D&D 5E Unearthed Arcana: Gothic Lineages & New Race/Culture Distinction

The latest Unearthed Arcana contains the Dhampir, Reborn, and Hexblood races. The Dhampir is a half-vampire; the Hexblood is a character which has made a pact with a hag; and the Reborn is somebody brought back to life.

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Perhaps the bigger news is this declaration on how race is to be handled in future D&D books as it joins other games by stating that:

"...the race options in this article and in future D&D books lack the Ability Score Increase trait, the Language trait, the Alignment trait, and any other trait that is purely cultural. Racial traits henceforth reflect only the physical or magical realities of being a player character who’s a member of a particular lineage. Such traits include things like darkvision, a breath weapon (as in the dragonborn), or innate magical ability (as in the forest gnome). Such traits don’t include cultural characteristics, like language or training with a weapon or a tool, and the traits also don’t include an alignment suggestion, since alignment is a choice for each individual, not a characteristic shared by a lineage."
 

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We could do this be redefining the Strength ability score. Instead of the score being an absolute measure of the ability to lift weight, do damage, etc), Strength could be a relative measure of how much you can lift, how much damage you do, etc. combined with a creature's mass/size. So an average halfling/human/minotaur would all have Str 10 (so ability bonuses for race/species are totally eliminated, which is what you say you want!), but each race would have notes like, "halflings have a -2 size penalty to damage and can lift 5 lbs per point of Str; humans have no bonus or penalty to damage and can lift 15lbs per point of Str; minotaurs have a +2 bonus to damage and can lift 30lbs per point of Str".

Chaosium Games did this over 40 years ago. They had seven ability scores: Strength, Size, Constitution/Endurance, Intelligence, Power, Dexterity, Charisma/Appearance.

When calculating damage, for example, they added both Strength AND Size and cross-referenced on a table to give them their damage bonus.

Would something like this satisfy you? Why, or why not?

Can't speak for anyone else, but I've played fantasy games using that system - Elric/Stormbringer for example, and all it does is make SIZ a grossly powerful thing. You'd be wildly changing D&D's balance by adding a system like that in.

It would also operate as a "noob trap" in that players expect, based on decades of mainstream RPG, videogames, and so on, that stats are absolute, not relative. This is true even in Chaosium. Stats are still absolutely. It's just that melee damage, HP etc. are derived stats. You're a proposing a particularly confusing and hard-to-balance implementation.
 

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Unfortunately for your idea, there are a lot of coincidence in timing between this operation and the mood around in society to ignore it. But maybe I'm a foolish conspiracy theorist :rolleyes:. We both don't have ultimate proof of our different idea so I suggest to close this topic.

Well, no. I'd say "Unfortunately for the people who don't want the game to change..."

'Cause that ship is sailing. Sorry.
 

Ok but... try to be honest. Is clear that the ASI and the races in PHB are largely built around tolkien heritage.
There is nothing wrong to feel comfortable with this kind of construction. And there is nothing wrong to want a more flexible game. But the price you pay (and if you want to pay it it's ok!) is that physical appearance and traditional mood of a race does not reflect a game mechanic anymore. If you are honest in admit this price has to be payed, the discussion go on without problems or friction.
Oddly though, elves lacked an intelligence bonus in all previous editions of D&D, save 4e if you're willing to accept eladrin are elves (prior to Essentials I should say) so elves having keen minds = int bump is literally less than a decade old.
 

We know that the reason there are racial ability modifiers is that the designers wanted to represent these concepts in the mechanics of the game!

Yes, absolutely that is the reason they did it. And I think all of us support that goal.

But maybe, just maybe, the designers have come around to realize that ASIs are, with a nod @Charlaquin, "the least interesting and least effective" way to do that.
 

This is what the non-ASI side eventually boils down to. I don't think those on the other side ever really need to argue about how a thri-keen might have a different mind than a human. They do, and it is accepted.
But the non-ASI side, in the end and from my interpretation always boils down to - we want character attributes to be on even footing at the start of the game. (And there is nothing wrong with that.)
I’d say that’s an accurate assessment of the position, yeah.
I have seen it argued it literally ruins their game to see two fighters, one with an extra +5% (not you Charaquin).
Yeah, I don’t think it ruins the game, but I do think it’s meaningfully harmful to the gaming experience of the player who’s fighter is 5% less accurate, does 1 less damage on all of their attacks, can’t carry as much, etc. just because they wanted to play an elf.
To the ASI side this sounds like - I want it now.
Well, that’s silly. It’s not “I want more stuff now,” it’s “I want the game to be fair to everyone.”
It also seems to disregards any racial feats that the weaker fighter might get. Here is an example:

