Less-than-Basic D&D: Races

Li Shenron

Legend
The first time I've run a 5e game during the playtest, all the players except one were new to RPGs, so I decided to simplify character creation as much as possible. As part of that, I did the unthinkable: I ran the game without races. Meaning that I didn't tell the players that they could choose a race, and so we didn't include any racial benefit in the character sheet.

If you completely skip races, the game works just fine, but clearly the PC have a few things less than normal. This was not an issue in our game, because everyone was like this.

But what if you want this super-simple option for some players only (beginners, presumably), while others at the same table are using the regular rules?

The solution is already there in Basic D&D, and it's incredibly simple: use the Human race as "any" race. The beginner player can choose to be an Elf or a Dwarf or whatever, but still uses the Human racial benefits (i.e. +1 to all 6 ability scores). Now the PC is balanced with the rest of the party, but has no complexity added by racial features.

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This solution however might be a bit too extreme for many, because you literally get zero mechanical traits to make that Elf or Dwarf feel at least a little bit elvish or dwarvish...

If that's the case, you can take an additional step and add just one or two racial features, in exchange for some of those +1 to ability scores.

So the matter becomes, which features to make the three races distinctive but still very simple, and how many +1s you should ask the player to give up in order to get such features.

Here are the features I have selected (in addition to these you also know the racial language, but I purposefully avoided bonus proficiencies):

Dwarf: Darkvision and Stonecunning

Elf: Darkvision and either one Cantrip (High Elf) or Mask of the Wild (Wood Elf)

Halfling: Lucky and Naturally Stealthy (Lighfoot Halfling)

I think these are enough to give a 'feel' to those races, while keeping complexity minimal.

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I am not sure how many +1s should these cost. I am thinking something like:

"You get three +1s to different ability scores, and the 2 features of the chosen race"

But is this too much, too little, or quite right? :)
 
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This could be super simple...and I really don't see any reason to limit it to 2 of the racial features...they all have more than that. Include sub-races into the mix and you can have a whole smorgasboard...but we'll keep it simple for now.

I'd go something like this:

"If you want to be a race other than human, you can spend some of your ability score bonuses to purchase racial features to flavor your character as a certain race. Select one of the Races below to select different traits. Bonuses spent on racial traits can not exceed 4 of your 6 initial ability bonuses. All features must be chosen from the same race. Once chosen, these features can not be changed but additional features, within your set race, may be purchased as your character's Ability Scores increase."

Dwarf
Twilight Vision: Cost 1. You see can see in low-light conditions, discerning color and detail, to a distance of 60'.
Stonecraft: Cost 1. Add your level to ability[skill] rolls to notice or examine stonework construction, traps, secret doors, shifting walls, etc...Also, you always know which direction you are going when underground.
Dwarven Constitution: Cost 1. Add 1 + double your Constitution bonus to save rolls against poison or disease.
Weapon Expertise: Cost 1. You are +1 to hit with axes and hammers.
Dwarf Languages: Cost 1. You know the following languages in addition to Common and Dwarven: Orc, Goblin, Kobold, Giant, Gnome.

Stoutfolk Resistance: Cost 2. Add your Constitution bonus to save rolls against spells and magic effects. If the normal spell save uses Constitution, then your modifier should be doubled.
Darkvision: Cost 2. You see in natural darkness as if it were low-light and low-light as if it were full light to a distance of 60'.
Ancestral Enmity, Orcs & Goblins: Cost 2. Gain +2 to damage when you hit Orcs & Goblins.
Ancestral Enmity, Giants: Cost 2. Gain +2 to your AC due to your small size when fighting giants, ogres or trolls.

