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Unearthed Arcana: Gothic Lineages & New Race/Culture Distinction
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<blockquote data-quote="Remathilis" data-source="post: 8188536" data-attributes="member: 7635"><p>Well, for starters your definition of "humanoid" is too broad. You are listing monstrosities (minotaur, chitine), aberrations (mind-flayer), giants (ogre, troll), elementals (azer) and plants (vegepymy,myconid). Further, its haphaardly applied; why is a minotaur a humanoid but not a medusa, why an ettin and not a hag? Lastly, you added several subraces (duergar, drow, shadar-kai) as well as their base race (elf, dwarf). </p><p></p><p>As to your highlight, again they are disinengious. Goliaths are tribal (they are nomadic wanderers) but lack any of the other traits. However, Githyanki and hobgoblins apparently aren't "violent by nature", nor are halflings "cowardly and thieving". </p><p></p><p></p><p></p><p>Oversimplifying. First off, grimlocks are a generic take on Orwell's morlocks and has little in common with the others, who are different takes on mythological giants. There is some overlap, but at the very least they fit different mechanical elements (being different CRs, having some different abilities, coming from different areas). </p><p></p><p></p><p></p><p>Oh, let me try.</p><p></p><p>Wizards wiggle thier fingers to cast spells</p><p>Sorcerers wiggle thier fingers to cast spells</p><p>Warlocks wiggle thier fingers to cast icky spells</p><p>Clerics wiggle thier fingers to cast healing spells</p><p>Druids wiggle thier fingers to cast nature spells</p><p>Bards wiggle thier fingers and sing to cast spells</p><p></p><p>Elves are a species that look like humans but have pointed ears.</p><p>Dwarves are a species that look like humans but have long beards.</p><p>Halflings are a species that look like humans but are short.</p><p>Gnomes are a species that look like humans but are short, have long beards and pointed ears.</p><p>Half-orcs are a species that look like humans but have tusks.</p><p>Half-elves are a species that look like humans but slightly less pointed ears.</p><p></p><p>D&D is a fantasy RPG that uses funny dice.</p><p>Pathfinder is a fantasy RPG that uses funny dice.</p><p>C&C is a fantasy RPG that uses funny dice.</p><p>DCC is a fantasy RPG that uses funny dice.</p><p>Lamentations of the Flame Princess is a fantasy RPG that uses funny dice.</p><p>FATAL is a fantasy RPG that uses funny dice.</p><p></p><p>Anything can be made redundant if you strip it down enough. </p><p></p><p></p><p></p><p>Well replace Sahuagin with orcs and you have drowned orcs. Similarly, goliaths aren't savage raiders by the common lore. Further, an adventure with grimlocks is going to very different than one with lizarfolk, goblins, or gnolls. </p><p></p><p>None of this though has refuted my point; you see redundancy where I see variety. I can use different monsters (even in the same role) to avoid the "yawn, more orcs?" element that playing for years. I'd rather have more options than less, and the fact that Monster books are some of the top sellers says there is an appetite for MORE monster types, not less.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 8188536, member: 7635"] Well, for starters your definition of "humanoid" is too broad. You are listing monstrosities (minotaur, chitine), aberrations (mind-flayer), giants (ogre, troll), elementals (azer) and plants (vegepymy,myconid). Further, its haphaardly applied; why is a minotaur a humanoid but not a medusa, why an ettin and not a hag? Lastly, you added several subraces (duergar, drow, shadar-kai) as well as their base race (elf, dwarf). As to your highlight, again they are disinengious. Goliaths are tribal (they are nomadic wanderers) but lack any of the other traits. However, Githyanki and hobgoblins apparently aren't "violent by nature", nor are halflings "cowardly and thieving". Oversimplifying. First off, grimlocks are a generic take on Orwell's morlocks and has little in common with the others, who are different takes on mythological giants. There is some overlap, but at the very least they fit different mechanical elements (being different CRs, having some different abilities, coming from different areas). Oh, let me try. Wizards wiggle thier fingers to cast spells Sorcerers wiggle thier fingers to cast spells Warlocks wiggle thier fingers to cast icky spells Clerics wiggle thier fingers to cast healing spells Druids wiggle thier fingers to cast nature spells Bards wiggle thier fingers and sing to cast spells Elves are a species that look like humans but have pointed ears. Dwarves are a species that look like humans but have long beards. Halflings are a species that look like humans but are short. Gnomes are a species that look like humans but are short, have long beards and pointed ears. Half-orcs are a species that look like humans but have tusks. Half-elves are a species that look like humans but slightly less pointed ears. D&D is a fantasy RPG that uses funny dice. Pathfinder is a fantasy RPG that uses funny dice. C&C is a fantasy RPG that uses funny dice. DCC is a fantasy RPG that uses funny dice. Lamentations of the Flame Princess is a fantasy RPG that uses funny dice. FATAL is a fantasy RPG that uses funny dice. Anything can be made redundant if you strip it down enough. Well replace Sahuagin with orcs and you have drowned orcs. Similarly, goliaths aren't savage raiders by the common lore. Further, an adventure with grimlocks is going to very different than one with lizarfolk, goblins, or gnolls. None of this though has refuted my point; you see redundancy where I see variety. I can use different monsters (even in the same role) to avoid the "yawn, more orcs?" element that playing for years. I'd rather have more options than less, and the fact that Monster books are some of the top sellers says there is an appetite for MORE monster types, not less. [/QUOTE]
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