Learn all you need to know about race from Dungeons and Dragons From reading and posting on the Opposing Views section of the forum, I read a lot of foolish comments from the anti's. Statements like "I know a black person who is really smart, therefore everything you say about racial intelligence differences is wrong." Well, of course, the lack of understanding of statistics this statement shows is staggering. I try to recall when in my life when I could have fallen for such a foolish statement and I can't think of when I would have. I completely understood how there could be smart blacks and yet blacks be less intelligent than whites as a whole when I was a child. When was the first time I thought about an idea like that? When I got into Dungeons and Dragons at the age of nine or ten. I knew that elves were more agile than humans. I knew that because they had a +1 bonus (back when I started playing, now its +2) to Dexterity, I knew they were more dexterous even though the average elf had a Dexterity of 11.5 and humans could have a Dexterity of 18. These days, orcs have an average Intelligence of 8.5 (10.5 average for 3d6, -2) and since IQ roughly corresponds to D&D Intelligence times ten, then that puts your typical orc at an average IQ of about 85 . . . who does that remind you of? Of course, even as a child (long before I was racially aware) I would have known you were a fool if you said that orcs were as smart as humans just because you had an orc character with an Intelligence of 16. So when I was ten, I apparently knew more about statistics than your typical anti does. And this point may seem a bit silly, but it introduces an important idea that most white people are conditioned not to believe in - racial essentialism. The idea that race determines certain characteristics or tendencies. We knew that elves we dexterous, that dwarves were tough, that orcs were mean and nasty. We also knew that there were exceptions and that exceptions didn't mean that general trends didn't still apply. D&D also has a lot about racial loyalty. Elves band together in protection of their forests. Orcs raid human villages and have to be stopped by the hero. In D&D, you have loyalty to your people and you know that sometimes a race in general can be a threat to your's. As I've grown older over the years I've continued to enjoy role playing games and my though the games I've played have advanced beyond just fighting orcs and finding magic items - but I think that some of those ideas I was exposed to as a child were good lessons that maybe helped me come to terms with ideas that are part of beings a White Nationalist. |
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Negros +1 Strength, -2 Wisdom...+5 for saving throw vs poison gas (from all the crack they smoke). Negros also make excellent thieves. +2 ability to sneak when dark (due to natural camoflage). Also +2 ability when jumping a ravine, tree climbing, swinging from branches, you get the picture). NEVER have a negro magic user in your party. Although they do exist they have a 90% chance of misfiring every spell when cast. If you encounter such a creature, best to knock him down and take his "Staff of Equality" which is provided to ALL negro magic users when the character is created. A blast from this staff will lower the targets intelligence to the level of the caster...area spell...obviously this staff is useless in the hands of white mages so sell it for the 100 gold pieces it is worth. Jew -2 constitution, -2 strength. In a fight with a jew rolling a 1 means he begs for mercy and sticks a stilletto knife in your eye when you are dumb enough to help him up. Jews get twenty percent off enchanted items at the "Ye Olde JEWery Shoppe" chain (which is jew owned IMHO) Jews are forbidden to have "good" alignment. Chaotic Evil, Lawful Nutral, whatever as long as it isn't good/pious. They also cannot be fighters (for obvious reasons). Jews have no saving throw against Lawful Good Clerical spells. Whites get +1 to every ability when rolling. |
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I'd think that Jews would tend towards being Lawful Evil while blacks would tend to be Chaotic Evil or Chaotic Neutral. |
Re: Learn all you need to know about race from Dungeons and Dragons I've never understood D&D. I have been interested in looking where it came from and I've known some very interesting WNs in my life who at one point were avid players. Thanks, HRE, I think I understand the game better. Good analysis of inherent differences. :) |
Re: Learn all you need to know about race from Dungeons and Dragons Excellent post. I pretty much think of negroes as orcs and mulattos as half-orcs. Mestizos are kind of like goblins. You are absolutely spot on in your observation that people think their experiences with a few exceptional negroes somehow negates the reality of racial averages. |
Re: Learn all you need to know about race from Dungeons and Dragons lol - how about any Arab - same as a jew but instead of mercy, move has the ability to creat a +15 one time explosion. I always though the gnomes were Jews. Great post and sooo true. :D |
Re: Learn all you need to know about race from Dungeons and Dragons I say A Comeliness bonus to Whites . Say +3 for males and +5 for females . |
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Re: Learn all you need to know about race from Dungeons and Dragons Hahaha!! D&D will never be the same! Next game I have I'm gonna reroll as a negro character. Gather a group consisted of negroes and mestizos, and go "raiding" Jew & Arab controlled liquor/electricals/grocery stores... oh sorry, I mean "dungeons". Haha - just imagine the loot drops from killing a negro character - "+1 baseball bat of minor retardation, XXXXXXXL trousers of garish "splendour" (Ability to stun for 5 seconds but with a severe speed detriment) and 1 small bag of crack (increased strength for 2 turns but -5 intelligence -2 agility). Also, I would imagine Jews as Kobolds if anything to be honest lol |