Elf
Twilight Vision: Cost 1. You see can see in low-light conditions, discerning color and detail, to a distance of 60'.
Elfin Agility: Cost 1. Add 1 + double your Dexterity bonus to rolls to dodge, balance, or climb.
Keen Senses: Cost 1. Add your proficiency bonus to Perception rolls.
Weapon Expertise: Cost 1. You are +1 to hit with long or short bows and long or short swords.
Elf Languages: Cost 1. You know the following languages in addition to Common and Elvin: Orc, Goblin, Gnoll, Sylvan, Gnome

Elf Magic: Cost 2. Select 1 cantrip from the Wizard or Druid spell lists that you know. At 3rd level select another cantrip and one 1st level spell from the Wizard or Druid lists. At 5th level you add a third cantrip and second 1st level spell. You cast the cantrips at will, as normal. The spells you can cast once per day. Intelligence is you spell casting ability for using these magics.
Faer Folk Heritage: Cost 2. Add double your Intelligence bonus to save rolls against charm spells and magic effects. Also, you can not be put to sleep by magic and are immune to the paralyzing touch of ghouls.
Darkvision: Cost 2. You see in natural darkness as if it were low-light and low-light as if it were full light to a distance of 60'.
Woodstealth: Cost 2. Add your level to ability[skill] rolls to hide and move silently in forests and other natural surroundings that are not underground. You always know what direction you are going as long as you can see the sky.

Halfling
Easily Missed: Cost 1. You are +4 to your AC against foes who are larger than human-sized.
Halfling Hiding: Cost 1. Add your level to ability[skill] rolls to hide or move silently anywhere.
Brave at Heart: Cost 1. You have advantage on saves against being frightened.
Stoutfolk Constitution: Cost 1. Add 1 + double your Constitution bonus to save against poison and disease.
Halfling Languages: Cost 1. You know the following languages in addition to Common and Halfling: Orc, Goblin, Elfin, Dwarven, Gnome

Luck o' the Smallfolk: Cost 2. When you roll a 1 on a d20, you can roll again. You must use the second roll.
Hairfoot Charm: Cost 2. Add 1 + double your Charisma bonus to interactions with a creature whose language you can speak.
Weapon Expertise: Cost 2. You are +1 to hit with slings or short bows and daggers or short swords.
Stoutfolk Resistance: Cost 2. Add your Constitution bonus to save rolls against spells and magic effects. If the normal spell save uses Constitution, then your modifier should be doubled..
 
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Since it's a relaxing Saturday afternoon...I'mma keep goin'! :D

Subrace packages: Subraces must be taken at 1st level. Additional ability score bonuses may be used to purchase additional racial traits.
Mountain Dwarf: Cost 4. This package grants Mountain Warrior: adds Heavy Armor and crossbows to the normal Dwarf Weapon Expertise; Stonecraft; Stoutfolk Resistance; and Darkvision.

Wood Elf: Cost 4. This package grants Animal Friendship as a spell-like ability, at will; Twilight Vision, Elf Agility, Keen Senses; and Woodstealth.

Grey Elf: Cost 4. This package grants Speak with Animals as a spell-like ability, at will; Keens Senses, "Light Elf" Magic, as follows, and Faerfolk Heritage.
Light Elf Magic: @1st: Light, @3rd: Cure Wounds or Detect Magic (players choice. Once chosen can not be changed.), @5th: Misty Step. Other than the cantrip, these spells are usable once per day.

Dark Elf: Cost 4. This package grants Dark Elf Weapons: adds hand crossbows, scimitars and rapiers to normal Elf Weapon Expertise; "Dark Elf" Magic, as follows; Elf Agility; and Darkvision
Dark Elf Magic: @1st: Dancing Lights, @3rd: Faerie Fire, @5th: Darkness or Levitate (player's choice. Once chosen can not be changed.) Other than the cantrip, these spells are usable once per day.
 

But what if you want this super-simple option for some players only (beginners, presumably), while others at the same table are using the regular rules?

Would it work to just ignore subraces; all dwarves are mountain dwarves, all elves are wood elves, all halflings are stouts, and all gnomes are forest gnomes?
 

