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*Dungeons & Dragons
WotC's Jeremy Crawford Talks D&D Alignment Changes
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<blockquote data-quote="Remathilis" data-source="post: 8035056" data-attributes="member: 7635"><p>What? No! It's easier to start with a simple idea and then layer on complexities than it is to go in reverse! To borrow a more "fleshed out" idea, the notion of elves as woodland protectors and lovers of magic is a simple concept that encapsulates the stereotypical elf, but each subrace (high elf, wood elf, sun elf, dark elf, moon elf, sea elf, averial elf, Sylvanesti elf, Areniel elf, dusk elf, eladrin, shadar-kai, etc, etc.) has added to the lore in some unique way. They didn't create two-dozen different elves and then simplify them to "typical elves like forests, bows, and magic". </p><p></p><p>Jeez, next you'll argue it's easier to teach Calculus first and then teach multiplication! </p><p></p><p>Orcs didn't get a lot of detail for two reasons: 1.) They generally aren't PCs and they don't need the same attention as a PC race and 2.) They're role is limited to low level mooks. The only real reason I can see for making them more complex is to make them a viable PC choice with no repercussions. It won't be enough to say "There are good orcs too!" if the only orcs PCs see in modules and adventures are the evil raider types. A kingdom of orcs that exists just beyond the horizon might as well not exist if orcs are still viewed as CR 1/2 random encounters. Let's be frank about this; the only way this is going away is when orcs become just like elves; a major part of most settings and a viable PC option that nobody will look askance at. This isn't about "why are all orcs evil" it's about "why are orcs evil at all" and it's going to end when all the humanoids in the Monster Manual are recast as sympathetic species co-existing amongst elves, dwarves, and halflings. </p><p></p><p>Maybe the next reprint of Phandelver will replace the goblin tribe with halfling bandits and the drow antagonist with a regular moon elf, and then put some goblins, orcs, and drow townfolk in Phandalin. Equality!</p></blockquote><p></p>
[QUOTE="Remathilis, post: 8035056, member: 7635"] What? No! It's easier to start with a simple idea and then layer on complexities than it is to go in reverse! To borrow a more "fleshed out" idea, the notion of elves as woodland protectors and lovers of magic is a simple concept that encapsulates the stereotypical elf, but each subrace (high elf, wood elf, sun elf, dark elf, moon elf, sea elf, averial elf, Sylvanesti elf, Areniel elf, dusk elf, eladrin, shadar-kai, etc, etc.) has added to the lore in some unique way. They didn't create two-dozen different elves and then simplify them to "typical elves like forests, bows, and magic". Jeez, next you'll argue it's easier to teach Calculus first and then teach multiplication! Orcs didn't get a lot of detail for two reasons: 1.) They generally aren't PCs and they don't need the same attention as a PC race and 2.) They're role is limited to low level mooks. The only real reason I can see for making them more complex is to make them a viable PC choice with no repercussions. It won't be enough to say "There are good orcs too!" if the only orcs PCs see in modules and adventures are the evil raider types. A kingdom of orcs that exists just beyond the horizon might as well not exist if orcs are still viewed as CR 1/2 random encounters. Let's be frank about this; the only way this is going away is when orcs become just like elves; a major part of most settings and a viable PC option that nobody will look askance at. This isn't about "why are all orcs evil" it's about "why are orcs evil at all" and it's going to end when all the humanoids in the Monster Manual are recast as sympathetic species co-existing amongst elves, dwarves, and halflings. Maybe the next reprint of Phandelver will replace the goblin tribe with halfling bandits and the drow antagonist with a regular moon elf, and then put some goblins, orcs, and drow townfolk in Phandalin. Equality! [/QUOTE]
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WotC's Jeremy Crawford Talks D&D Alignment Changes
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