So they would be like 33 x 15 x Ham
Or maybe 36 x 24 x 36 x Ham.
I hope its not too salty, though- I have sodium-dependent high BP.
(OTOH, you have to die from something, why not 36 x 24 x 36 x Ham?)
So they would be like 33 x 15 x Ham
GreatLemur said:Sure, in the real world. In a D&D setting, I generally tend to take the equality suggested by the gender-neutral ability score system and run with it.
Snapdragyn said:It occurs to me that the other thing being neglected by those suggesting females of other D&D species as noncoms due to physical differences (in addition to the obvious generalization that because such differences exist in humans they must exist in other sapient species) is the presence of magic. If females of a species are more likely to display magical talent - either through greater likelihood of inheriting the ability (sorcerers), through greater aptitude with magical studies (wizards), or through preference of the divine (clerics & druids) - then the relative power of each gender within the society would not be so disparate. In a short-lived gameworld homebrew, I had a city where women ruled for exactly this reason; they held all knowledge of magical power & men were strictly forbidden to learn magic. Strength in battle is more than strength at arms.
S'mon said:BTW Martin Van Creveld in "The Transformation of War" has an interesting discussion on female warriors. He points out that insurgent/guerilla armies often have female fighters, but traditionally they all get removed if the insurgents win and become a regular State army, because at that point they threaten the manly-warrior status of their male peers. His key point is that for males, fighting is as much or more about status as it is about the pursuit of rational goals, and allowing women to fight threatens that status *unless* the enemy is so overwhelmingly powerful (as it is for guerillas) that taking up arms against it makes the male warrior's status unquestionable.
Conversely, leaving matriarchal or matrilineal societies out of a fantasy world (something that a number of writers are guilty of doing) similarly ignores historical richness. Look at medieval Kerala. Swamps, huge houseboats, extended families living in gigantic temple-palace compounds, and women acting as the leaders of clans and directing companies of yogic martial artists wielding whip-swords? I mean, that's justElder-Basilisk said:The challenge of such a philosophy is that you end up missing out on nearly every dominant human culture up to the 1970s or so in your gaming world. Romans? Spartans? Athenians? Thebans? Mongols? Habsuburgs? Franks? Vikings? Saxons? Normans? Iriquois? Aztec? Maya? You end up with a pale pastel idealized liberal 21st century version of all of them. For me, I prefer both my history and my game cultures unsanitized.
Clavis said:What would be interesting is a race where the females are actually more magically powerful, but are nonetheless oppressed by the weaker males through cultural manipulation.
Elder-Basilisk said:Much as westerners are loathe to talk about it openly or in mixed company, humans have a large degree of sexual dimorphism. Though there are individual differences, in general human men are both larger and stronger than human women--and quite significantly so. (Compare the average, median, and mean height and weight of men and women in any study if you doubt this--or if you want to look at extreme cases of both sexes, compare the height and weight of NBA players to that of WNBA players). That's genetics. It's not true of every real life species (and in some it even works the other way) but it is most likely one of the more significant reasons that women have not generally taken a combat oriented role in most (evolutionarily speaking) successful human societies.
But if you're looking for a reason that combatants of non-human tribes are generally male, sexual dimorphism and population growth (as mentioned before, the reproductive capability of a society is more significantly limited by the number of females than by the number of males).