This could be super simple...and I really don't see any reason to limit it to 2 of the racial features...they all have more than that. Include sub-races into the mix and you can have a whole smorgasboard...but we'll keep it simple for now.

That's a very nice system, but as a do-it-yourself point-buy it is even more advanced than the default. :)

Keep in mind that the real #1 purpose here is to simplify the life of a beginner player.

The game default is choosing a pre-defined racial features 'package' which is itself very simple, but still the player has to apply a few modifiers to the character sheet and then keep in mind a bunch of special abilities. This is the reason of the first idea i.e. allow a beginner player to just take the +1 to all 6 ability scores (as if Human) while still being able to call herself an Elf, Dwarf or Halfling.

The second idea came up because some players might still want at least something, to feel a little bit different from other races also mechanically. (Actually, the original reason that came up with my players was Darkvision or something else to represent Elves and Dwarves being able to 'see better than humans') But still the #1 purpose of simplicity is the most important, hence the thread title :)
 

Would it work to just ignore subraces; all dwarves are mountain dwarves, all elves are wood elves, all halflings are stouts, and all gnomes are forest gnomes?

If you mean to grant a PC default racial benefits but ignore subracial benefits, it won't help much, because subrace typically only gives 1-2 additional features, while the base race has many more. So if you ignore the subrace, complexity is reduced only a little bit, and on the other hand the PC is slightly worse than others.

If you mean to treat all subraces equally (i.e. give the same benefit), then sure it help. In fact, in my suggestions above all Dwarves and Halflings are the same, but you can still call one of the Hill Dwarf and another Mountain Dwarf. I still kept 2 different elves (because it's common for some to have a mental image of elves as magical creatures and for others as protectors of nature), but you could just ditch one and keep only the other.
 

For myself, the only occasion I'd use a raceless game would be give newbies a sense of how game-play works, probably with pre-gens. Part of my love of the game is specifically the different races; it's why games with only humans hold less attraction for me.

After that, I'd have the players create their own PCs, with all the official and some of the unofficial races available.

As an alternative character creation process, I really like what steeldragons has proposed here.
 

That's a very nice system, but as a do-it-yourself point-buy it is even more advanced than the default. :)

Keep in mind that the real #1 purpose here is to simplify the life of a beginner player.

Well...alright then. :(

I think just letting the player call themselves "X Race" and still keeping the +1 to all 6 abilities is...well, pointless. There is no benefit or price for such a declaration. No actual (however fluffy/flavorful a story might be woven), "in game" difference. It...well, yeah, it's pointless.

If you want to do "simple packages", then fine, but Darkvision and 1 other thing simply isn't going to cut it. That's not really going to give the "diffeerent races" flavor folks should be looking for. Because at that point, dwarves and elves anyway, are really only differentiated by 1 trait.

If you want to do pre-set "packages" but not as "complex" (or complete) as the PHB, then make them "give up" 3 of their +1's and give the races a package of 3 traits. People are good with "3's" most of the time. If the players can not remember/keep track of 3 friggin' things...then...well, they really have no business being anything but human in D&D anyway.

SO, that in mind...Take 2:

Dwarf: Twilight vision to 60' (I like my dwarves to still need/use torches and firepits. "Sides spending most of your time around a fiery forge all of the time isn't going to put you in "darkness."), Stonecraft/-cunning, Dwarven Constitution (as detailed above).

Elf: Twilight vision to 60', Keen Senses, Faerfolk Heritage (as detailed above).

IF you want to [absolutely must] offer the High Elf/Wood Elf divide, then replace the Faerfolk Heritage with, either Elf Magic [High] or Woodstealth [Wood]. I'm old school, so I think only in "the default elf is a High elf" kind of way. Drow have NO BUSINESS being player characters and I won't buy it til my dying day. But who knows what you're players like.

