Thinking of Slightly Changing Race Attribute Bonuses


Homebrew and House Rules


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I'm thinking of slightly changing how race attribute bonuses work for character creation and I'd like to see what you all think.
Pretty much every race gets +2 to two stats and -2 to one.
And the +2s are to one physical stat (str, dex, con) and the other is to a mental one (int, wis, cha).
So character creation often comes down to "what class do I want to play? What are the two main stats for that class? Which one or two races get bonuses in those stats?"
Instead, I'm thinking, one of the +2s has to go into either of the two stats that the race always gets (Eg: an elf picks int or dex and gets the +2).
The other +2 has to be put into one of the three stats of the other type (physical or mental).
So if someone playing an elf puts +2 into int, the other +2 goes into str, dex, or con. (It could go into con, thereby giving you +2 to int, and the other bonus and negative cancel each other out.)
I think this would open up more race / class combinations. Eg: "I want to play an elf bard, so I'll put the +2 into dex and then the floating +2 into charisma."
(That way you're not "stuck" playing a charisma-based race when playing a bard.)

Thoughts? Opinions?


I've liked the idea of removing the penalties from the attribute spread, but I think this is also a nice step into not pigeonholing race/class combinations. These are the issues I can think of:

1. It reduces the power of Humans, but that doesn't matter, since they're the strongest

2. It reduces the attractiveness of Half-Elves and Half-Orcs. I don't know that these races were particularly powerful, barring rule abuses. It's very likely that they will be rarely played (if that's a problem).

3. It makes a Small martial a lot more attractive when they can have a bonus to AC, Hit, and also have a +2 to Str and Wis. This might lead to some frustration when NPCs have a difficult time effectively challenging your martial. But, then, you're the GM. If you can deal with the frustration, do it.


So "+2 fixed thing, +2 any of the other type, -2 fixed"?

It's an okay compromise if you really need that.

Ideally, I'd rather everyone had "+2 any one" like humans and half-Xs. At the very least, I don't like the implication of giving anyone a fixed "-2 to X mental stat".

Shadow Lodge

I use 15 point buy, then you get +2 to one physical stat and +2 to one mental stat. No racial ability modifiers. No -2.


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I've decided to do away with ability modifiers based on race entirely. I give my players a short list of options and 10 points and let them build their own elf, dwarf or whatever. As long as it makes sense.
You want a half-orc with a base speed of 40ft and scent? Sure. Or how about one with a bite attack and ferocity? You got it.

For ability scores, it's always (+2 physical, +2 mental, -2 any) or (+2 any).

Dark Archive

I went sort of halfway, keeping some limits as a nod to flavor, but opening up more options for most races.

Two types of elves, those 'fresh off the boat' from their homeworld, who have yet to adapt to the biology/gravity of Golarion, with the usual +2 Dex/-2 Con/+2 Int, and those who remained on Golarion for generations and adapted, with +2 Dex/-2 Str/+2 Cha (more prone to sorcery and bardery than wizardry, and with some fey ties).

Two types of dwarves, the outdoorsy sorts commonly seen as adventurers with +2 Con/-2 Cha/+2 Wis, and the more clannish stay-at-home merchant/crafter caste with +2 Con/-2 Dex/+2 Int (more likely to man the forges, run the government, have ties to rune wizardry and geomantic/elemental earth sorcery). They are also the primary source of all special metals like adamantine and mithril, and set the market prices for masterwork armor and weapons, on which they have a crushing monopoly.

Two types of halflings, the 'city mice' who have integrated themselves over many generations into human nations of Andoran, Taldor, Ustalav and (sadly) Cheliax, and have +2 Dex/-2 Str/+2 Cha, and the 'country mice' who live in rural 'shires' of other halflings and are more down to earth with +2 Dex/-2 Str/+2 Wis.

Gnomes mix it up with +2 to any mental stat. It's not genetic, a child of two gnomes with +2 Int could end up with +2 Wis or +2 Cha. No bonus or penalty to any physical stat (they're wiry and tough, for their size, but not particularly agile).

And half-elves and half-orcs. I initially gave them *less* options, with a floating +2 in *either* Str or Wis (for half-orcs) or Dex or Cha (for half-elves), but nobody was playing them anyway. +2 to *both* (with no penalty) seems a bit over the top, and would make them the new Aasimar, beloved of min-maxers, so I didn't want to go there either...

