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Thread: "Customizing your Origin in D&D"
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2020-09-17, 02:12 PM (ISO 8601)
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2020-09-17, 02:13 PM (ISO 8601)
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Re: "Customizing your Origin in D&D"
Nope, that was intimidate proficiency being replaced with any two from several options. Aggressive is the ability of orcs to move closer to an hostile creature as a bonus action. Eberron and Wildemont orcs still seem to have that. So no, I think you're wrong.
And even if it was...isn't primal still a negative stereotype for some ethnicities?
It has as much as yours does.
I've been working on breaking race = culture link for D&D races too. I just do because I find it more fun, not because I feel it would be racist to use the default system.Last edited by Boci; 2020-09-17 at 02:14 PM.
"It doesn't matter how much you struggle or strive,
You'll never get out of life alive,
So please kill yourself and save this land,
And your last mission is to spread my command,"
Slightly adapted quote from X-Fusion, Please Kill Yourself
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2020-09-17, 02:14 PM (ISO 8601)
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2020-09-17, 02:15 PM (ISO 8601)
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Re: "Customizing your Origin in D&D"
Yeah, I actually think there's a lot to be said for something like Standard Array, a floating +2 you can put anywhere, and a +2 from your class that is required to go to an attribute associated with the class in some way. If you have a class that's particularly MAD then split it's +2 into two +1s maybe? No two bonuses can go to the same attribute. You don't have to do much to get a pretty good system.
Last edited by rooneg; 2020-09-17 at 02:31 PM.
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2020-09-17, 02:20 PM (ISO 8601)
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Re: "Customizing your Origin in D&D"
I don't see the ambiguity personally, but whatever.
I would really like this in D&D. In another about it, it was pointed out that it would suck for new groups to be told "make your own cultures", but especially with racial traits becoming less relevant, at least the bonuses, there might be room in D&D 6 to experiment with multiple cultures for each race from the get go.
I've made a really good stab at this in my own setting:
* In-universe, the only mono-cultural races are also very few in number (ie kobolds number a grand total of like 1k, all in the same village). Every other race is part of at least 2 cultures, which vary differently. And each culture has multiple races in it. Some races that are mechanically sub-races are in-fiction separate races (that can interbreed with significant stigma and mixed results)--* elves are all different races with a common ancestor species, divided way back in history based on magical talent. High elves (gwerin) are wizardry-focused--the main cultures of them literally breed for magical power and you're not an adult until you can cast a spell (hence the "everyone gets a free cantrip" feature). Wood elves were outcasts who couldn't/wouldn't use arcane power and ended up developing druidic magic as a counterpart. The two sides dislike each other. But then there's a culture of wood elves who are all fantasy-feudalism (knights, horses, etc). And at least one culture of high elves who have rejected wizardry all together.
* Mechanically, I've started splitting races into base/sub-races by biology/culture, specifically. I've moved the larger share of the ASIs into the sub-races, along with a bunch of the features, so the base races are pretty anemic. I'm not done yet. The elves are still sub-races. Officially, these are all "variants" and I let people pick the PHB versions if they want, because they're not fully playtested and the changes are pretty voluminous. But if you want to distinguish between a half-wood-elf/half-human (of one particular culture) and a half-high-elf/half-human (of that same culture), there's a sub-race for you. As well as the reverse (wood elf + human of two different cultures).
* There are no "evil" races. Orcs and goblinoids are part of one nation that's the most industrial and "ordered" in the main area, for instance. They're also part of tribal groups that wander and do tribal things (including occasionally raiding each other, but that's par for the course for all tribal groups). Yuan-ti (called ophidians) are a valued part of two different nations, with very different lore. Etc.
Edit: I will also note that I strongly dislike using fantasy races as "stand ins" or "reflections" of real world crap. I want to know how they fit into the world you're presenting. I don't want them to be expies or ![culture] references. They should reflect the setting itself and grow organically from that, not be inserted to make some sort of point or explore some sort of real-world philosophy or fit some real-world expectation. The setting should stand on its own.Last edited by PhoenixPhyre; 2020-09-17 at 02:22 PM.