Halfling: Twilight vision to 30' [cuz, why not? It harkens back to 1e/gives the Stouts a shout out and keeps this race package in line with the others], Halfling Hiding (as detailed above), Stoutfolk Resistance (as detailed above).

If you are going this simple...might as well add a few others to make things interesting:

Gnome: Twilight vision to 60', Easy to Miss (as detailed above), Faerfolk Heritage.

Half-Elf: Twilight vision to 30', Keen Senses, Fair Countenance (as Hairfoot Charm, detailed above).

Half-Orc [meh]: Darkvision to 60', Savage Attack (as per the PHB), Orcish Constitution (same as Dwarven, above).
 

If you mean to grant a PC default racial benefits but ignore subracial benefits, it won't help much, because subrace typically only gives 1-2 additional features, while the base race has many more. So if you ignore the subrace, complexity is reduced only a little bit, and on the other hand the PC is slightly worse than others.

If you mean to treat all subraces equally (i.e. give the same benefit), then sure it help. In fact, in my suggestions above all Dwarves and Halflings are the same, but you can still call one of the Hill Dwarf and another Mountain Dwarf. I still kept 2 different elves (because it's common for some to have a mental image of elves as magical creatures and for others as protectors of nature), but you could just ditch one and keep only the other.

Actually, I meant ignore the choice point and use one race + subrace as the default one for purposes of game mechanics (so a new dwarf PC doesn't choose hill or mountain, he defaults to mountain and a new race writeup reflects that for purposes of mechanics). Sounds like your aiming simpler than that though.
 

*snip*

Dwarf: Twilight vision to 60' (I like my dwarves to still need/use torches and firepits. "Sides spending most of your time around a fiery forge all of the time isn't going to put you in "darkness."), Stonecraft/-cunning, Dwarven Constitution (as detailed above).

Elf: Twilight vision to 60', Keen Senses, Faerfolk Heritage (as detailed above).

IF you want to [absolutely must] offer the High Elf/Wood Elf divide, then replace the Faerfolk Heritage with, either Elf Magic [High] or Woodstealth [Wood]. I'm old school, so I think only in "the default elf is a High elf" kind of way. Drow have NO BUSINESS being player characters and I won't buy it til my dying day. But who knows what you're players like.

Halfling: Twilight vision to 30' [cuz, why not? It harkens back to 1e/gives the Stouts a shout out and keeps this race package in line with the others], Halfling Hiding (as detailed above), Stoutfolk Resistance (as detailed above).

If you are going this simple...might as well add a few others to make things interesting:

Gnome: Twilight vision to 60', Easy to Miss (as detailed above), Faerfolk Heritage.

Half-Elf: Twilight vision to 30', Keen Senses, Fair Countenance (as Hairfoot Charm, detailed above).

Half-Orc [meh]: Darkvision to 60', Savage Attack (as per the PHB), Orcish Constitution (same as Dwarven, above).

I really like your brainstorming in this thread :) (Some "yoinking" will be happening for my 5E game, lol)

With respect to Twilight vision: I have played with the concept myself as a replacement for Darkvision for some races (Elves have Darkvision?), so I'm not alone with the idea. I'm wondering, how you define it mechanically vs darkvison? (I my case I defined TV as seeing normally in dim light conditions yet still ineffective in darkness - but at longer ranges. Elven Twilight Vision at 120', say.)

To the OP: I think steeldragons' 3 for 3 is a good idea. Have your beginner's assign three +1s (or one +2 and one +1) to their PC's stats and then as DM you give them a "3 point" value package of racial features that, most importantly, are easy for the player's to remember. Thus an Elf has 3 points spent by the player on their ability scores, and they then apply racial features as written up in advance by you that you believe beginner's can handle. Thus in this approach you'll have to decide what is distinctly elven for 3 points in value that is easy for a beginner to grasp.

That way the beginners are distinct races where they only have to allocate their PC's stats, that are easy to play, and mesh well with experienced players at the table.
 
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