So most races had two sets of options, and didn't end up frozen out of some classes (such as Bard or Sorcerer, in the case of Dwarves, even if they didn't have a +Cha option). Gnomes three options was a nod to 3.X, where the iconic Gnome class was either Bard or Illusionist, and now Druid, in PF, so I found it amusing to make it so that a Gnome PC could have a +2 to Cha, Int *or* Wis, and excel at any of the three.


Thanks for sharing the various options, everyone! I really appreciate it.

Kitty Catoblepas, SilvercatMoonpaw, & gnoams -- I thought about getting rid of the -2 but for now I think I'll leave it in and see how that plays out.

Kitty Catoblepas -- I was trying to decide if it was fair to humans and half-Xs, but I don't mind any of those three not being played as much. Humans, because yeah, they're always a solid choice so this might make them a little less common, and half-elves and half-orcs are still good options if you want to play that race. (And I agree, they're not played often as it is.)
I haven't seen a small martial in play so I don't have an idea as to how it could play out. And I'm okay with them giving me a hard time. (My players usually do, so I'm used to it :D )

gnoams -- I really like the idea of 15 point buy, two +2s and no negatives! I suggested that to my players but they all like the idea of the races being at least a little distinct.

Quixote -- I like that idea too, but again, my players want the races to be a little more distinct than just description and abilities. (They like the one set bonus and the negative)

Set -- Love that idea! But I'm too lazy and don't want to change things too much.


Warped Savant wrote:
...my players want the races to be a little more distinct than just description and abilities. (They like the one set bonus and the negative)

I get it. It's such am iconic element of the game at this point.

But given the rate of wokeness in the world at large, I wanted to try and get ahead of the curve. Saying "race X has ingrained, unavoidable weakness Y" is...problematic, to say the least. 5th may be doing away with the term "race" all together. I think it's just a matter of time before the idea that orcs are dumb or elves are fragile is a thing of the past.

Plus, I've been mixing and matching stuff for so long. Swapping weapon familiarity for other proficiencies or even some other basic feat, changing favored classes or bonuses to skills. An elf with +2 to Concentration checks instead of +2 to penetrate SR doesn't feel less mystical, just different. And an elf that trades either of them away for a bonus to Acrobatics doesn't feel less elvish, just a different facet of what that terms means.


Quixote wrote:
Warped Savant wrote:
...my players want the races to be a little more distinct than just description and abilities. (They like the one set bonus and the negative)

I get it. It's such am iconic element of the game at this point.

But given the rate of wokeness in the world at large, I wanted to try and get ahead of the curve. Saying "race X has ingrained, unavoidable weakness Y" is...problematic, to say the least. 5th may be doing away with the term "race" all together. I think it's just a matter of time before the idea that orcs are dumb or elves are fragile is a thing of the past.

Plus, I've been mixing and matching stuff for so long. Swapping weapon familiarity for other proficiencies or even some other basic feat, changing favored classes or bonuses to skills. An elf with +2 to Concentration checks instead of +2 to penetrate SR doesn't feel less mystical, just different. And an elf that trades either of them away for a bonus to Acrobatics doesn't feel less elvish, just a different facet of what that terms means.

And then for some of us the majority of racial traits feel like flavor text with meaningless numbers attached to them. Then after a certain point of "trimming" you can find yourself deciding that only the most glaringly obvious differences warrant mechanics, of which a couple of ability score adjustments is not one.

No one should agree with me if they don't want to: simply explaining my perspective.


SilvercatMoonpaw wrote:
No one should agree with me if they don't want to: simply explaining my perspective.

I'm sorry, I don't think I understand your perspective. What is it, exactly?


Quixote wrote:
SilvercatMoonpaw wrote:
No one should agree with me if they don't want to: simply explaining my perspective.
I'm sorry, I don't think I understand your perspective. What is it, exactly?

I view most racial traits as worthless. Therefore I use so few it's just easier to only use them in the most glaringly obvious circumstances (such as they represent extreme differences in body shape).


Hm. I'd be interested in seeing some examples.

My ability score generation method (any scores, three even and three odd, with a sum modifier of +6) is such that no one really pays much attention to racial modifiers anyway; my games tend to reward well-rounded characters over top-heavy or overly focused ones, so extremely high/low scores aren't too common, which is really the only time racial modifiers would be noticeable with this method.