Re: Learn all you need to know about race from Dungeons and Dragons Hee hee, yeah the +2/-2 to int is spot on. Been trying to get some WNs together to play a D&D game for the longest time... |
Re: Learn all you need to know about race from Dungeons and Dragons I'm currently writing a d20 dark fantasy setting where these themes are put out there more obviously. For those of you who use myspace over at my profile there at www.myspace.com/oneiricimperium there is a blog listed that talks about some of the details of the project. I should have have it done by the spring/summer and the setting will be available for free. |
Re: Learn all you need to know about race from Dungeons and Dragons Bravo. Very well said, I only wish more people were rational enough to understand these things. And kobolds are totally Jews. :rofl |
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Re: Learn all you need to know about race from Dungeons and Dragons :rofl this is one of the funniest threads on this board... good work HRE...:clink concerning negros/******s i think they should stay "orcs", the similarities are to obvious... (+2st, +1dex, +1con [due the work on cotton-plantation], -2int, 1-wis, -1char) mullatos - half-orcs(+1st, +1dex, +1con -1int, -1wis, -1char) jews - goblins? [-they cant be gnomes because most of them are neutral or good, in contrast to jews...], (-2st, -2con, +1int,+1dex) mestizos - duergar?:D (+2dex, +1con, -1int, -1wis, -1char ) arabs - ? (+2con (due living in desert), -1st, -1int, -1wis, -1char) asians - ? (-1 st, +1 dex) |
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Re: Learn all you need to know about race from Dungeons and Dragons In response to all of this: Brilliant! :D I love D&D but it has never made me laugh this much :rofl Whites are, of course, the elves, IMO = P For obvious reasons. |
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how about negros getting a once a day "chimp out" ability in combat similar to the barbarian class "rage" option |
Re: Learn all you need to know about race from Dungeons and Dragons Jews = gnomes gone horribly wrong and firmly set to Lawful Evil |
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I do have to say that blacks are not good thieves, they do steal as much as they are able, but they are terrible at it. Why did you think that they were all in prison, for being black? Robinhood and his Merry Men were great thieves, but no black is. A black will be released from jail on Monday and return to jail by at least Wednesday. I will let you D&D Folks decide on the numerical amounts but here are a few items that should be included: + Ability for flapping lips with incessant chatter. - Not much ability for useful communication. - Not much creative thought. - Not much ability at problem solving. + Tendency to act without thinking, especially when in an angry, hateful, mood (most all the time). + Tendency to commit a crime with no thought of the consequences. + Tendency to demand that they are innocent even with their victim present. + Tendency to resort to violence rather than logic. - Tendency to learn anything at all. - Tendency for listening. + Tendency for listening if staring down the barrel of a big gun! + Ability to resist sunburn. + Ability to avoid any physical work. - Tendency to offer any help to any one, ever! + Tendency to lie. - Ability to get away with a well crafted lie. Add as many as you like! |
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Re: Learn all you need to know about race from Dungeons and Dragons As funny as this thread is it does explain why people that played D&D at one point in their lives can easily understand racial concepts better then the average person. Asians= +1 int, +1 dex, -1 str, -2 cha (-2 spot due to little eyes) |
Re: Learn all you need to know about race from Dungeons and Dragons Funny, in the 3.5 version Players Hand Book it says in the Alignment section that one of the qualities that makes a person Lawful Evil is if you are racist against a certain group of people. |
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Re: Learn all you need to know about race from Dungeons and Dragons and the racial charicteristics things, plus and bonus! all high-tech home truths. |
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http://fast1.onesite.com/sholo.rensp...1.jpg?v=269400 |
Re: Learn all you need to know about race from Dungeons and Dragons One could actually stat out nego and make it more or less balenced. Mechanically you could actually make a decent enough character and excel at barbarian or maybe a fighter type. They could also make decent bards. Racial bonus to intimidate rolls and stealth in regards to mugging. Whites +2 to a ability of your choice, bonus feat, bonus trained skill. Negro -2 intelligence, +2 strength, rage 1/day (+2 to hit and damage, -2 to ref/AC), + 5 to pesuasion (intimidate) rolls. Jews -2 con, +2 intelligence, +5 to persuasion (haggle), may reroll a deception roll and keep the better result. Chinese. -2 strength,+2 dex, +5 to profession (fast food) rolls, bonus trained skill. Kobolds aren't jews as they are great miners and manufacture mechanical traps. What edition are we talking about here? I'm assuming 3rd ed or 4th. |