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2020-09-17, 02:28 PM (ISO 8601)
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Re: "Customizing your Origin in D&D"
True. I checked the wiki and it doesn't seem to be written in highfalutin language, so the plain english reading is probably better.
I agree with this, and another poster mentioned Wildemount being a little to this. Whilst its doesn't have the recognition of FR, we can always hope that it will be the default setting for 6ed."It doesn't matter how much you struggle or strive,
You'll never get out of life alive,
So please kill yourself and save this land,
And your last mission is to spread my command,"
Slightly adapted quote from X-Fusion, Please Kill Yourself
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2020-09-17, 02:34 PM (ISO 8601)
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Re: "Customizing your Origin in D&D"
I mean, it's always been there, and people have always known, and been talking about it, but usually the conversation was "yeah, that's certainly a thing", and then moved on.
To avoid getting into a proactive discussion about Racism in society, and our moral obligation to be anti-racist
It's like this, I'm a white guy who has enjoyed a lot of classic fantasy, including D&D, my whole life. A lot of classic fantasy is built on tropes that are pretty clearly Racist. Even without clear parallels like "Oh, the Evil Barbarian Orcs are clearly modeled after X", the very idea that certain groups of people are, by nature of biology, better or worse at certain things is a racist one.
"But it's different, WE know that Humans are Humans, there's no real-world equivalent of Orcs, a group of people who are inherently Strong but Dumb", except that Racists would disagree with you. A Racist views races in the real world the way the PHB views Races in D&D, biological groups with inherent genetic bonuses and penalties. It doesn't mean that everybody who plays D&D is a Racist, most people look at it and say "In this Fantasy World, Orcs exist, and are Stronger than an average human", and can recognize that Orcs are as fictional as Wizards. But, the PHB describes a world where Racists Are Correct, you CAN look at a person and safely make some guesses about their abilities based purely on their visible ancestry.
So, in addition to not wanting the fiction we enjoy to be one where Racists Are Right, there's also the fact that I don't really mind it because I'm a white man. Fantasy Stereotypes don't really add much to the game (Most fantasy settings could swap various races with Cultures without changing anything else), and it, not unreasonably, can make plenty of people uncomfortable. So we might as well see about getting rid of them.
If you think Drow culture is cool, you can keep the aspects you like. Underground cities, Matriarchy, factious noble houses seeking to one-up each other. You can even have them worship a spider-goddess (although don't make her Explicitly Evil).
or, if you ABSOLUTELY MUST have FR Drow, make sure there are plenty of OTHER drow societies in your setting, enough that just seeing a Drow isn't enough to assume that they're an evil slaver who wants to feed your soul to their demonic spider goddess. (Note, have other drow SOCIETIES, not just individual Renegages. The occasional Exception doesn't really work to counteract the Rule)Last edited by BRC; 2020-09-17 at 02:37 PM.
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2020-09-17, 02:35 PM (ISO 8601)
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Re: "Customizing your Origin in D&D"
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2020-09-17, 02:37 PM (ISO 8601)
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Re: "Customizing your Origin in D&D"
No no, its not 6 each race. Its 6 or so for everyone. A highborn or poor town means roughly the same thing, whether you're an orc or an elf.
But orcs literally aren't human. How are getting rid of racism if you have a race of dark skinned, more brutish looking indeviduals, whose origin was racist real world stereotypes, and who mechanics aside, are still not humans, but different? And what mechanical traits will give them that won't tie into some negative, real world stereotype? An earlier poster mistakenly thought Eberron orcs had primal intuition instead of aggressive, they actually have primal intuition instead of intimidating, but even if they didn't have aggresive anymore, isn't primal also a negative stereotype in the real world?
People objecting to racism are only mentioning orcs. The racial traits of dwarves and elves don't seem problematic, no one has mentioned them in this thread, and they have similar history of real world stereotypes. So, maybe we should just cut orcs from the game? I feel D&D can survive just fine without, though my preference would be to keep them.Last edited by Boci; 2020-09-17 at 02:44 PM.
