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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Which, just as a note, I had heard everyone praising this, so I bought it...

And I'm kind of disappointed. It really was just the most basic version of what I thought it could be imaginable, doing exactly what I could have done myself if I had had the willpower to right it out.

For all the praise, I thought they had designed something, not just took the PHB options and pulled them apart.
Well, that was kinda the point, to re-design the system without adding complexity and straying too far from D&D. If you want a more complex system, you might be interested in Grazilaxx's Guide to Ancestry on the DMs Guild, or the upcoming Those Who Wander on Kickstarter, which is based on the system in An Elf and an Orc Had a Little Baby.

Of course, if A&C is "exactly what you could have done yourself" . . . well, high praise and saves you some time! :)

My only disappointment with Ancestry & Culture is that it's mostly just the subraces available in the OGL. But I love the system. Not sure if it's "perfect" yet or could use more tweaking, but I'm considering pairing it with the customizing origins option from Tasha's for my next campaign. Arcanist Press does expand on the original zine with Custom Ancestries & Cultures and More Custom Ancestries & Cultures, but I would love to see is a DMs Guild version that gives us the A&C treatment of the "official" D&D races/subraces from the PHB and beyond.
 


Are you serious? I should ask if you're reading the posts. At this point, I can't tell if you haven't been reading them or if you're trying to gaslight me. Half this thread is people insisting there's no way that a halfling can ever be as strong as or stronger than a goliath, that such a thing flies in the face of all reason. People have literally said that having a floating ASI takes away from the game. Even you did, by using the tired trope that allowing individual PCs to have different stat bonuses makes the the races homogenous--as if the Planet of Hats you get when all individuals in a race are the same is somehow better.
I definitely am not trying to gaslight you. But, I think I see the problem.
I look at having a halfling start with 15 strength instead of 16 is reasonable. I do think it promotes tropes. I have said floating ASIs could lead to more homogeny. But those are different things than using the word "horror" or using the floating ASI as an optional rule. I just don't see how the first set equals horror. And I don't see how the first set negates ASI as an optional rule.
Sorry, I am not trying to be obtuse. And, as far as the halfling thing, I have never said they can't be as strong. All I said is if the two are developing the strength skill, the Goliath will reach max four levels before the halfling. That's it. They both end at 20. And I have no problem with that.
And again, so much of what you and others have said has been exactly this.
This is correct. We have said make floating ASIs an optional rule. I have given concrete reasons as to why. They are just my opinions on the game. Nothing more, nothing less. But, I feel like they make sense.
I think that having a floating ASI opens up possibilities. Not just for race/class combos, but to simply have characters who are good at things other than what their race dictates--like strong halflings instead of sneaky ones.
No offense, but isn't that what I said. I just used the negative.
"The people that prefer the ASIs think it adds to the world. It separates the races and cultures instead of homogenizing them.
And just as you seem to think it limits the race/class combinations."
You think having floating ASIs opens race/class combos (and other parts of the game). The opposite of that would be having racial ASIs limits race/class combos.
It just so happens that for your table, I agree that it will open things up. For other tables, it will homogenize the races. And in my humble opinion, for certain groups of players, it will stunt their growth. It is (god I hate analogies ;) ) the musician that is forced to play the acoustic guitar in front of them, instead of always having their electric guitar. It forces the mind to adapt. This is definitely not true for all players, but a good many will be just this.
You misunderstand my comment. The people for fixed ASIs have said it's upsetting and illogical and ruins fantastic realism for halflings to put +2 into Strength. Since neither you nor any of the others have commented on the option of a halfling putting a +2 into Intelligence or Wisdom or something else (despite me bringing it up a couple of times), I have to assume that the same feelings are engendered. Therefore, with a floating ASI, I can put the +2 in the stat I want (which can be any of them) and you fixed ASI people can put the +2 in Dexterity, since that's apparently the only thing that makes sense to you.
I see. Sorry about misinterpreting your statement.
Actually, a while back ago I argued for halflings to have other stat bonuses. I just think they should be subraces. Make the lonepalm halflings stranded on an island with nothing but the sea to provide for generations. Give them a +1 to wisdom. Make the skyhall halflings and give them a +1 intelligence. Make the bruteheart halflings that do nothing but fight and give them a +1 strength. I like it. Just give them a description and some lore. (And in the end, with point buy, a +1 is all you need to achieve the coveted 16.) I am not opposed to that. Just don't change the halflings that already have their lore in place.
I see that you don't understand that DMs sometimes create their own world and populate it with the races they want them to instead of allowing everything. I notice that you also don't seem to understand the point, which is: the rules are for everyone. I'm not fond of some of them, you're not fond of some of them, whatever. They're for everyone, not just you and me, and as such, they should be made to be for everyone.
Of course I don't. I mean, with that tone, what is the point of trying to have a discussion with you.
You insisted players need to feel safe and happy. Then turned around and said, "my table, my rules, I am DM, so go find another table" to a player that you just insisted should feel safe and happy. And why? Because you don't like the artificer class.

