@ChaosmancerAnd I prefer the rules as they are written in the 5E PHB because to me they give me a better sense of different races and subraces being different and unique. For you, being 10 ft tall and purple is a bridge too far. For me, stat bonuses wherever you want is a step in the wrong direction.
Mod Note:I will let this go this one time. Next time, though...
Dragonborn: Strength.
Bugbears: Strength.
Tritons: Let them pick 2 out of the 3.
I care very much about the racial stats. It's the subracial stats that I'm willing to compromise on.
And I prefer the rules as they are written in the 5E PHB because to me they give me a better sense of different races and subraces being different and unique. For you, being 10 ft tall and purple is a bridge too far. For me, stat bonuses wherever you want is a step in the wrong direction.
@Chaosmancer
I came here to say something similar. I think from a logic standpoint, you are spot on Chaos. The clarity of your post, and its succinct point could not have been said better. But the intent behind a rule change sometimes means the lines in the sand change position. I simply think this is one of those times.
Again, 5e was created. It is a success. My thoughts about the line fall in between the two: rules change to make things easier. They often change to give a certain group an advantage. And in this case, it will be the min/maxers that get an advantage. As has mostly been the case through D&D's evolution. And each time that happens, a little bit of lore gets lost. DM's that spent hundreds of hours, with hundreds of pages of notepads, and hundreds of play hours, creating a world, now feel that what they did might be ruined.
And yes, you can say, but DM's don't have to use the rule, or that, they can just find a new group, etc. But one: that isn't really true for all. And two, that doesn't dismiss the fact that their creation is slowly being strangled out of existence.
So I would just ask from you, to have a little sympathy and understanding for that side.
On a side note: That is one of the nice things about a new edition. It rewrites the rules. And when it does that, it is like an author ending a book series. Sure, they could continue with their series, or they can wrap it up, and start on a new one. So there is not as much of a feeling of loss compared to rewriting rules in the middle of an edition.
Hence my use of the words "bridge too far" vs "a step in the wrong direction". Obviously being 10 ft tall and purple is extreme. The point is not.It was late, so I likely didn't express myself well. Because you decided to drive it to absurdity and that frustrated me.
You are the one who said it did not matter why they have the bonuses they have. That was your argument. I responded to it, taking that to the logical conclusion. If it does not matter now why they have those stats, then it should not be giving you a better sense of them being unique and different, because there is no reason behind it.
You responded by saying that we could all play 10 ft tall purple people too.
Which takes the point you made, and drives it past a reasonable conclusion to throwing are hands up in the air and just going absurd.
There are rules for Tasha's coming out. That is what this discussion is about. You have been arguing against these rules because you feel they break something. But, when I try to dig into what it is that established the current rules, I am told there is nothing to find. This foundation you are defending is floating on empty air, according to your own point.
And, when I point that out, and say that if there is nothing supporting this foundation, then there is nothing that can be lost by moving that foundation, you throw a grenade at the argument and say that I am proposing that nothing matters any more.
If you didn't like your own argument. Maybe you shouldn't have made it. Because now, you are just arguing with yourself.
Two things: rules are changed to make things easier. That is exactly what I said. When things become easier, mechanics become easier to exploit. ie. Min/maxers. Two - I have never equated min/maxers to not caring about story or lore. I just see them bending lore in order achieve their build; which is almost inevitably, a combination of things that when added, make them stronger than what they could achieve with a prior build.So, I have yet to see a single proposed mechanical benefit to this that was not possible some other way, if one did not care about lore and story.
So, Min/Maxers aren't really salivating over this. So, let us look to claim to, that this is going to cause a loss of lore, and "strangle" DMs created worlds.
How?
A DM can do anything. Correct. But it doesn't make it right. There is a logic, even in a fantasy world. When it is broken, via player or DM or lore or mechanics, it interrupts the process to enjoy the game for some. There are many examples of this: the infusion of playable races, the negation of weight when discussing strength, the rules lawyer that insists a single word means exactly what they think it means, and a DM that sets encounters up that always specifically negate the heroes' strengths (example: most bad guys can see invisibility or have damage resistance against the hero's usual damage type.)Legitimately, how? Because as Crawford points out, and I discovered a while back when debating with Max, the NPC statistics? Adding racial modifiers to those are optional. That Commer with 10's down the line is a legit dwarven commoner. And, even if you choose to add them, like I said above, that only gets you to a 12.
A twelve con is not impressive in the game. I have rarely seen anyone, except the rare rogue, with less than a 12 in con. Regardless of race.
And, when building a world, even with Tasha's rules in place, you can still say that Dwarves tend to be tougher than humans. If we assume that these Tasha rules are applied to NPCs, we do not have to assume that they are applied evenly. Maybe most dwarves, in their culture of hard drinking, hard work, and valuing endurance do tend to have higher con scores. Instead of trying to represent that with a +2 con to every dwarf, it is equally viable to represent that in world-building by saying that 75% of dwarves have higher con than the average of 10.
And, what ends up potentially happening, is you look at those NPC blocks, and you alter them. Maybe your dwarf is a stereotypical dwarf. Maybe they aren't. But also, we can look at a secondary part of this.
Sure, commoners have 10's across the board. But Guards tend to have higher Strength, Dexterity and Constitutions than commoners. This could be a for a few different reasons. Maybe training increased their stats. Maybe only those who are slightly more physically fit can become guards, but now we can pull up some specific questions. Gnomes from Eberrons country of Zilargo love to debate and scheme. Now, maybe I feel like a Gnomish Zil Guard should get those bonuses to Intelligence and Dexterity, but maybe I decide that Zil Guards actually should get a bigger bonus to Wisdom, to spot trouble and lies. So, I can bump their wisdom instead of their Dexterity. After all, as a Guard statblock, they are already better than average Dex, no real need to push that even higher, is there?
And what I'm doing here? What I'm describing? I could already do as a DM. I have 100% complete control over every single NPC statblock in the game. I can decided that all elves get a bonus to whatever stats I feel like.
That is the point many have made. Let's make it easier for this elf to have this. But, and here is what the other side keeps saying: You can have your elf learn oratory skills. They can beAll Tasha's does, is allow a player to say, "Hey, my specific individual elf has been cloistered in the library, learning oratory skills, so instead of Dex and Intelligence, I want Wisdom and Charisma, because as a Cleric of Labelas Enoreth, I have spent my time councilling and guiding the families of the grieving and dying, and I feel like those stats more accurately represent who my character is."
I never said they would make a race less special. I said it will decrease the amount of rare race/class combinations because it removes the negative for the players that must have a "strong" character build.I don't understand why people think that these rules are going to make races less special. Maybe it is just me. I've never looked at an Orc and thought "+2 Strength, how interesting." Being strong doesn't tell me anything about them. It doesn't define them as any different than anyone else with a 12 strength. For the differences that I can build characters and stories around, I need to look deeper.
All true. And those changes were made to make things easier for players to build what they wanted and be better.OD&D got a supplement that removed the need for Chainmail from combat resolution. Basic changed in the jump from B/X to BECMI to accommodate 36 levels of play. Unearthed Arcana changed several elements of existing races classes, including making paladin a part of the new cavalier class. Players Options gave optional rules for damn near everything, including better balanced cleric domains and kits along with whole new psionics and martial arts rules. 3.5 rewrote damage reduction, whole classes, the skills list, and gnome favored class. 4e Essentials changed races and did extensive retooling of classes. Each of these changes had impact on the lore and the hundreds of words on DM notepads. This is just the next evolution. The Unearthed Arcana, Players Options, 3.5, or Essentials era change.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.