I'm A Banana
Potassium-Rich
I’ve been playing since ‘77, and I’ve gotten to try most of the D&D stereotypes across the various editions. My fave so far has been 3.X, because of the flexibility.
As 3.5Ed ran its course, I started playing odder and odder characters, built using unusual classes & races. I haven’t gotten to play everything I wanted in that edition, and still design PCs with that ruleset. As time passed the more exotic they got.
I didn’t like 4Ed as much, but- again- had more PC concepts on paper than I ever got to play. I really liked that version of the Warlock, and some of the other options appealed to me on their own merits, inspiring different character concepts from 3.X.
But what I saw from the 5Ed playtest reports kinda left me cold. And many of the subsequent threads here over the years haven’t much moved me. However, a close friend is thinking about getting into 5Ed, and I’m wondering if I’m not giving the system a fair shake.
So, I’m looking for an overview of the races & classes available for PCs, to see if any of my unplayed characters would be supported by the latest edition, or if there are new esoteric options that might inspire me to create new heroes.
Wat’cha got?
I'm also a fan of how diverse 3e characters could get.
5e is, I'd say, significantly less so, but in some useful ways. Folks have talked about how Large characters are limited, for instance, which is a good example of 5e's ethos here. There are ways for characters to become Large in 5e. It is something too big for a "race" in 5e, though (races tend to be much smaller and less impactful here, with perhaps the most impactful thing being if you can fly or not), and they have Pretty Good Reasons for that.
Some characters I've played and seen played in 5e:
- A 4' tall robot works security. They're an Autognome Fighter (battlemaster) who focuses on grappling and knocking prone.
- A weird kid who liked snakes and harvested weird and poisonous creatures to do medicine. They're a Human Artificer (alchemist) who focused on poison damage and healing.
- A turtle monk who studied under a master who was turned into a rat. They're a Tortle Monk (Way of Shadow).
- An Indiana Jones expy. They're a Kalashtar Monk.
- A character who is basically a 19th-Century German Doctor. They're a human cleric.
- A man who plays a cursed fiddle. They're a human warlock.
- A sentient dough ball that worked as a ship's cook. They're a plasmid druid (circle of spores)/monk.
The meatiest area of diversity is probably in the subclasses. A 5e race is a pretty light touch, and 5e's classes are broad buckets, but there's a significant difference in the vibes of, say, a Fiend-pact warlock and a Fey-pact warlock, even if they are both just human warlocks.
Mechanics are not a story, they are just tools.
IMXP, this is entirely backwards. Game mechanics in D&D are how you tell your story, just as words in literature are how you tell your story. They are the medium in which the story occurs. They're diagetic. That's part of the appeal of playing D&D.
Like, an attack roll is part of the story of how strong and/or skilled this character is, how vulnerable or how protected their antagonist is, what each is willing to do for the character bits they believe in, and how luck and chance play into what happens. It's not just a tool to adjudicate gameplay, it's part of what's happening in the fiction for the characters.