And you are correct. The rules are for everyone. I am glad you see that. So you should be fine with the floating ASI as an optional rule because that would be inclusive of everyone. The racial ASI people and the floating ASI people.
Except that as the pdf says, it's no longer an optional rule: from now on, races won't have fixed ASIs. And some of the people in this thread are treating that like it's the end of the world. And the whole cake thing still applies because you can put that ASI in Dexterity if you want your halfling to be dexterous. But by making the new rule official, everyone gets what they want: people who want agile halflings are happy, and so are people who want wise halflings or smart halflings.
Oh my gosh. I see where you are coming from. Seriously. Please please please, take my words to heart.

You are only considering the player creating the character. You are dismissing the DM. You are also dismissing all the other players.

You see. D&D is a group endeavor. (I know you know that. Not being patronizing.) But that sense of fantasy realism has to co-exist within many different minds at the table. This includes the DM who may have put in a ton of work in creating their fantasy-reality that they want to share with the players. And since some tables are more group decision than single DM decision, that halfling has the potential to obstruct that realist bubble for several other players or the DM.

But if it is a floating rule, that can be decided prior to character creation.
Yes, which is why I pointed out that "stout" and "agile" are not really synonyms. Sure, halflings might be stealthy, but they're also child-sized. It's easy to be stealthy when you're three feet tall hanging around a bunch of 5-6-foot humans. Which means I fail to see how being that small would help with Acrobatics or with picking locks.

Except that D&D has decided that manual dexterity and physical agility are represented by the same stat, and that halflings are really good at both. Which means that, with a standard fixed ASI, you're basically not allowed to play a clumsy or butterfingered halfling; you have to play someone who's at least of average Dexterity.
Yes, that is the problem with stats. Always has been. But, that is what is used. And again, I said simulationism wasn't the target. And I can actually see why being short and light might help with acrobatics. (I mean, it is why NBA players don't like to fall, but kids do it all the time.) But I hear your complaint, and it is definitely taken. But it is the system D&D has.
 

But wouldn't building a list of PC-available species be something that the DM does, rather than the players?
But what percentage of DMs would bother creating a bunch of custom species? My hunch is that most would not. It's easier to just tell players to choose races from, for example, PHB and Volo's but no Yuan Ti, and move on to the other stuff. That said, if a DM really wanted to do that, they wouldn't need a rule book to tell them that they could (AL excepted, of course). They could do it right now.
 

This concerned me a little bit too . . . but I'm not going to worry about it until we get a new race option that should have some culture available . . .

It's a tricky bit of game design Wizards are wrestling with, how to depict race, ethnicity, and culture without furthering racist tropes and modes of thought, while offering mechanically and thematically interesting player choices. I think they've stumbled out of the gate with Tasha's and this UA, but they are moving in the right direction. Very interested to see the next iteration from WotC . . .
Yeah, this was brought up. I mean you can go the racial feat route. There were about six racial feats that people came up with until they started to lean towards a specific class. So, in the end, it seems like you will have the whole problem over again. A group will want their dragonborn to have the elf racial feat because it'll allow them something they can't get at level 1.
Either way, you will create tropes.
 

But what percentage of DMs would bother creating a bunch of custom species? My hunch is that most would not. It's easier to just tell players to choose races from, for example, PHB and Volo's but no Yuan Ti, and move on to the other stuff. That said, if a DM really wanted to do that, they wouldn't need a rule book to tell them that they could (AL excepted, of course). They could do it right now.
I don't know what percentage, but I'm in it.
 

I definitely am not trying to gaslight you. But, I think I see the problem.
I look at having a halfling start with 15 strength instead of 16 is reasonable. I do think it promotes tropes. I have said floating ASIs could lead to more homogeny. But those are different things than using the word "horror" or using the floating ASI as an optional rule. I just don't see how the first set equals horror.
From my reading, the fixed-ASI'ers seem truly horrified at the idea of letting even so much as a single player make a halfling that specializes in anything other than Dex.

And I don't see how the first set negates ASI as an optional rule.
Sorry, I am not trying to be obtuse. And, as far as the halfling thing, I have never said they can't be as strong. All I said is if the two are developing the strength skill, the Goliath will reach max four levels before the halfling. That's it. They both end at 20. And I have no problem with that.
No, it's not a big deal. Except for two things: one, this isn't a choice the player can make; it's an arbitrary rule that can be changed without actually affecting game balance, and two, it also prevents--as I keep saying--that halfling from being having a high Constitution, Intelligence, Wisdom, or Charisma as well.

Seriously, I think I must have asked this question at least a half a dozen times and nobody I have asked it of has answered it. You want to say there's no way a halfling can ever be as physically strong as a goliath? Fine. Then why can't they choose to put a +2 bonus into Con, Int, Wis, or Cha?

Give me one reason.

If your answer is "it encourages minmaxing" that's not a good answer, because right now there are still minmaxers. Only instead of playing a super-smart halfling wizard they play a super-smart gnome wizard, because gnomes get +2 Int. Instead of playing a super-appealing halfling, they play a super-appealing tiefling, because tieflings get +2 Cha. It's exactly the same end result as if a player decided that their halfling was going to be smart instead of agile, only requiring less imagination because you don't have to figure out why a gnome is particularly intelligent or why a tiefling is particularly charismatic.