It is interesting, with this new pseudo-race builder, that you could...have a dwarf that isn't Stable? Sort of seems like that should always come with that physical build. But whatever. I'll sacrifice a little believability for a lot of flexibility any day.


Quixote wrote:
It is interesting, with this new pseudo-race builder, that you could...have a dwarf that isn't Stable? Sort of seems like that should always come with that physical build. But whatever. I'll sacrifice a little believability for a lot of flexibility any day.

I'd wonder what physical traits give dwarves that ability: wide feet? exceptionally-dense-and-therefore-heavy bodies?

I'm more inclined to give that sort of ability to a centaur.


Pretty sure it's just being as broad as you are tall. Low center of gravity, etc.

Centaurs get the +4 situational bonus to their CMD because they have four legs.


Quixote wrote:
Pretty sure it's just being as broad as you are tall. Low center of gravity, etc.

That depends on the design of dwarf: I've seen some pictures that don't portray them so broad.

(Also, admittedly, I just don't like dwarves.)


SilvercatMoonpaw wrote:
I've seen some pictures that don't portray them so broad...

Artwork in the books that contains said rule? Or just like. Different interpretations of the mythology?

'Cause I've seen plenty of Tiny-sized elves with ugly faces, pointy hats and green skin. There are just so many different versions of mythological people and creatures even before you get to the deviations due to creative license. In D&D and Pathfinder, dwarves are described as being broad in the shoulder and chest, stout or stocky. I would consider any artwork that significantly deviates from this description to be an inconsistency rather than proof of some alternative fact.

SilvercatMoonpaw wrote:
(Also, admittedly, I just don't like dwarves.)

I'm not sure what you're implying, here. Or is it just a side comment, not meant to weigh in on the subject.


Quixote wrote:
SilvercatMoonpaw wrote:
(Also, admittedly, I just don't like dwarves.)
I'm not sure what you're implying, here. Or is it just a side comment, not meant to weigh in on the subject.

Sorry: I meant that to mean "I also just don't think about dwarves and their physiology much, so I don't have much to say on how I'd stat them".

Shadow Lodge

You know you can already trade out dwarf stability with alternate racial traits, no homebrew required. So yeah, non stable dwarves is cannon for Golarion.


gnoams wrote:
You know you can already trade out dwarf stability with alternate racial traits, no homebrew required. So yeah, non stable dwarves is cannon for Golarion.

I did not. I have next to no exposure to any of the Golarion canon and extremely limited exposure to anything beyond the core book.

Regardless, it still feels...odd? Like, a half-orc with a bite attack or +1 to saves instead of orc ferocity is easy to accept. But the bonuses that supposedly come from being solid n' stocky not being present, despite one's solidity and stockiness seems less intuitive. But you could always explain it away with an unathletic dwarf or whatever.

Shadow Lodge

Looking at all the options on the archives, it looks like dwarves have options to trade out every racial trait except slow and steady. To me it makes plenty sense, there's a lot of diversity among people. Why wouldn't dwarves have different body types too?


Quixote wrote:
But you could always explain it away with an unathletic dwarf or whatever.

That's kind of where I start: How hard would it be to assume not all members of race X would have this? How inherent is this trait?

I also ask myself if the trait is significant enough to really need mechanics attached to it: I'm not a fan of padding a race with "+2 to one sub-use of one skill"-type traits.

-------------------------

Also, now that I've thought about it even more, my response to Dwarven Stability was based on my tendency to imagine dwarves more "little people" than "muscle walls" as portrayed in D&D/Pathfinder.

Dark Archive

Quixote wrote:
Regardless, it still feels...odd? Like, a half-orc with a bite attack or +1 to saves instead of orc ferocity is easy to accept. But the bonuses that supposedly come from being solid n' stocky not being present, despite one's solidity and stockiness seems less intuitive. But you could always explain it away with an unathletic dwarf or whatever.

One could have a more top-heavy build than others (bandy legs, big shoulders), or be unusually thin 'for a dwarf.'

