The problem with elves take 2: A severe condemnation [merged]

Derren,

I asked Edena something like this and it, and a few related questions seemed to set our dialogue on a more productive path. So, I'll do the same with you but structure it a little differently:

1. According to you, WOTC has structured D&D mechanically so that it is impossible to design any world in which elves are not going extinct. Is this because
(a) they didn't understand the implications of their mechanics; or
(b) they wanted to make it impossible for any setting to include elves that were not going extinct?
2. If WOTC has designed D&D to make it impossible for elves not to be on a path to total extinction, why do you think that it is so hard to persuade other people that this is what WOTC has done?
4. Why do you think so many of us are unable to see this? Is it a communication problem, a logic problem, what do you think is going wrong in this debate?
 

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BlackMoria said:
Hmmm. Some perspective is need here. People are superimposing real world economics into a fantasy world and are getting hot under the collar in the telling.

There are no real elves, so attributing real world values to elves is not an answer.

Real World....Fantasy World. Don't mix 'em and argue them as absolutes.

QFT

Blessed be he who is BlackMoria. :)

I sit here is horrified awe of "Elves would be this way, Elven society should be that way and Forests kingdoms can't support such and such." Does anyone recognize the second word in the title "Dungeons & Dragons"? It's Dragons. Say it with me...Draaa-guns. They don't exist. They were made up. Made up stuff can be anyway you want it.

Yes, the Mongols were a people who did x,y and z and lived a certain way. Elves never lived and made a kingdom on the real world Earth (that we know of, heheh). It is fascinating to read the different views and cultures we are all coming up with, but none of them are the official D&D word of law. The whole point of D&D is that it doesn't have a set background. It isn't Lord of the Rings or Game of Thrones or Terry Goodkind's books. It's basically generic fantasy role-playing. You the individual DM and players forge your world. You can use a known setting if you like but it has no bearing on the next book in the series. Percieve Elves are inferior? Make'em cool. Thing every is out to get them as their civilization declines? *POOF* Everyone is friends and it's on the rise.

It just amazes me that we would argue the detailed of a species that is not only fictional but not truly detailed in the Player's Handbook. Please. DO you think I would let my Elves walk around looking like Mialee?? :confused:
 

Derren said:
No, you haven't., or rather you are extremly axxagerating. The only examples which were made were societies who managed to survive in a forest environment, but it was not shown that those societies lived an elven life (hardly clearing any trees) and were able to grow enough food to supply a bigger population in a non nomadic lifestyle (being a nomad would limit the technological posibilities of elves and would make them easy targets).

The examples I pointed out earlier regarding the Mayans illustrated exactly this point. The only reason they ended up clearing trees, was for the fires they needed to work with limestone for their pyramids. Ergo, if the elves aren't spending their time making massive stone pyramids, they won't have to clear the trees.

Derren said:
Read what I write (or strat thinking instead of replying on a reflex). Elves can trade but they have not enough to trade with to get everything a D&D nation needs to be strong (in the case of elves).
And by "nearly nothing," you include furs, gems, spell casting services, master craft labour, books, scrolls and other magic items. This is not "nearly nothing.[/qoute]

A large fur trade would mean a lot of death animals which does not work with the elven lifestyle. The yield of gems would be extremly low without minign (which the cliche elves do not practice) and elves are no master crafters by default. When one race are master crafters then dwarves who actually has a racial bonus for working with certain materials. And for all magical the market is rather small so you can't sustain a nation by selling magic, not to mention that those things require a huge investment. Not to mention a wizard needs to mantain a spellbook which is also quite expensive as he has to pay much for every spell he scribes into it. The spellbook of a fresh 1st level wizard alone is already worth hundereds of gold.

We are reading what you're writing. We disagree with your arguments, however. The elves have plenty to trade. As has been mentioned in other posts, the colonization of North America was largely because of the huge market in Europe for wood, fur, and food. Regardless of your feelings on the matter, these had huge value, such as that nations made expensive, dangerous voyages across the ocean, and felt it was worth it to invest in the new continent.

The elves could very well have the knowledge to be able to benefit from that trade...and make it a renewable resource. Their lives are so long, that they likely have the perspective to realize the importance of, and manage the process of replanting, and forest management, to a degree that humans don't. Imagine how much better we'd likely be at that kind of thing, if a forest grew to maturity in 6-7 years. A forestry expert would manage over their career the growth of maybe 5 forests? But because it takes much longer, humans haven't had the foresight to do it properly. But elves? An elf could definitely fit in the management of, say, the growth of maybe 4-5 forests, each taking 60 years (as an example) over their lifespan. They could directly see the benefits of doing so, so would be motivated to do it.

Meanwhile the humans continue to strip clear and overhunt, which only increases the value of the resources the elves manage even more.

Derren said:
Yeah, right. Can you care for 40 children at once? Every child is an additional drain on the communities ressources because they consume without producing anything. An elf having about 5 non adult children at the same time is acceptable but not 20. That means that an elf gets 5 children in 100 years. That is quite low.

Given that humans with a 20 year reproductive span *can* effectively rear 12+ children, the argument you're making seems kind of thing. Again, nowhere does it say that elves are children until 100. Only that adventurers start their careers around then. We don't know whether that's because they're physically and mentally the same as human children at age 95, or whether it's simply that their culture doesn't consider them adults yet. And that's far, far different.

Plus, in a pre-industrialized world, having more children was beneficial. In our current society, we're used to children being a drain on resources in the family until they're about 20. But in the pre-industrialized world, those 8 and 10 year olds were out there helping ma and pa to run the farm. They could do all kinds of tasks to assist. That's one reason many farm families were relatively large. It was kind of "free" labour.