Re: Learn all you need to know about race from Dungeons and Dragons Jews: Gold Gnomes. Detect gold and gems at will (as per spell). Str, con -2. Whimper as a gully dwarf. Apprise +1/level. Haggle +1/level. Can track with smell. LE. Class: Bequiler Niggs: Orklings. Confusion 2/day (as xaositects). INT -4, Wis -2. cha -6, If they have cha 0 or lower, they can use scare at will. Saving throws suffer if charisma is negative! Aura of pity (as per emotion, sorcerer 3 times the level of the negro). Touch of equality, 1/day, can even out ability scores with someone else. (negro has 4 in inteligence, mage has 18, afterwards both have 11 (22/2) Lasts aslong as the negro is within level*10 miles). All spells succeed automatically against them, and bequilers can make them believe anything. CE. Class: commoner (believes they are rogues) Chinks. 3 times per day may double itself for an hour. They are all gestalt monks. You get twice as many of them as followers, as a LE leader. Dex+2, wis+2, Con-2, str -2. Superstitious (-6 vs all spells). Cure light wounds 1/day (only other chinks, using needles). LN. Class: Expert |
Re: Learn all you need to know about race from Dungeons and Dragons lol! this thread is hysterical |
Re: Learn all you need to know about race from Dungeons and Dragons Yeah some great ideas here but yeah the Jew's might be sly but they aren't bad fighters. Israel fought pretty much every Arab nation around at the same time and still came out on top. I don't think groids should get +str, probably a natural ability of clumsy haste or somethig like that. Whites should have +1 for all and then a +5 specialisation or their choice. |
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Oh and BTW guys I came across this while searching for D&D stuff, its a D&D alignment test, tells you what your individual alignment is based on some questions. http://www.wizards.com/default.asp?x=dnd/dnd/20001222b My alignment was Chaotic Neutral according to the answers I listed. It actually is really close to my way of thinking. I consider myself a rebel. |
Re: Learn all you need to know about race from Dungeons and Dragons If anyone wants I can actualy try and stat up the varuioius races for a serious D&D game. I would actually try and balance them out in some ways so mechanically speaking it might be beneficial to actually be a groid (for certain classes). Can also do it for 3.5 or 4th ed. |
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Your Character’s Alignment Based on your answers to the quiz, your character’s most likely alignment is Chaotic Good. Chaotic Good A chaotic good character acts as his conscience directs him with little regard for what others expect of him. He makes his own way, but he’s kind and benevolent. He believes in goodness and right but has little use for laws and regulations. He hates it when people try to intimidate others and tell them what to do. He follows his own moral compass, which, although good, may not agree with that of society. Chaotic good is the best alignment you can be because it combines a good heart with a free spirit. :D |
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A Niggro is a primitive savage, and will never reach the level of a Barbarian. |
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Re: Learn all you need to know about race from Dungeons and Dragons I would use the baseline human in the 3.5/4th ed players handbook still. Players could pick to use the standard human package or their cultural one. I would probably use half orc stats for negroes and replace the dark vision with rage 1/day. Exceptional negro individuals or ones raised in a different cultre can just use baseline human stats. Jews would probably have bonuses to bluff/deception type skills and maybe persuasion/diplomacy. Asians could get skill focus profession (cooking) as a bonus feat:) |
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That being said, I might be inclined to give them a Dexterity bonus over whites instead of Strength, since whites do quite well in Strength based sports like wrestling, weight lifting, strongman contests, hammer throw, etc. You also tend to see arabs and orientals in Strength based sports as well. So, here is my version of the various races in D&D, as per 3rd edition : Aryan +2 to any one attribute. Gains a bonus feat. At first level may choose one skill that is treated as an in class skill. Preferred class : any. Oriental +4 skill points at first level, +1 skill point each additional level. Gains a bonus feat. Preferred class : monk. (this ends up with orientals corresponding to the baseline D&D human, no bias intended there) Half-Negro +2 Dexterity, -2 Intelligence, -2 Wisdom. Receives a +5 bonus to movement rate. Due to their thick skulls and dense bones, negroes receive 1 point of damage reduction against bludgeoning attacks but also suffer a -2 penalty to swim. Preferred class : barbarian. Negro +2 Dexterity, +2 Constitution, -4 Intelligence, -2 Wisdom. Receives a +10 bonus to movement rate. Due to their thick skulls and dense bones, negroes receive 1 point of damage reduction against bludgeoning attacks but also suffer a -2 penalty to swim. Preferred class : barbarian. No lawful alignment allowed. Jew +2 Intelligence, -2 Constitution. Once per day, they may reroll any one d20 roll that involves lying, manipulation, subterfuge, manipulation of money, or self aggrandizement. Preferred class : any. No good alignment allowed. Brown Races (Amerindians, Mestizos, Arabs, Indians, etc.) +2 Constitution, -2 Intelligence. Gains a bonus feat. Gets a +2 bonus in any single skill appropriate to racial or cultural background. Preferred class : ranger (Amerindians), rogue (Mestizos), fighter (middle easterners), and cleric (Indians). |
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+4 Strength +2 Constitution, -2 Intelligence, -4 Wisdom. Blacks lack the ability to deter gratification, but can be somewhat crafty when the need arises. |
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