D&D 5E Feats instead of Race

Hriston

Dungeon Master of Middle-earth
@Charlaquin , not sure if this is the sort of thing you had in mind, but I wanted to share this idea.

Instead of a race, you get:
  • 3 feats of your choice
  • Common and 1 extra language
  • (a) Medium size or (b) Small size and one of the following:
    • Darkvision*
    • 1 tool proficiency
    • Trance
    • Situational advantage on one type of save
    • Resistance to one type of damage
    • Immune to sleep magic
  • (a) 30’ speed or (b) 25’ speed and one of the following:
    • Two from the above list
    • Speed not reduced by heavy armor
    • Situational expertise in a skill
    • Situational ability to hide (lightly obscured by natural phenomena or obscured by a larger creature)
    • Ability to move through a larger creature’s space
*Taking darkvision twice gives you improved darkvision.
 
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RSIxidor

Adventurer
Feats probably need to be reworked somewhat to cover things that are currently only race features.

Stat bumps?

Are you saying that you only get to pick from the first list if you're small, and only from the second list if you're 25'? Can't say that I love that. Then again, some of those things could also separately be feats.

I really like games where you get to decide what your people are, as I think it strengthens the narrative.

An alternative that might work better with some groups who like the existing races' flavors would be to have a one or more option points that are significant to that race, and feats only for that race (also look at PF2E as its close to what I'm suggesting).
 

That's a lot of feats. Given how broken feats are in general, and especially how broken they are at low levels, there's no way that this option could be remotely balanced.

That being said, it would do a decent job of representing a world where the various races have mixed sufficiently that pure-blood races were the exception rather than the rule. That's kind of neat.

The one big suggestion that I'd make is to work out a random roll table, to prevent obvious optimization paths.
 

Charlaquin

Goblin Queen (She/Her/Hers)
@Charlaquin , not sure if this is the sort of thing you meant, but I wanted to share this idea.

Instead of a race, you get:
  • 3 feats of your choice
  • Common and 1 extra language
  • Medium size OR Small size and one of the following:
    • Darkvision
    • 1 tool proficiency
    • Trance
    • Situational advantage on one type of save
    • Resistance to one type of damage
    • Immune to sleep magic
  • 30’ speed OR 25’ speed and one of the following:
    • Two from the above list
    • Speed not reduced by heavy armor
    • Situational expertise in a skill
    • Situational ability to hide (lightly obscured or obscured by a larger creature)
    • Ability to move through a larger creature’s space
Taking darkvision twice gives you improved darkvision.
This is similar to what I was talking about, though it’s even more modular than what I had in mind.

My idea started from a desire to separate race and culture. It’s always bothered me that, for example, an elf who grew up an orphan in some human city would somehow naturally know how to use a longbow, shortbow, longsword and shortsword. So, I tried separating the racial traits into inborn vs learned traits, but it was pretty difficult to balance since some races lean more heavily on one category or the other. What I ended up settling on was removing the learned traits from the core races and folding those into Backrounds, and turning subraces into Feats.

So, for example, Dwarves get:
  • +2 Constitution
  • Medium size
  • 25 foot speed (not reduced by heavy armor)
  • Darkvision
  • Advantage on saves vs. poison and resistance to poison damage
  • A Feat
This is the basic template for a race. They give you +2 to one ability score, a size, a speed, a vision type, and one or more additional features, of roughly equivalent value to advantage on a save, resistance to a damage type, and a Feat. Some races that get a lot of inborn features don’t get a Feat.

Dwarven Toughness is a Dwarf-only Feat that gives you +1 Wis and +1 HP/Level. Dwarven Armor Training is a Dwarf-only Feat that gives you +1 Str and proficiency in Light and Medium armor. These replace the Hill Dwarf and Mountain Dwarf subraces (Dwarven armor training is a little weaker than Hill Dwarf, but I’m ok with that. I am considering adding proficiency with shields as well to help compensate), but also gives you more flexibility to take a general Feat instead, which also helps cut back on Variant Human supremacy.

Instead of the standard list of backgrounds, I let players choose any two Skills, two total languages and/or tools (plus Common), and a Feature from one of the sample backgrounds. In addition to this, you can choose one of the cultural backgrounds, which reproduce the missing element of race. So, for example, the Dwarf Clansfolk background gives you Proficiency with the History skill, handaxes, battleaxes, light hammers, warhammers, your choice of artisan’s tools, and the Dwarvish language, as well as the Stonecunning feature (which allows you to double your History Proficiency bonus on checks related to the origin of stonework). Unlike the subrace feats, these cultural backgrounds can be taken by characters of any race.
 
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Salthorae

Imperial Mountain Dew Taster
@Charlaquin , not sure if this is the sort of thing you had in mind, but I wanted to share this idea.

Instead of a race, you get:
  • 3 feats of your choice
  • Common and 1 extra language
  • Medium size OR Small size and one of the following:
    • Darkvision
    • 1 tool proficiency
    • Trance
    • Situational advantage on one type of save
    • Resistance to one type of damage
    • Immune to sleep magic
  • 30’ speed OR 25’ speed and one of the following:
    • Two from the above list
    • Speed not reduced by heavy armor
    • Situational expertise in a skill
    • Situational ability to hide (lightly obscured or obscured by a larger creature)
    • Ability to move through a larger creature’s space
Taking darkvision twice gives you improved darkvision.
That looks like a lot of homework for a player just to get their race off the ground
 

Charlaquin

Goblin Queen (She/Her/Hers)
That looks like a lot of homework for a player just to get their race off the ground
I know you were addressing this to Hirston but my own version of this concept (which is a little less involved than Hirston’s version, but still more involved than the default), a player can always just say “I want to play a bog-standard Hill Dwarf,” or whatever, and that’s fine. The point is to expand options for folks who want to kind of build-their-own race, but the standard races are (or should be) totally buildable in this system, so someone who prefers to play a tried-and-true Wood Elf can just do that if they want to.
 


DND_Reborn

The High Aldwin
By the way, my system for this is still a work in progress, but if anyone is interested I can post more details.
I would certainly be interested. When I was reworking the races with our DM we debated about removing half-elf since you could just be "more elf" or "more human" and what you should get would more likely depend on which culture raised you. And what happened if a half-elf's parent died and it was raised by a dwarf who was their friend in a dwarf city/culture?

So, we began separating cultural features from biological ones and like you wanted to attach some things to backgrounds instead, but other projects made us put it all on the back burner for now.
 

Horwath

Legend
I like somewhat the suggestion, but I would keep races separate and have only options for cultural traits, not genetic ones.

I.E.
Elves;

Genetic(fixed)
Darkvision,
Trance,
Perception,
Bonus vs charm,
speed,

Cultural(variable somewhat)
Bonus weapons,
Languages,
Cantrips,

on cultural you can add any tool proficiency, most of skills, amount of starting languages, combat bonuses vs some races, bonus feats
 

BlivetWidget

Explorer
That's a lot of feats. Given how broken feats are in general, and especially how broken they are at low levels, there's no way that this option could be remotely balanced.

I find myself wishing this forum’s members could find another word for “not to my personal preferences.” Claiming a game feature is broken -so fundamentally flawed as to be unplayable in its current state- implies that those of us who use and enjoy such features at our table must be too dumb to play the game properly. That these features would ruin our game if only we were smart enough to understand them.

5e game balance is not designed around every character being equal in all ways at all levels. It is absolutely okay if a character is better than average for a few levels.
 

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