Or yeah, just terrible balance. Kicked by a mule as a child. :)


Quixote wrote:


But given the rate of wokeness in the world at large, I wanted to try and get ahead of the curve. Saying "race X has ingrained, unavoidable weakness Y" is...problematic, to say the least. 5th may be doing away with the term "race" all together. I think it's just a matter of time before the idea that orcs are dumb or elves are fragile is a thing of the past.

*Rolls eyes at "wokeness"*

Not at you, just the term in general. I'm becoming an old man, and I loathe the bastardization of the language that comes from much of slang. I'm all for "enlightenment", but "political correctness" annoys me; and "woke" is just a new mashup of both of these terms. At the always foolish risk of trying to inject a little bit of science or logic into a "sensitive" issue, I'm going to through out the bio perspective here. When I was in school, "race" was synonymous with "species" in science class. Social studies uses the term differently. That's a whole different kettle of fish; but basically in our world, we are all part of the human race (homo sapiens). So, moving into the fantasy realms, different races are different species. Elves and Dwarves and Orcs are as genetically diverse as Star Trek's Vulcans, Klingons, and Trills, etc. Just as a lion and a cheetah have different inherent capabilities, so to do members of the different races. They are still sentient, and no one is (or at least should be) questioning their inherent worth. Rather, there are simply inherent morphological differences. I realize that once "mental" stats come into play this is a gray area, but even then biological arguments can be made about pattern recognition, sensory perception, or social instincts. Not that any sentient species isn't capable of these things; but some may have brains better developed to give a better starting point for certain capabilities.


Before I get labeled as racist. Let me be perfectly clear. I'm for using mechanics in game to distinguish between different species or "races". If we're only talking about differences in facial features and/or skin tones in the real world with different ethnicities/races, then any argument about inherent physical or mental superiorities is garbage.


Sysryke wrote:
*Rolls eyes at "wokeness"*

Language is constantly changing and evolving. I am not always a fan of the directions it develops in (I usually use current slang such as the aforementioned term with a goodly helping of sarcasm), but it's going to keep right on changing, with or without my or anyone else's blessing, so I figure I may as well try and accept it.

As to the body of your post, I would agree. The term "race" is possibly being done away with due to the multiple definitions you've described, and how easy it is for people of sinister intent to take a fantasy people with an in-game mechanical weakness or flaw and apply it to a real-world people or culture.

It would be easier, cleaner and clearer to do away with those elements that make such comparisons possible in the first place. I mean, elves have +2 Dex, but there's nothing stopping you from assigning a 7 there and having a clumsy, uncoordinated elf. And if you removed the set racial modifiers altogether but knew that elves "tend to be graceful, agile and quick", there'd be nothing stopping you from putting a high stat there anyway.


I get what you are saying, and I mean no personal criticism. I just hate to see decisions made based on what is "easier, cleaner". I'm all for evolution, change, growth and creativity; but not everything old must die for the new to flourish. When we play and create in these classic fantasy systems, many of us do so from at least a partial place of nostalgia. There are very few completely "new" or "unique" concepts. The creative aspect usually comes in the new ways be combine "old" elements. If folks want to make new creatures, races, stories, or mechanics, more power to them; but not at the expense of trying to negate or erase the art, ideas, and creations that have come before. I may not be wording this as clearly as I wish, I'm just striving/hoping for a more balanced approach.


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I don't think this new approach will erase the old at all. Elves are still elves, dwarves are dwarves, etc. We'll just be removing the potentially offensive or harmful aspects of those old ideas.

Nostalgia is powerful and a big part of my hobbies, but I just don't think I can justify keeping something around if it's part of some form of big-picture ignorance or subtly harmful paradigm.

Getting rid of the term "race" and population-specific ability modifiers is nothing but good, as far as I can see. It cuts out the possibility for racial coding and doesn't actually damage the original fantasy concept.


Not saying either of us is right or wrong, but I fundamentally disagree with you on this issue I think. Don't want to completely hijack this thread, as we are straying into the topic of another thread I believe you'd started. I guess my issue/concern/worry is when you start cutting out mechanics, flavor, or other pieces because something MIGHT be offensive or harmful, who gets to decide what is and isn't okay? That starts to border on censorship, and that worries me. I feel anyone does and should have the right to not participate in an activity of discussion they don't care for/aren't comfortable with; but I can't support the limiting of ideas and discussion based on any individual or groups ideals of what is or isn't acceptable. Again, I'm not trying to attack or accuse you personally; but, Free Speech has to allow for all ideas/words/opinions even the ones that some people don't like. To each his own, basically. And truly, thanks for taking the time to talk about this.


