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General Tabletop Discussion
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Why are tieflings so popular? How did they manage to outcompete all the other wacky races to win their place in mainstream D&D?
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<blockquote data-quote="Charlaquin" data-source="post: 7596045" data-attributes="member: 6779196"><p>Tieflings have kind of a perfect storm of traits that make them appealing. “<s>Demon</s>Devil people” stands out enough from the traditional Tolkienesque fantasy races to appeal to players who want to be different, but is still a familiar enough concept not to turn off most players by being too outlandish. They’ve got a clear visual identity, but with just the right amount of room for customization (“<em>my</em> skin is <em>purple</em> instead of red!” “<em>my</em> eyes are <em>white</em> instead of black!” “my character has horns like this animal!” etc.) They’ve got some built-in backstory, with plenty of room for individual flourish, which gets players’ creative juices flowing, and the mixed good and evil heritage thing is a staple of fantasy anti-heroes. They’ve got a bit of an edge to them, which is always popular, but they don’t wallow too much in their darkness that it becomes off-putting. And they’ve got great stats. By default they get +2 Charisma, which is the casting stat for sorcerers, warlocks, and paladins, all of which make for an interesting combination with the race, either by playing up the edge or juxtaposing it. And with the SCAG Feral variant, they can get +2 Dex instead, which is the best stat in 5e, and helps out the many folks who want to play Tiefling Rogues. They get a nice suite of once-per-day spells, with a ton of different options if the SCAG variants and/or MToF subraces are on the table, and even an option for a natural flight speed if you don’t mind giving up your spells.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 7596045, member: 6779196"] Tieflings have kind of a perfect storm of traits that make them appealing. “[s]Demon[/s]Devil people” stands out enough from the traditional Tolkienesque fantasy races to appeal to players who want to be different, but is still a familiar enough concept not to turn off most players by being too outlandish. They’ve got a clear visual identity, but with just the right amount of room for customization (“[I]my[/I] skin is [I]purple[/I] instead of red!” “[I]my[/I] eyes are [I]white[/I] instead of black!” “my character has horns like this animal!” etc.) They’ve got some built-in backstory, with plenty of room for individual flourish, which gets players’ creative juices flowing, and the mixed good and evil heritage thing is a staple of fantasy anti-heroes. They’ve got a bit of an edge to them, which is always popular, but they don’t wallow too much in their darkness that it becomes off-putting. And they’ve got great stats. By default they get +2 Charisma, which is the casting stat for sorcerers, warlocks, and paladins, all of which make for an interesting combination with the race, either by playing up the edge or juxtaposing it. And with the SCAG Feral variant, they can get +2 Dex instead, which is the best stat in 5e, and helps out the many folks who want to play Tiefling Rogues. They get a nice suite of once-per-day spells, with a ton of different options if the SCAG variants and/or MToF subraces are on the table, and even an option for a natural flight speed if you don’t mind giving up your spells. [/QUOTE]
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Why are tieflings so popular? How did they manage to outcompete all the other wacky races to win their place in mainstream D&D?
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