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Holy Roman Emperor 11-13-2007 01:58 AM

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.

Numenorean 11-16-2007 11:30 PM

Re: Learn all you need to know about race from Dungeons and Dragons
 
Quote:

Originally Posted by Holy Roman Emperor (Post 4809761)
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." Dexterity of 18.

need to update Dungeons and Dragon's a bit

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.

Holy Roman Emperor 11-16-2007 11:49 PM

Re: Learn all you need to know about race from Dungeons and Dragons
 
Quote:

Originally Posted by Peter_Lifton (Post 4823428)
need to update Dungeons and Dragon's a bit

Negros +1 Strength, -2 Wisdom...+5 for saving throw vs poison gas (from all the crack they smoke).

Surely they would get an Intelligence penalty, that would seem to be the stat closest to linked to IQ. Though I could see low Wisdom too, as Wisdom applies to things like having self control (Willpower save) as well as being observant or intuitive - as well as wise. I feel conflicted about what stat bonus they would get, since wrestlers and weight lifters tend to be white, I think maybe its not Strength blacks have an advantage with, maybe Dexterity would be the better bonus. Maybe +2 Dex, -2 Int, -2 Wis (in keeping with the current even attribute rules of 3rd edition D&D).

I'd think that Jews would tend towards being Lawful Evil while blacks would tend to be Chaotic Evil or Chaotic Neutral.

Theodoric 11-17-2007 12:01 AM

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. :)

Vae Victus 14 11-17-2007 12:29 AM

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.

Athelas 11-20-2007 07:36 PM

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

Wargangr 11-22-2007 03:47 AM

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 .

Maleficarum 11-24-2007 07:24 PM

Re: Learn all you need to know about race from Dungeons and Dragons
 
Quote:

Originally Posted by Peter_Lifton (Post 4823428)
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.

I laughed so bad my jaw hurts :rofl

Guest 11-25-2007 05:11 PM

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

Centimanus 12-14-2007 08:27 AM

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...

Oneiric_Imperium 12-17-2007 12:07 AM

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.

Klothos 04-21-2008 04:46 PM

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

National_socialist46546 04-21-2008 06:46 PM

Re: Learn all you need to know about race from Dungeons and Dragons
 
Quote:

Originally Posted by Peter_Lifton (Post 4823428)
Negros +1 Strength

What? Why? Negroes are not stronger than us.

ahura 04-23-2008 07:31 AM

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)

OswaldM 04-23-2008 07:35 AM

Re: Learn all you need to know about race from Dungeons and Dragons
 
Quote:

Originally Posted by National_socialist46546 (Post 5382007)
What? Why? Negroes are not stronger than us.

Maybe not genetically, but many of us whites are slouching off in office chairs, doing jobs that keep this country running. While Negroids are usually unemployed, having ample time to get in shape and all.

xLukiex 05-11-2008 01:13 AM

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.

Numenorean 05-18-2008 08:43 AM

Re: Learn all you need to know about race from Dungeons and Dragons
 
Quote:

Originally Posted by National_socialist46546 (Post 5382007)
What? Why? Negroes are not stronger than us.

Maybe not...but we do need D&D affirmative action to help negros otherwise no one would want to play one!

how about negros getting a once a day "chimp out" ability in combat similar to the barbarian class "rage" option

The Octopus 05-19-2008 02:10 PM

Re: Learn all you need to know about race from Dungeons and Dragons
 
Jews = gnomes gone horribly wrong and firmly set to Lawful Evil

14words_of_truth 05-19-2008 11:49 PM

Re: Learn all you need to know about race from Dungeons and Dragons
 
Quote:

Originally Posted by Peter_Lifton (Post 4823428)
need to update Dungeons and Dragon's a bit

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.

If anyone has the time or desire to make Race Cards (all the politicians seem to have them) it would really be a great idea.

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!

RokketDoktor 05-26-2008 09:58 PM

Re: Learn all you need to know about race from Dungeons and Dragons
 
Quote:

Originally Posted by The Octopus (Post 5480668)
Jews = gnomes gone horribly wrong and firmly set to Lawful Evil

I haven't laughed so hard in ages! And bravo on the Ultros avatar. :rofl

Spotar 08-04-2008 01:37 PM

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)

Grove Guardian 09-11-2008 01:11 AM

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.

Holy Roman Emperor 06-01-2009 04:34 PM

Re: Learn all you need to know about race from Dungeons and Dragons
 
Quote:

Originally Posted by Numenorean (Post 5476571)
Maybe not...but we do need D&D affirmative action to help negros otherwise no one would want to play one!

how about negros getting a once a day "chimp out" ability in combat similar to the barbarian class "rage" option

I'm not sure if negroes need that ability, since barbarian is likely the preferred class for negroes.

barelegs 06-02-2009 03:06 AM

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.

Feric Jaggar 06-02-2009 03:24 AM

Re: Learn all you need to know about race from Dungeons and Dragons
 
Quote:

Originally Posted by Holy Roman Emperor (Post 6926684)
I'm not sure if negroes need that ability, since barbarian is likely the preferred class for negroes.

