Have you been reading this thread? I've explained it twice already. Someone else went through it at least once.
Unless there's something different beyond what we've been told they completely mechanically obscelesce the variant humant for one. They get literally everything the variant humant gets plus Darkvision and an extra skill proficiency and fey ancestry.
Whereas the Half-Orc gets features that make them good melee warriors.
So a Haf-Orc Wizard could have a +2 Int and +1 somewhere else, Darkvision, Intimidation proficiency, and some melee features.
A Half-Elf Wizard could have +2 Int and +1 to two other scores, two skill proficiencies of their choice, Darkvision and fey ancestry.
The latter is still clearly the optimal choice.
And if you're stating that the differences don't matter because they're small, then they always were.
Either small differences matter so much we should change the rules to avoid them mattering or they don't. (In which case why are we changing the rules?)
Literally everything? Since when do Half Elves get a feat?
I know that the "custom race" gives a feat, but that isn't Half Elves. So, literally, they don't get everything variant humans get.
And, why not Goblins. They get a bonus to damage per short rest, Darkvision, and the really powerful bonus action disengage, so your wizard can easily keep out of melee. And you can hide as a bonus action to, making it easier to avoid direct combat. Those seem pretty close to two skills and fey ancestry, only losing that +1 to your third stat.
Aasimar get light, darkvision, resistance, bonus damage, flight, healing. Only losing that +1 to your third stat.
Why not Changeling? Two skills and permanent shapeshifting. Maybe not the best, but if you want to play a conman illusionist wizard, it could work really well.
I'm not saying Half-Elf isn't strong, but I don't see it overwhelming everything with just two skills and fey ancestry.
--------------------------------------------------------------------------------------------------------------------------------
If you can't see the difference between Yuan-ti and Drow, there's not much point in trying to convince you.
The Monstrous Races are explicitly for the DM who wants to include them. Players don't have a right to expect that they will be allowed.
So players do have the right to expect to play Drow, Duergar, Shifters, Dragonborn, Tieflings, Shadar-Kai, Satyrs, Centaurs, Loxodon
I mean, I could keep going, but you are just going to dismiss me so you can keep pretending you are right.
---------------------------------------------------------------------------------------------------------------------------------
But I think I understand now. When a book says: "The man awoke and guzzled the water by his bed. He then drifted off back to sleep." You say: "That doesn't mean he was thirsty. It never says he was thirsty. It just proves that there was water by his bed. In fact, really he was just tired."
Read the implied meaning in the statements I gave. If you can't understand that they are implying innate traits, and can't reconcile with the fact that they want you to be able to apply real world common sense (like languages are learned after we are born), then I guess we don't agree.
The statements you gave are the opening to the entire section. Each and every single one of them.
Yes, some of those traits are innate, something people are born with. I agree. Yes, some of those traits are learned after they are born. I agree.
I disagree that Ability Scores are necessarily innate.
That is what you need to prove here. You need to prove that Ability scores, which can be increased and changed over time, that can be altered by training, environment, ect, are being represented by innate, born abilities.
Prove that. Don't tell me that you found out that some of these traits are innate, so that means that ASIs must be innate, because obviously some of those traits are not innate. So you still need to prove that ASIs are innate.
They gave two examples of playing with type. They gave two examples of playing against type. Guess what all four examples used had in common? You guessed it. The ones that were with type started with 16's or 17's. The ones against type started with 15's. But again, because they didn't come out and say that exactly (see the example above) you can just keep stating that is not what they meant.
Yes, that was the examples that they gave.
Guess what, that doesn't mean that they defined every single version of playing against type.
As for your last question - are they just as archetypical. The answer - no. Gnomes make good wizards. They tinker with things. That is stereotypical of a gnome. A star gazing gnome is a cool idea. It is not archetypical, it is against the grain. Thus, playing it would be "against type." It actually matches. I'd like to see one in play. (And as an aside, if they created a new setting where star gazing gnomes were the everywhere, and they gave them a +2 bonus to wisdom, and other cool things that set them apart from the other gnomes, I would be super happy.)
Not archetypical? Huh, that isn't what Mordenkainen's says under Gnome Adventurers
The Pull of the Stars
Because of their extensive travels, gnome adventurers often become fascinated with the grandeur of the cosmos as seen in the motion of the stars across the sky. They view the cosmic array as a giant machine of wonderful complexity — a banquet for a curious gnomish mind. Many renowned astronomers, wizards, and extraplanar travelers are gnomes, having undertaken those disciplines in the hope of better understanding the workings of the multiverse.
I also noticed that you didn't mention the lack of Orc Clerics. Since, you know, would be obviously archetypical.
Dude. How many times does this need to be explained? C'mon. You are so much smarter than this.
- It is an optional rule, which many tables will need to adopt, even though some might not want to.
- It is an optional rule that specifically goes against a core rule that has been in place for five years. A rule that has helped shape 5e. A rule that is intrinsic in creating archetypes (and therefore lore). A rule that is the very first rule the players actually encounter when creating a character.
- It is an option... I'm sorry... I just can't.
Look. You think the new rules are great. Cool.
See, you said it.
It is an optional rule.
So, no when you said "But if you
choose to change a rule that has been in place for five years, and one that has been a staple for the game for several editions in a row, then maybe, just maybe, don't add it"
They have not changed the rule. They added an option. Options give a second path. They can do that for even fundamental parts of the game. They gave us 2 different options for creating Ability Scores, beyond rolling. Yes, they did that early, and they did not do this early, but that does not mean that they should have scraped the entirety of fifth edition before offering this option.
Tables are not going to be "forced" to adopt it. And obviously there is a lot of lore people don't even know about that can start getting accessed. Are the stats the first thing players encounter? Sometimes. Sometimes not. But, if I have a new player , I'm not throwing every book at them. I'm going to guide them through the process, and that means that they are seeing and hearing the rules I as the DM am giving them. And, a lot of the time, I'm giving them different rules than what is in the book, because I have a lot of houserules anyways.