D&D General The Tyranny of Rarity

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It works but the lineup is not great. We are just used to it. Science fiction and urban fantasy due to it not being tied to the same tropes offers better arrays.
The array of races in the PHB does open up a can of worms if considered from a game design perspective. Of course, that simply serves to draw attention to the much larger can of worms sitting right next to it: the poor game design of the core classes, including 9 magic-using classes compared to 3 non-magical classes, 3 classes that run off a high Cha, certain archetypes that overlap together with others that are underserved.
 
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To me, that is slightly backwards. My understanding is that 5e is moving away from race essentialism because players don’t want to be tied to certain attributes or to a single culture but they still want to play that race.

Concluding that DMs or designers can restrict certain races “because 5e is moving away from essentialism” is ignoring the fact that 5e is moving away from essentialism because players want to play different races.
That my friend, is for each table to decide. TCoE is not accepted at every table. Nor is VGtM or any other books for that matter. Only the three core books are universal. The rest, is simply optional. Let us see and wait what will happen with the 5.5ed core books shall we..

And to be clear you should have said:

To me, that is slightly backwards. My understanding is that 5e is moving away from race essentialism because SOME players don’t want to be tied to certain attributes or to a single culture but they still want to play that race.

Concluding that DMs or designers can restrict certain races “because 5e is moving away from essentialism” is ignoring the fact that 5e is moving away from essentialism because SOME players want to play different races.
Which would be truer.
 

I think you're missing my point... the justification given for the DM running back his ruling in the presented situation has been the majority wanting something being equated to the most fun/what's best for the game (I mean even you used the appeal to popularity as a justification in some of your posts)... and the most fun was then equated to the goal of most/all peoples games... so in theory using those random determiners only detracts from the fun that could be had since the most fun is when the majority playing get what they want... right? If not... why are we using an appeal to popularity as some kind of valid argument for why the players opinions should take precedence over the GM's?

It's not about the appeal to popularity. It's about opposing views of what's fun/fair/enjoyable.

If your point is that this is not a way to adjudicate all conflict in the game, then yes, I agree with you. But I don't think anyone's really saying that should be the case.


Why? I mean you can state it but why does the majority rules method make sense? Please answer this in the same way I am answering your inquiry below...

Because more people think that's the way it should go? I don't know how to elaborate on that.

It's a situation that the rules leave unspecified. The GM makes a ruling. Every player in the game disagrees with that ruling. I don't really think such a ruling should stand.

The GM is privy to a clearer understanding of the situation as well as the game overall including hidden situations, how magic functions in his world, etc... We also are not increasing the power of already powerful casters by enabling them to circumvent one of the restrictions on the levitate spell to levitate multiple creatures or objects with one casting.

Sure, if there is relevant info of which the players are not aware, that may be a factor. I didn't see any in the example, but yes, that may come up in other examples. I don't recall the specifics of the levitate spell in 2e D&D to know if rules were being broken or not. It seemed to me a case of clever use of a spell shut down arbitrarily by a GM. The example is incomplete and we don't know all the relevant details, but when you questioned why the players should have their say, I thought it was very obvious why from the scenario as described.

Please quit trying to define my argument for me... it's not about being factually correct... it also shouldn't boil down to numbers make right, especially when there is a clear driver for bias... mainly my character not dying.

I'm not trying to define your argument for you. I responded with the same logic you offered. I mention facts because the world is not flat, so in that case, one side is factually correct. That's a distinction from a ruling in D&D where people have opinions on it, but neither side is factually right.

In this case, the majority of people are dissatisfied with the ruling made. Not "unhappy" as in they're sad about the results that they otherwise accept (like a PC dying....folks usually aren't happy, but they accept it)...but rather they think the wrong call was made.
 

Because they're not.

Find me an elf with sweet horns and the literal power of burning spite.

Find me a human that's an elephant (physical maladies don't count).

Find me a halfling that's a tiny dragon man that people keep insisting is a dog.
With TCoE? Yes they are now. Humans with rubber masks. Mechanicaly, you can recreate anything without any problems. Take a human, give it the same powers as any race you want and here you go. Any race is now good at everything. No consequences at all from your choices.
 




In my long experience as a DM, Players absolutely only care about their characters and their immediate circumstances.
True, for young and novice players.
With experienced players, not so. They get much more political and far seeing than novices. Especially once they can build kingdoms, churches, thieve's guilds and whatever they want to build. They can even work together as a group and fight each other with their own goals. I currently have a rogue (thief) operating the underworld in the new Kingdom of Balradan ruled by the paladin of the group. This group has as much experience in D&D as I have.
 


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