What flavor or mechanics does it seem I'm suggesting I cut out, exactly?


When you mentioned "gettying rid of . . . population-specific ability modifiers" I took it to mean the racial ability stat modifiers. I see those as both mechanic and flavor. Or more accurately, I see nearly all game mechanics as a way to codify flavor aspects of the game. Some may see TTRPG's differently, but when I'm describing them to new people or perspective players, I usually refer to them as group storytelling and "make believe" for adults. To that end, all the game mechanics and numbers are just a tool to help people define/describe their character; also to mitigate conflicts. I'll often use the old "cops and robbers" analogy; the rules are just there to prevent folks from going, "Hey, I shot you!" . . . "No, you missed me!". Overly simple, but I feel it's a useful starting point. I'm segueing here though.

When it comes to the racial modifiers, specifically the penalties (which is where I see the most objection) I don't look at these as an inherent negative value or commentary/slur against the race. Rather I look at those numbers as a simple reflection of the "average" member of that species. Maybe the benefits or penalties come from an inherent biological difference, like the advantages and disadvantages of a wolf vs. domestic dog. They could also come from a cultural difference; like the average Klingon being physically stronger than the average human because Klingon society is built around a warrior culture. These small mechanical/flavor differences in race serve as a foundation for people who want to play something other than a "typical" human. These classic or maybe even stereotypical tropes are what help establish that sense of nostalgia; but they also help give players a common starting reference point for group understanding. Depending on a player's preferences, they could lean in to the classics (dwarf fighter or paladin, elf mage, halfling rogue, etc.). There's the satisfaction of playing an "iconic" character, or just having solid mechanical performance. But these same tropes also help to foster and highlight creativity. When you decide to dump all your points or highest roll into a less optimal stat or play the "odd" class choice, those characters can shine all the more because they have a stark contrast to the "average" members of their race/tribe/nation. I have no problem re-skinning a race or creature type and changing up modifiers, because usually when folks do that, they're also adding of changing story/culture/background elements. The story informs the mechanics and vice versa. For me, to do away with those elements all together would over-homogenize characters into a gray soup. I'm all for making a character "outside the box", but I feel that is better served by making more categories, options, and distinctions, not less. A character is more than the sum of all its parts; but, the initial development or idea is defined by all of its capabilities, traits, virtues, and "flaws".

Sorry to be so wordy. Brevity is NOT my strong suit. If I misunderstood your point(s), I apologize. I do still firmly believe that nobodies play style is "wrong fun".

Shadow Lodge

My reasoning to cut out ability modifiers from races is this:

Pathfinder ability score rules such as they are, it is a major benefit having your racial ability modifiers add to you primary ability scores. These are not small, flavorful modifiers. If you want to make a character of a specific race that does not utilize the ability scores granted by the race, you have to take a significant disability to do so. This is bad design imo. I want to encourage and facilitate my players to choose the race they want, not feel forced to choose the race that is mechanically the best for their class.


@Sysryke: I believe I understand the principal behind your stance, but I don't think what I'm suggesting actually threatens it.

Say we change the ability score modifiers to "get +2 to two scores and -2 to one score" or "get +2 to one score".

Then say elves tend to be agile/swift dwarves are often grim /tough, those of orc blood are commonly strong/imposing-- just go ahead and describe the different peoples exactly as they are (or however you'd like them to fit your setting).

Now, a player can take their character and make them "iconic" or "contrasting", depending on how they array their scores, just like before. Right? So really, what have we lost?

I have never personally seen any sort of racial coding in D&D or The Lord of the Rings or anything like that. But then, I don't have much in the way of firsthand experience with racism so I'm not very sensitive to/aware of it.
I rolled with someone a few years back who pointed out the half-orc's "existing on the fringe of society, hated and feared" trope coupled with the +2 Str, -2 Int and Cha from 3rd, and connected the dots to their own experiences being hated and feared and how it made them...less than comfortable.
It wasn't this huge deal for them but it was a deal of some kind. It was tiresome and annoying, made all the more so by most people's complete ignorance of it.