Yep :rofl
http://fast1.onesite.com/sholo.rensp...1.jpg?v=269400

Sorcerer 06-10-2009 06:08 AM

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.

ikki 06-10-2009 06:35 AM

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

pmel 06-11-2009 05:16 AM

Re: Learn all you need to know about race from Dungeons and Dragons
 
lol! this thread is hysterical

Scotchblood 06-11-2009 09:20 AM

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.

Mxblaster 06-23-2009 12:06 AM

Re: Learn all you need to know about race from Dungeons and Dragons
 
Quote:

Originally Posted by Numenorean (Post 4823428)
need to update Dungeons and Dragon's a bit

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.

LMAO! Too funny.

Accrow 06-24-2009 02:02 AM

Re: Learn all you need to know about race from Dungeons and Dragons
 
Quote:

Originally Posted by Numenorean (Post 4823428)
need to update Dungeons and Dragon's a bit

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.

HAHAHA! Very nice summary. I really can't think of anything else to add, you hit the spot!

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.

Sorcerer 06-24-2009 04:06 AM

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.

mechanicalstar 06-24-2009 04:22 AM

Re: Learn all you need to know about race from Dungeons and Dragons
 
Quote:

Originally Posted by Accrow (Post 7015668)
HAHAHA! Very nice summary. I really can't think of anything else to add, you hit the spot!

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.

Fun quiz! I got:

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

14words_of_truth 06-24-2009 10:04 AM

Re: Learn all you need to know about race from Dungeons and Dragons
 
Quote:

Originally Posted by Holy Roman Emperor (Post 6926684)
I'm not sure if negroes need that ability, since barbarian is likely the preferred class for negroes.

No, a Barbarian is a person from a Culture that is totally dissimilar to your own.

A Niggro is a primitive savage, and will never reach the level of a Barbarian.

Holy Roman Emperor 06-24-2009 03:11 PM

Re: Learn all you need to know about race from Dungeons and Dragons
 
Quote:

Originally Posted by Sorcerer (Post 7015922)
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.

I'd be interested to see that. I'm sure the races could be roughly balanced in a way that would make them all balanced. I would foresee the negro being the equivalent of the half orc in D&D - a race well suited for melee combat but not much else. To carry the analogy a bit further, its almost as though American blacks are half orcs and African blacks are full blooded orcs. I'm a 3rd edition man myself, but I wouldn't mind seeing a 4th edition version either. It would seem to me though, that several of the races would be quite similar mechanically - I'm not sure how different whites and orientals would be from a D&D mechanical perspective.

Sorcerer 06-24-2009 03:38 PM

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:)

Accrow 06-24-2009 04:00 PM

Re: Learn all you need to know about race from Dungeons and Dragons
 
Quote:

Originally Posted by Holy Roman Emperor (Post 7017514)
I'd be interested to see that. I'm sure the races could be roughly balanced in a way that would make them all balanced. I would foresee the negro being the equivalent of the half orc in D&D - a race well suited for melee combat but not much else. To carry the analogy a bit further, its almost as though American blacks are half orcs and African blacks are full blooded orcs. I'm a 3rd edition man myself, but I wouldn't mind seeing a 4th edition version either. It would seem to me though, that several of the races would be quite similar mechanically - I'm not sure how different whites and orientals would be from a D&D mechanical perspective.

There is a catch though, orcs don't make very good thieves. Blacks are specially suited for the role. I think a new race would have to be made, maybe apes and half-apes. They can have excellent agility and dexterity, perfect for pilfering items from shop owners, or picking pockets, or maybe a home invasion, but have incredibly low charisma, wisdom and intelligence. They could also make good bandits and assassins, sneak up and back stab for a critical, then pilfer the fallen man's gear, etc. They cannot be priests, wizards or sorcerers, nor have a lawful or good attubute.

Holy Roman Emperor 06-25-2009 03:16 PM

Re: Learn all you need to know about race from Dungeons and Dragons
 
Quote:

Originally Posted by Accrow (Post 7017694)
There is a catch though, orcs don't make very good thieves. Blacks are specially suited for the role. I think a new race would have to be made, maybe apes and half-apes. They can have excellent agility and dexterity, perfect for pilfering items from shop owners, or picking pockets, or maybe a home invasion, but have incredibly low charisma, wisdom and intelligence. They could also make good bandits and assassins, sneak up and back stab for a critical, then pilfer the fallen man's gear, etc. They cannot be priests, wizards or sorcerers, nor have a lawful or good attubute.

Well, I'm not sure that blacks are better suited to be thieves than other races are. I mean, blacks have less morals, less self control, are less industrious, less intelligent, more violent, etc. This leads then to a life of crime more frequently than other races, but I wouldn't say that they really excel at it. I mean, for the most part, black criminals don't really on subtlety or skill. They certainly can't hold a candle to the Italian Mafia, Japanese Yakuza, Russian/Jewish gangsters or the like. They aren't known for their expertly planned bank heists or multibillion dollar swindles.

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).

Lord Jim 06-30-2009 07:21 PM

Re: Learn all you need to know about race from Dungeons and Dragons
 
Quote:

Originally Posted by Holy Roman Emperor (Post 7021689)
Negro
+2 Dexterity, +2 Constitution, -4 Intelligence, -2 Wisdom.


+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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