"It doesn't matter how much you struggle or strive,
You'll never get out of life alive,
So please kill yourself and save this land,
And your last mission is to spread my command,"
Slightly adapted quote from X-Fusion, Please Kill Yourself
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2020-09-17, 02:38 PM (ISO 8601)
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Re: "Customizing your Origin in D&D"
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2020-09-17, 02:41 PM (ISO 8601)
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Re: "Customizing your Origin in D&D"
Let's also not ignore the fact that the very concept at the core of D&D ("Go someplace dangerous, fight some monsters, take their stuff") is incredibly colonialist when you get right down to it. Like, yes, we can and should craft narratives that are more nuanced than that, but the whole structure of the game is pretty deeply tied to killing some "monsters" who were often just minding their own business and taking some "treasure" that didn't belong to you. It's so deeply ingrained in the game that half the time when I play an Adventurer's League game that's set in a city I have to get in an argument with someone at the table about how no, it's actually pretty wildly inappropriate for us to just take this stuff that's lying around in the house where we're solving a murder mystery or something.
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2020-09-17, 02:47 PM (ISO 8601)
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Re: "Customizing your Origin in D&D"
That's the crux of the issue ain't it. You really can't. There's no good way to do Classic Fantasy Races that isn't Racist in some way. But at the same time, a Fantastic World With Elves and Dwarves and Orcs is part of the appeal of classic fantasy.
The Multiracial Cultures, and breaking down race=culture can help a lot. Get rid of the assumption that Orcs and Goblins and Drow are Always Evil and can be Killed on Sight, or that Orcs are Barbarians and Dwarves love Mining and Gold and Beer and Mining For Gold With Which To Buy Beer.
Similarly, making your non-human races More Inhuman vs People In Makeup can help. Break down the parallels between real-world ethnicity and Fantastical Races by making Races that could never be mistaken for Human. But in the end, there's no silver bullet short of creating settings without nonhuman sentient species (And even then, you run the risk of introducing good old fashioned real world racism right back into your setting).
The good news is that, since the real world harm usually comes down to "Racists will feel comfortable seeing a setting that embraces their views" and "The inherient racism in many classic fantasy tropes makes a lot of people uncomfortable", making a visible effort when crafting your setting can go a long way towards mitigating that harm. But at some point, you just have to throw Classic Fantasy Races out altogether, or else muddle them to the point of being completely irrelevant.Last edited by BRC; 2020-09-17 at 02:51 PM.
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2020-09-17, 02:47 PM (ISO 8601)
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Re: "Customizing your Origin in D&D"
In that case, it becomes 6 cultural backgrounds and the races don’t matter. I’m fine with that, too, but that again becomes more constraining than enabling for newer players.
There is a reason, say, Shadowrun had only a small subset of fantasy races, overlaid atop more contemporary groups.
If the cultures are interesting, they run the risk of being coded along contemporary groups, racial or otherwise. If the cultures aren’t interesting, they are a waste of space and energy.
They are basically out of luck on that score, because so many of their player base expect the traditional fantasy races to be present. If the difference between those races are shifted from stat bonuses to other things (dwarves toughness, orc savagery, elven gracefulness) the problem remains.
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2020-09-17, 02:51 PM (ISO 8601)
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Re: "Customizing your Origin in D&D"
See, I kinda feel that once you akbolwedge this, you've sort of lost any write to critisize someone for wanting to not give orcs and half-orcs a way to get a bonus to intelligence at char gen.
"I will have you know that the way I choose to play the game whilst still racist is less racist than the way you choose to" just doesn't sound too convincing.
By all means lets have conversations about the problematics of racism in games, its history and the problems that linger to this day, but if we cannot play a recognizable D&D game without elements of it, lets stop insisting you have to do everything you can to eliminate it, if the effort will never fully work.
I feel this thread has had some interesting discussion between people who like and dislike making making stat bonuses floating, but I don't think the racism angle has been part of it.
Not really. See, under this system half-elves get +1 charisma. A half-elf hexblade would be incentivized to choose a +1 charisma culture though too from a pureply mechanical point of view, so they could have +2 charisma, giving them the 17 they need to take elven advantage at level 4 and still have a +4 modifier.
Plus there will still be other racial traits. Tieflings will get fire resistance, dwarves will get poison resistance, orcs would get aggresive.Last edited by Boci; 2020-09-17 at 02:56 PM.