Banshee
 

Hehe. :)

But which looks better?

A: A beautiful elven girl, dressed in an exotic outfit like Mialee's, with long hair hanging in sultry fashion and alternately revealing and concealing the body, standing poised and cocky?

Or:

B: A beautiful moon elven girl, in shining form-fitting elven chain, girded on her hips with a gleaming weapons belt, raising a shining elven long sword, her long hair blowing back in a high breeze?

Oh sorry, this thread is about elven survivability. Forgot about that ...
 
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First off, I've got to say that I really liked Edena's idea about the use of Permanent Magnificent Mansion spells to make Elven cities in the forests a little more plausible. It plays to the idea that elves are capable of grat things because of their affinity for magic (and I justify saying they have an affinty for magic with the fact that they get Wizard as a favored class). Even if they don't NEED an agrarian, farming lifestyle (because various forms of permaculture would be sufficeint), this option would still be available to them without disrupting the forest ecosystem around them.

A high-level wizard (and I think we can all agree that the elves would have some of these) casts Magnificent Mansion and makes it permanent. A few tons of topsoil and a room full of everburning torches, and you have an extradimensional evlish garden, somewhere around 3000 square feet of arable land that doesn't have any impact on the forest ecosystem at all. Where does the topsoil come from? Piles of leaf litter and Polymorph Any Object, possibly...or gated in from the Plane of Earth by elvish Summoners. Overkill? It's a lot of magic to throw at the problem of making a garden plot, yes, but it seems to me like it's a very ELVISH way to tackle the problem.

I think part of the problem here is that some terminology we're using needs to be better defined. Edena_of_neith wants to address concerns about certain assumptions about elvish society without compromising the elvish identity. What, precisely, does it mean when we say "the elvish identity"? How do we actually define if the elves are "thriving" or "doomed" as a race?

For my game, I define these terms as follows:

The "elvish identity": elves are carefree, introspective, and have a deep and abiding love of life. They prefer to spend their considerable time on the planet in pursuit of the finer things, beauty and truth and etc, and have a deeper understanding of magic and its' role in the natural world. They are reckless in the short-term, but extremely patient in the long-term. Whatever else you do with elves, if you keep these things constant then they still feel like elves to me. The elves on Athas/Dark Sun, for example...while interesting, to me they just aren't elves.

How do I define "thriving" elves? I think what I (as a human) think about "thriving" and what an elf thinks of as "thriving" are two seperate things. Maybe a small population, cut off from the world in an unassailable forest fortress, with poor, stone age material posessions, but all the time in the world to laugh, sing, and practice their considerable magics seems like the ideal to an elf, while a human might see it as "the last vestige of a doomed, fading race". It's fair to say that a race as different from humans as the elves are would have a very different perspective about the meaning of "success".
 
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Banshee16 said:
Given that I was at a birthday party a few weeks ago that included a pig on a spit, I can affirm that a relatively small pig was able to provide enough meat for approximately 40+ adults...and there were leftovers. There was a lot of meat on that animal, and I've seen much bigger pigs.

Banshee

Dire boar BBQ, anyone? :p
 

Thanks for the compliment on the Mordenkainen's Magnificent Mansion idea. I would give credit to the creative people who thought up that spell, and the person who mentioned that the elves have a variant of it.

I like the idea of an 'elvish identity.'
The 3.0 and 3.5 Player's Handbook leaves it up to the DM and players to decide what this is. And that's ok. That's fine.

It just happens to be my personal take that the Player's Handbook should offer an 'elvish identity' pre-made. (Ditto the other non-human races.) And back it up with advantages and disadvantages for the elves, including extraordinary and supernatural powers (such as Agnakok abilities.)
Or, perhaps, multiple takes on elves should be offered.
Yes, I realize that there are only so many pages in the PHB. But there is always smaller font (even if you eventually need a microscope x40 magnification to read the PHB! :) ) to cram more Fluff and Crunch on elves into.

And nobody has to use any of it. They can make up their own elves. The PHB would simply offer suggestions and ideas.

We all know, for example, how the *drow* are. Goodness gracious, do we know. It's not in the RAW, but ask anyone about drow, and they'll have a lot to say on the subject.
I honestly do not think we'd be having a discussion (or argument) of this magnitude, concerning the drow. We know them too well. We are in agreement on too much about them.
Elves seem to be more nebulous. Paradoxical, considering the colossal amount of material written about elves, the colossal number of books, and so on.
Point to the drow, and most agree on them. Point to the elves, and people disagree a lot.

The PHB needs to help us, with it's own templates for 'elvish identities.'
Just my opinion.
 


Another thing about elves, which hasn't been mentioned yet, is their preponderance of subraces. They apparently have a really weird adaptive talent.
 

Edena_of_Neith said:
The 3.0 and 3.5 Player's Handbook leaves it up to the DM and players to decide what this is. And that's ok. That's fine.

It just happens to be my personal take that the Player's Handbook should offer an 'elvish identity' pre-made. (Ditto the other non-human races.) And back it up with advantages and disadvantages for the elves, including extraordinary and supernatural powers (such as Agnakok abilities.)

I see where you're coming from, but I've gotta disagree. The PHB isn't the place to be discussing the elvish cultural identity. This kind of detail belongs in (and is essential to!) campaign setting guides. The PHB needs to be setting-neutral, so that writers of future campaign settings, and homebrew world-builders, can take things in whatever direction they need to.

That's another source of your elf-angst, I think, Edena...the solution you're looking for to justify the game-mechanics of the elven civilization doesn't belong in the Core. They've left it up to folks like us on the internet to figure out for ourselves... ;)
 

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