I] traits as a result of their [I]infernal[/I] descent." Even the sub-races describe their traits similarly. For example, the forest gnome states their "[I]natural[/I] knack for illusion" and their "[I]inherent[/I] quickness and stealth." The rock gnome discusses the "[I]natural[/I] inventiveness" and "hardiness beyond that of [I]other[/I] gnomes." I bring this up because I find it hard to reconstruct the language that has been put forth by the game's designers. These words suggest an inheritance of traits, which leads to them being [I]different[/I] than other races. The words also strongly imply that these characteristics are found in [I]all[/I] of the people of a chosen race. Not as individuals. If we want to go the cultural/individual route, I am fine with it. I do think it changes the [I]feel [/I]of the game; however, it might lead to an improvement. But, the language needs to be rectified. So I guess my question is how do you phrase it to dictate individuality of a single PC and culture, instead of broad brush strokes? I mean, we are talking painting an individual leaf vs a forest. Lastly, I apologize [USER=6915329]@Faolyn[/USER] . I just reread what I typed late last night, it it sounds kind of rude. I did not mean it to sound that way. But, the question I was asking is sincere, because I played with the math and still don't see a problem outside of just wanting an extra +1 at first level. But, I am keeping myself open to being wrong. [/QUOTE]
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