"It doesn't matter how much you struggle or strive,
You'll never get out of life alive,
So please kill yourself and save this land,
And your last mission is to spread my command,"
Slightly adapted quote from X-Fusion, Please Kill Yourself
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2020-09-17, 02:55 PM (ISO 8601)
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2020-09-17, 02:58 PM (ISO 8601)
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Re: "Customizing your Origin in D&D"
"It doesn't matter how much you struggle or strive,
You'll never get out of life alive,
So please kill yourself and save this land,
And your last mission is to spread my command,"
Slightly adapted quote from X-Fusion, Please Kill Yourself
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2020-09-17, 02:58 PM (ISO 8601)
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Re: "Customizing your Origin in D&D"
It's Eberron, not ebberon.
It's not high magic, it's wide magic.
And it's definitely not steampunk. The only time steam gets involved is when the fire and water elementals break loose.
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2020-09-17, 03:01 PM (ISO 8601)
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Re: "Customizing your Origin in D&D"
If they get a bonus to any stat, that also needs some subculture justification, you’ll need sixish subcultures, which becomes constraining more than enabling, unless they are thin, in which case it is mostly a waste of space.
If they need no justification, there isn’t any point in “racial” stat bonuses in the first place.
This is a marketing question, and they will do whatever they feel they need to to attract new players. If and when FR no longer helps them do that, it will be swept aside.Last edited by cutlery; 2020-09-17 at 03:02 PM.
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2020-09-17, 03:01 PM (ISO 8601)
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Re: "Customizing your Origin in D&D"
If FR stays the default setting certainly, but to echo another poster, I won't mind if it isn't. Nothing against FR, I just don't hold any established D&D setting especially dear.
Ofcourse there is. You may not prefer to skip it, but elves being naturally graceful has been an implied if not outright stated thing in fantasy for quite a while. You can decide that's purely cultural, but its not wrong to say its innate.Last edited by Boci; 2020-09-17 at 03:03 PM.
"It doesn't matter how much you struggle or strive,
You'll never get out of life alive,
So please kill yourself and save this land,
And your last mission is to spread my command,"
Slightly adapted quote from X-Fusion, Please Kill Yourself
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2020-09-17, 03:04 PM (ISO 8601)
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Re: "Customizing your Origin in D&D"
I don't know about that. Paizo has been making some improvements in this area (they just said "who cares about history, our Drow are purple instead of black now", for example). I'll admit that WotC is probably more conservative about making changes to their IP than Paizo is, but there are improvements they could make that are within the bounds of what a company like that might actually do. Making it abundantly clear that there are Drow cities other than Menzoberranzan that are not full of xenophobic homicidal demon worshipers would be a good start, for example.
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2020-09-17, 03:06 PM (ISO 8601)
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Re: "Customizing your Origin in D&D"
That’s a justification. Which is fine, but doesn’t solve the original problem - that some players have remarked on the bog standard races being off-putting.
There are ways around this (with new justifications and new traits, with many that subvert old tropes), but the traditionalist players won’t like it.
Who will spend the most money on WotC products in 15 years? That’s the question.Last edited by cutlery; 2020-09-17 at 03:07 PM.
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2020-09-17, 03:09 PM (ISO 8601)
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Re: "Customizing your Origin in D&D"
"It doesn't matter how much you struggle or strive,
You'll never get out of life alive,
So please kill yourself and save this land,
And your last mission is to spread my command,"
Slightly adapted quote from X-Fusion, Please Kill Yourself
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2020-09-17, 03:09 PM (ISO 8601)
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Re: "Customizing your Origin in D&D"
That is the role of the DM, yes. In the end, you're never getting around that, especially in a system like 5e where "Rulings, not Rules" is the catchphrase.
If the DM doesn't have a clear idea in his mind, he can call for that roll. If he thinks that one of the possible results of the roll is ridiculous, then he won't call for a roll and will rule the non-ridiculous result happens.
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2020-09-17, 03:13 PM (ISO 8601)
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Re: "Customizing your Origin in D&D"
Yes, and as I argued, those traits being present means the original problem isn’t solved. However, if racial bonuses aren’t doing anything anymore, best to just jettison them.
New sets of traits that move away from those tropes would work fine for me, but I’m not the market segment they are thinking of.
