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What new jargon do you want to replace "Race"?
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<blockquote data-quote="Yaarel" data-source="post: 8866930" data-attributes="member: 58172"><p>Yeah. For the same reason WotC is willing to go thru the trouble of obsoleting the term Race and restructuring the Player Species, they are probably also willing to implement a more careful definition of what is and isnt a Player Species ... if simple enough and practicable. WotC wants the game to have "killable villains", and there is a desideratum for how to go about this in the least objectionable way possible.</p><p></p><p></p><p></p><p>Towards threading the needle. The term "Humanoid" describes a character concept that is mentally comparable to a human, a Consciousness, including the capacity to feel pain, and language, learning, teaching, culture, and ethics resulting from the capacity of compassion.</p><p></p><p>Humanoid is a "Structure", where independent origins can converge toward similar form and function.</p><p></p><p>A Humanoid is always a playable character concept.</p><p></p><p></p><p></p><p>The <strong>Human</strong> Species can classify as "<strong>Material Humanoid Beast</strong>":</p><p>• Material <strong>Planar Origin</strong></p><p>• Humanoid <strong>Structure</strong></p><p>• Beast <strong>Creature Type</strong>.</p><p></p><p>Here "Beast" signifies that the Human is a member of the Creature Type "Beast", relating to the animal kingdom.</p><p></p><p>By contrast, the Warforged is a "Humanoid <strong>Construct</strong>", and Plasmoid is a "Humanoid <strong>Ooze</strong>".</p><p></p><p></p><p></p><p>An effect that targets a Beast can affect the Human Species. The Beast descriptor can come with default features, including the need to Breath, Eat, and Sleep, along with susceptibility to all Damage Types. A specific Species might override the general rule for Beast.</p><p></p><p>The important part here is, what makes the Human a "Humanoid" Structure is unrelated to being a Beast Creature Type.</p><p></p><p>Note, Plant and Ooze are not Beast. So the term "Creature Type" itself means something like the taxonomic "kingdom" of life.</p><p></p><p></p><p></p><p>The term "Monstrosity" might come with a technical meaning, such as a creature that derives from splicing together different Creature Types. For example, the Yuan-ti might be splicing together the Beast and Fiend Creature Types, thus a Monstrosity. Moreover, the more Fiend its transformations become, the less Humanoid and playable it might become.</p><p></p><p>By contrast, some rumors speculate the Owlbear splices together an owl and a bear. But since both of them are Beasts, the Owlbear too is a Beast.</p><p></p><p></p><p></p><p>In this way, consider the hypothetical distinctions.</p><p></p><p>• Fairy (Humanoid Fey)</p><p>• Red Hat (Fey)</p><p></p><p>• Yuan-ti (Humanoid Monstrosity)</p><p>• Sea Sworn (Monstrosity)</p><p></p><p>In these contexts, the lack of humanity, including the lack of the ability to feel, learn and grow, is precisely what makes certain creatures unplayable. In other words, these Non-Humanoids are Animate but Unconscious.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 8866930, member: 58172"] Yeah. For the same reason WotC is willing to go thru the trouble of obsoleting the term Race and restructuring the Player Species, they are probably also willing to implement a more careful definition of what is and isnt a Player Species ... if simple enough and practicable. WotC wants the game to have "killable villains", and there is a desideratum for how to go about this in the least objectionable way possible. Towards threading the needle. The term "Humanoid" describes a character concept that is mentally comparable to a human, a Consciousness, including the capacity to feel pain, and language, learning, teaching, culture, and ethics resulting from the capacity of compassion. Humanoid is a "Structure", where independent origins can converge toward similar form and function. A Humanoid is always a playable character concept. The [B]Human[/B] Species can classify as "[B]Material Humanoid Beast[/B]": • Material [B]Planar Origin[/B] • Humanoid [B]Structure[/B] • Beast [B]Creature Type[/B]. Here "Beast" signifies that the Human is a member of the Creature Type "Beast", relating to the animal kingdom. By contrast, the Warforged is a "Humanoid [B]Construct[/B]", and Plasmoid is a "Humanoid [B]Ooze[/B]". An effect that targets a Beast can affect the Human Species. The Beast descriptor can come with default features, including the need to Breath, Eat, and Sleep, along with susceptibility to all Damage Types. A specific Species might override the general rule for Beast. The important part here is, what makes the Human a "Humanoid" Structure is unrelated to being a Beast Creature Type. Note, Plant and Ooze are not Beast. So the term "Creature Type" itself means something like the taxonomic "kingdom" of life. The term "Monstrosity" might come with a technical meaning, such as a creature that derives from splicing together different Creature Types. For example, the Yuan-ti might be splicing together the Beast and Fiend Creature Types, thus a Monstrosity. Moreover, the more Fiend its transformations become, the less Humanoid and playable it might become. By contrast, some rumors speculate the Owlbear splices together an owl and a bear. But since both of them are Beasts, the Owlbear too is a Beast. In this way, consider the hypothetical distinctions. • Fairy (Humanoid Fey) • Red Hat (Fey) • Yuan-ti (Humanoid Monstrosity) • Sea Sworn (Monstrosity) In these contexts, the lack of humanity, including the lack of the ability to feel, learn and grow, is precisely what makes certain creatures unplayable. In other words, these Non-Humanoids are Animate but Unconscious. [/QUOTE]
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