So I figure, if we can work towards cutting things like that out of the game, we really should.
And since the aforementioned changes and adjustments don't prohibit us from running the games we want to or damaging our experiences in any significant, noticeable, reasonable way...it just feels like a no-brainer.

Dark Archive

gnoams wrote:

My reasoning to cut out ability modifiers from races is this:

Pathfinder ability score rules such as they are, it is a major benefit having your racial ability modifiers add to you primary ability scores. These are not small, flavorful modifiers. If you want to make a character of a specific race that does not utilize the ability scores granted by the race, you have to take a significant disability to do so. This is bad design imo. I want to encourage and facilitate my players to choose the race they want, not feel forced to choose the race that is mechanically the best for their class.

That was one of my primary reasons for wanting to have each race have at least two options, to encourage more diversity in race/class 'optimal' choices.

Another was my own preconceptions. I think of elves as innately magical (too much Tolkein, as a child), fey (some Greyhawk influence) and well suited to be Bards, all of which would suggest a +Cha option, instead of +Int. I tend to think of dwarves as being the best crafters of the setting, and so a +Int option would fit, and yet I also don't think of them as being utterly hopeless at geomantic sorcery, so a variant that had, if not a plus to Charisma, at least no penalty to Charisma, seemed welcome. Halfings being able to excel as Druids also seemed to fit the rural / pastoral / shire view I had of them growing up, where they even had a Druid-y goddess (Sheela Peryroyl) back in 1st edition AD&D.

And the Gnome, I allowed a +2 to Int, Wis *or* Cha, because in the last decade I've seen a gnomish Iconic Druid (PF), Bard (3.5) and Illusionist (3.0), and I felt like opening them up to all three (and eliminating the Str penalty that felt like it was handicapping them from being Fighters, Rangers or Barbarians).

That last bit was key for me. I didn't necessarily always want to make sure that anyone could get a +2 in their primary stat, no matter their race, but I did want to make sure that nobody necessarily had to eat a *penalty* in their primary stat, because of race.

(And even then, both country and city halflings ended up with a Str penalty, so I didn't quite succeed at that...)


@ Quixote

I do like your suggestion. I think I lost track of all of your points in the longer thread. A change to the mechanic without doing away with the mods all together is preferable. But, I think I like Set's take just a bit more. It diversifies the races more, but those descriptive terms we use still maintain a mechanical parallel.

I am sorry for your friend's 3.0 discomfort, and would never suggest ignoring of dismissing it. However, I'm a firm believer in taking things on a case by case basis. In the example you gave a conversation and then a house rule would seem to be the solution. As you mentioned most folks are unaware or ignorant of the issue. I don't think this is because of an inherent a**holeishness or fill in the blank "ism on most people's part, but rather that most folks don't use those qualities to judge people. I'm not denying that prejudice happens. There are some truly evil people in the world, and they exist in every possible group or category you can come up with. I do believe that those folks are a hateful and vocal minority though. None of us perfect, but most people pretty much at least trying to be good. So because of that, I prefer to treat each person and issue on its own merits. Some additional rules that allow for the creation of extra options or customization seems okay; but a blanket change that tries to "offend no one" end up also serving no one. You can't paint everyone with the same brush, and there will always be people who try and abuse the system, hurt others, take offense, or be sensitive to something. I'm sorry for the long posts. I'm enjoying the conversation. It's just a lot of these issues/ideas hit close to home right now. That's my issue.

TLDR: Like your guys input and ideas. I try to avoid blanket rules or changes, and treat every person and character like an individual.


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I'm all for houserules and case-by-case changes; at this point, my games and settings are more my creation than Paizo's. I regularly ignore non-Core alternate rules, archetypes and the like and make up my own for each separate situation where they come up. In my current game, I've reinvented Wild Shape, created a new cleric domain, completely changed several rage powers and even the entire concept of the creature type system.

But with all that considered, I think there's something to be said about game design and world-building. I think there are enough people who have experienced prejudice and racism in their lives to warrant that, at least some of the time, mainstream gaming/fantasy makes them the target audience, rather than asking them to take a backseat and yet again exercise understanding and patience. "Oh, wow. I'm sorry that horrible stuff happened to you. I didn't intend for my fantasy setting to reflect the same sort of systemic prejudice you have to deal with for real. I just don't really think about issues like that, because they don't affect me..."

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