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D&D General How many Races it too much?

How many races are too many for your world?

  • 1-2 I am a minimalist.

    Votes: 3 2.9%
  • 3-4

    Votes: 6 5.8%
  • 5-6

    Votes: 14 13.5%
  • 7-8

    Votes: 20 19.2%
  • 9-10 I think the PHB is the sweet spot.

    Votes: 14 13.5%
  • 11-12

    Votes: 5 4.8%
  • 13-14

    Votes: 0 0.0%
  • 15-16

    Votes: 2 1.9%
  • 17+ Bring them all in!

    Votes: 40 38.5%


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From the comments after my post, it seems I was under the assumption that it was players' races only. If you consider nonplayer races, the it is as many as I need. But it does not mean that if a race exists,.that it will be playable by the players.
 

DND_Reborn

The High Aldwin
From the comments after my post, it seems I was under the assumption that it was players' races only. If you consider nonplayer races, the it is as many as I need. But it does not mean that if a race exists,.that it will be playable by the players.
Oh, excellent point. I was thinking playable races as well.

For world building-- I generally would be a bit higher for established peoples in my world, but really there is no limit then.
 

TwoSix

Dirty, realism-hating munchkin powergamer
I'm going to go for a very many or very few approach. Either it should be a carefully curated list which the setting is meaningfully developed around or it should be a complete kitchen sink setting where players just bring whatever they like. Basically if there is already a pile of included but underdeveloped and underincorporated races I think not allowing players whatever they want gets to be about a DM enforcing their arbitrary aesthetic whims.
This. If you're going to curate your setting, then do it hard. Otherwise, don't bother, and just play a more open game.

The worst is the DM's homebrewed monstrosity with 20 different races, but absolutely nothing else is allowed because everything is just-so. Sprawling, "just-so" settings are one of the scourges of D&D.
 


Remathilis

Legend
Does this include sentient monsters, like orcs, goblins, gnolls, trolls, ogres, giants, ithillids, fey, and dragons? Because I don't see many people advocating for "limited races" that are also advocating that DMs should be constrained to only the original Monster Manual or just a part of it.
 

Tonguez

A suffusion of yellow
Oh, excellent point. I was thinking playable races as well.

For world building-- I generally would be a bit higher for established peoples in my world, but really there is no limit then.
Ae, I also thought it was referring to PC Races. When it comes to DM choice then anything is possible. That said one of the reasons I like the Birthright setting is because of its use of unique twisted monsters like the Gorgon who use to be human, (or the Spider who is a goblin). In other words just because someone wants to have a demonic taint doesnt mean the world needs an entire race of Tieflings, instead I can say to the player “okay, you’re a tainted human, now tell me how your mother came to be impregnanted with demonspawn”
 

Istbor

Dances with Gnolls
I am only voting from the perspective of my most recently crafted world, which does have some limitations on options. So there is that to consider. If we were talking a Forgotten Realms AP, then all bets are off IMO.

With that out of the way, I think my new campaign has about 12-13 races. Not including any sub-groups. The Dragonborn, Kobolds, and Lizardfolk are all confederated in a Southern Empire. Humans, Gnomes, and Dwarves are largely found in the North. Sprinkle in some Trollkin, Orcs, very few Elves, and a custom race to cap off the playable races.

Really then I just have Gnolls and another custom on that are NPC only. Enemies will be drawn from these. So a very minimum of evil only races. I prefer it that way. No mustache twirling evil races, but just evil factions, or agendas.
 

Urriak Uruk

Gaming is fun, and fun is for everyone
For me, it's entirely based on the campaign I'm running. If I'm doing something in the city of Sigil, or another diverse city, races don't matter to me.

If you're in a small town dealing with local problems, then the less exotic the better.

I just don't like saying "no" to players, especially on things that aren't that mechanically important like race. I can always find a lore justification.
 

reelo

Hero
Personally, I think roughly one "good" race plus 1-2 major "antagonist" races per habitat is enough.
Plains/Clear: humans
Forests: elves
Hills: gnomes
Mountains: dwarves

The "antagonist" races can be other humans, orcs, goblinkind, giants, ogres,...
 

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