Two fighters. One dwarf, one elf. The dwarf gets to start with an extra +1 in strength via PHB point buy. It is an advantage, except the elven fighter can regain all their hit points in four hours as opposed to eight. That too is an advantage. I feel certain people could debate which advantage is better.
Sure. If it’s strongly felt that balance between races would need another pass if racial ASIs were to go away, I think there’s a much more productive discussion to be had about how best to do that, rather than whether or not to remove racial ASIs.
As for disregarding the level argument:


It is still valid, and should be even more valid to you, since most campaigns do not go past level 6. That means you should really be arguing to start everyone out with a 20.
No, because the point isn’t that everyone should be able to max out their primary stat during the course of the campaign. The point is that nobody should, as a result of their race choice, be forced to play an inferior member of their class for a significant portion of the campaign. That they can eventually catch up doesn’t make up for the time they had to spend being worse than everyone else.
Last one. I am confused by your comment. All classes that are the same get the same HP, correct. But we are discussing how different races start with different advantages. Therefore, I was making it analogous of how different classes start with different advantages. Different races, different classes.
Maybe I am missing something in your interpretation.
I think you are, yes. Different classes start with different HP and gain different amounts of HP on level up. That’s fine, because it’s solely dependent on your class choice. An elf barbarian doesn’t have less HP than a half-orc barbarian (unless they have lower constitution, but if they do, it’s because of an intentional choice the player made to put fewer points into con so they’d have more points to put into something else.) An elf barbarian does, however, have less strength than a half-orc barbarian. Now, if that was a choice the elf’s player made in order to boost something else, that would be fine. But with fixed racial ASIs, the elf barbarian has no choice in the matter. They either have to live with having a weak barbarian or pick another race.

What the ASI crowd wants is equal opportunity. If you don’t mind playing a weak barbarian, fine. But if you want to play a barbarian who’s on par with other Barbarians, you shouldn’t be locked out of playing some races.
 

But we know that is not the case!

The concepts of elves being graceful, dwarves being hardy, minotaurs being strong, and all the rest came before D&D was ever invented!

We know that the reason there are racial ability modifiers is that the designers wanted to represent these concepts in the mechanics of the game!

We don't really know the third bit, and the same logic applies to an awful lot of stuff you're not asking to have back. On top of that, the intentions of designers of previous editions don't really matter - and thank god - because otherwise we'd be saddled with dozens outmoded concepts and ideas, half the races being mentioned here wouldn't exist, and so on. If you want "the original ideas", well, retro-clones exist for a reason.
 

Indeed, and many of the subrace names (High Elf, Mountain Dwarf etc) in the PHB are the Greyhawk names, not the Forgotten Realms names (Moon Elf, Shield Dwarf).
Fr was made to be greyhawk with the serial numbers scratched off in a legally distinct but not too distant manner. The fact than you can pretty much flip a race between those two settings by making a minor change like that to the name highlights the problem. People who want to play in wotc owned worlds that are not a near direct copy of greyhawk are left with no options that don't involve fighting the system. Representing the races of those worlds. The omission is not small either The PHB by comparison has 29 pages& ee player' companion adds 8 more for a total of 37 pages dedicated to races to fit FR with or without filing the serial number off with a name like that. Rising has 35 pages dedicated to the PC races in eberron & exploring eberron has 3 more plus a page dedicated to racial feats & it7's not the first 5e eberron book with racial feats. That might look like a huge disparity thatcould lead someone to say how there were just too many to fit except ight of them are dedicated to the core races themselves & another two dedicated to versions of the Dar (Goblinoids) that fit the only setting where goblinoids are considered people rather than monsters & that was needed because the goblinoids along with all of the other monstrous & semimonstrous races across 18 pages of volos were also written pretty exclusively to fit fr & greyhawk even when those races had distinct playable roles in existing wotc settings.
 


But we know that is not the case!

The concepts of elves being graceful, dwarves being hardy, minotaurs being strong, and all the rest came before D&D was ever invented!

We know that the reason there are racial ability modifiers is that the designers wanted to represent these concepts in the mechanics of the game!
Racial ability modifiers are one way designers have tried to represent those traditional concepts. Racial features are another way, as are - to a lesser degree - height, weight, and movement.
 

But we know that is not the case!

The concepts of elves being graceful, dwarves being hardy, minotaurs being strong, and all the rest came before D&D was ever invented!

We know that the reason there are racial ability modifiers is that the designers wanted to represent these concepts in the mechanics of the game!

Find me lore why hill dwarves are wiser than mountain dwarves or why dark elves are more charismatic than high elves before D&D was invented. I'll wait.
 

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