The traditional players may be aging out - if so, we can expect lots of that stuff to go away. But, like I said, that’s a marketing question.
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2020-09-17, 03:16 PM (ISO 8601)
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Re: "Customizing your Origin in D&D"
"It doesn't matter how much you struggle or strive,
You'll never get out of life alive,
So please kill yourself and save this land,
And your last mission is to spread my command,"
Slightly adapted quote from X-Fusion, Please Kill Yourself
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2020-09-17, 03:20 PM (ISO 8601)
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- Jul 2020
Re: "Customizing your Origin in D&D"
Floating bonuses. In the application of these new rules, they don’t do much anymore, other than there happen to be some races with a pair of +2s.
In the absence of these new rules they serve to make some races better for some classes. Removing the bonuses makes things less stark, but the racial traits remain. I don’t think Orcs or half-orcs as written, even with floating bonuses, will solve the problem the optional rules are meant to solve. So, I predict we will see further changes in this direction, henceforth.Last edited by cutlery; 2020-09-17 at 03:21 PM.
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2020-09-17, 03:27 PM (ISO 8601)
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Re: "Customizing your Origin in D&D"
Alternativly this will be a varient rule that is never touched again, at least for the rest of 5e's run. I feel state bonuses are too ingrained into D&D 5e for them to want to change anything. The actual erata to the PHB has been minor, making this rule official and then removing racial state bonus to replace them with a +2/+1 assigned as you please would not feel as minor, even if in practice it basically was.
"It doesn't matter how much you struggle or strive,
You'll never get out of life alive,
So please kill yourself and save this land,
And your last mission is to spread my command,"
Slightly adapted quote from X-Fusion, Please Kill Yourself
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2020-09-17, 03:28 PM (ISO 8601)
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Re: "Customizing your Origin in D&D"
You do not.
And what mechanical traits will give them that won't tie into some negative, real world stereotype? An earlier poster mistakenly thought Eberron orcs had primal intuition instead of aggressive, they actually have primal intuition instead of intimidating, but even if they didn't have aggresive anymore, isn't primal also a negative stereotype in the real world?
People objecting to racism are only mentioning orcs. The racial traits of dwarves and elves don't seem problematic, no one has mentioned them in this thread, and they have similar history of real world stereotypes. So, maybe we should just cut orcs from the game? I feel D&D can survive just fine without, though my preference would be to keep them.
The reason I and others keep mentioning orcs is that they were simply the first race mentioned--and their historical less-than-human intellectual ability (which does hold true in this edition; remember that by baseline rules, humans get +1 to all stats) is a particularly egregious mechanical example.
And on the orc note: I did indeed misremember which objectionable trait was turned into Primal Intuition. I had thought it was Aggressive, but it was indeed Menacing.
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2020-09-17, 03:30 PM (ISO 8601)
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Re: "Customizing your Origin in D&D"
I've gone with a few different approaches lately:
- My campaigns take place over a really small area. When your adventures are taking place in a kingdom the size of Rhode Island, it makes "race = culture" much less jarring, because you're dealing with smaller groups.
- Not all "races" are truly distinct. For example, "half-orcs" are humans blessed/cursed by the Goddess of Fire - they burn with passion and vigor, but they "burn out" earlier. Some of them are born that way, some of them change when they're older. Gnomes and Dwarves are both "the people of iron" - kinda like how both chihuahuas and labradors are dogs. Stuff like that.
- "Racial languages" aren't a thing. OK, this involves a little sophistry - there are languages that are primarily spoken by, say, elves. But there isn't, like, one "Elf" language that all elves speak.
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2020-09-17, 03:33 PM (ISO 8601)
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Re: "Customizing your Origin in D&D"
And what traits would those be? I'm not asking for a final ready for publish write up, just a rough idea of what traits you would feel comfortable saying every orc has that wouldn't be racist?
Actually is typically used when you are correcting someone, and yet the post you quoted there from me already aknolwedged that point, I was well aware of the history, hence why I called it similar.Last edited by Boci; 2020-09-17 at 03:40 PM.
"It doesn't matter how much you struggle or strive,
You'll never get out of life alive,
So please kill yourself and save this land,
And your last mission is to spread my command,"
Slightly adapted quote from X-Fusion, Please Kill Yourself