This is correct. We have said make floating ASIs an optional rule.
Which it's not going to be, if the sidebar in the UA is correct.

"The people that prefer the ASIs think it adds to the world. It separates the races and cultures instead of homogenizing them.

And just as you seem to think it limits the race/class combinations."
You think having floating ASIs opens race/class combos (and other parts of the game). The opposite of that would be having racial ASIs limits race/class combos.
Having fixed ASIs means that the halflings' Hat is going to be rogue. It means that the goliaths' and orc's Hat is going to be smashy martials. It means that the gnomes' Hat is going to be wizardry. And as some people in this thread have said, the fixed ASIs actively restrict people from being anything else--only many of them think that's a good thing.

And in my opinion, Campaign Setting of Hats is boring. And that playing a halfling rogue is as much minmaxing as playing a halfling druid after putting the +2 in Wisdom is. So if you, or other fixed ASI'ers, think that letting a player put the ASI in the stat of their choice is somehow bad, then discouraging people from playing anything other than what their race's fixed ASI points them towards is equally as bad.

It just so happens that for your table, I agree that it will open things up. For other tables, it will homogenize the races. And in my humble opinion, for certain groups of players, it will stunt their growth. It is (god I hate analogies ;) ) the musician that is forced to play the acoustic guitar in front of them, instead of always having their electric guitar. It forces the mind to adapt. This is definitely not true for all players, but a good many will be just this.
That's not a good analogy because limiting a person to only fixed ASIs is not the equivalent of taking away one instrument; it's the equivalent of taking away every instrument but one and then saying that sure, they can use their guitar as a drum or a zither or something, but it's not going to be as good, and that's their fault for not playing the guitar like a guitar.

I see. Sorry about misinterpreting your statement.
Actually, a while back ago I argued for halflings to have other stat bonuses. I just think they should be subraces. Make the lonepalm halflings stranded on an island with nothing but the sea to provide for generations.
In my opinion, that's even worse. That's literally saying that a race can't do anything but what they're made to. It's biological determinism at it's absolute worst. And to top that off, it's also completely unnecessary race bloat.

For my table, I go the absolute opposite. Here are elves. Was your elf particularly magical growing up? Use high elf stats. Or did your elf decide to study woodlore instead? Use wood elf stats. Or were they touched by the light of the moon(s) and stars? Use dark elf stats. Now, let's talk about the culture your elf grew up in. Here's a couple of options--the elves of the Deep Dark Forest, the elves of the Silver Lakes--but if you have an idea for a different culture, let's talk about it.

In the setting I'm working on now, I have goblins as one of the races. All goblins start out with sort of a toothy "larval" stage (inspired by, of all things, a What's New? with Phil and Dixie strip) when they're young, and when they grow up, they all look quite different but are still the same people. If I were using D&D for the system (I'm leaning towards Cypher, because of Reasons), you would get to choose from goblin, hobgoblin, bugbear, orc, and half-orc stats. And my table has decided that tabaxi and leonin are just two ethnicities of a single people.

Give them a +1 to wisdom. Make the skyhall halflings and give them a +1 intelligence. Make the bruteheart halflings that do nothing but fight and give them a +1 strength. I like it. Just give them a description and some lore. (And in the end, with point buy, a +1 is all you need to achieve the coveted 16.) I am not opposed to that. Just don't change the halflings that already have their lore in place.
Except which lore is that? Your lore? My lore? Why should I have to create an entirely new subrace--or really, many subraces, because surely there's going to the "bruteheart" halflings and the "mountainrunner" halflings and the "elephantwrestler" halflings who all get a +2 to Strength for completely different reasons, when I can just take a pre-existing halfling and perform a single action of switching an ASI.

And you avoid having dull races. "Meet the brutehearts!" "What's their culture like?" "They like to fight with strength-based weapons." "And...?" "That's it, really."

Of course I don't. I mean, with that tone, what is the point of trying to have a discussion with you.
You insisted players need to feel safe and happy.
Again, you missed the point, which is that the fixed ASI'ers apparently don't feel safe and happy if there's a gasp! overly smart halfling on the loose. Even a single, solitary halfling in the entire world that's as strong as a goliath seems to seriously upset some people.

And you are correct. The rules are for everyone. I am glad you see that. So you should be fine with the floating ASI as an optional rule because that would be inclusive of everyone. The racial ASI people and the floating ASI people.
Except that the racial ASI is automatically part of the floating ASI. If you think all halflings should be dexterous, guess what? You can do that! You have that option! You lose literally nothing by having a floating ASI and you gain additional options! You can even say that at your table while you are running, all halflings have to put their +2 in Dex.

But if there's a fixed ASI, then everybody loses all those additional options, and nobody gains anything but the status quo.

Oh my gosh. I see where you are coming from. Seriously. Please please please, take my words to heart.

You are only considering the player creating the character. You are dismissing the DM. You are also dismissing all the other players.

You see. D&D is a group endeavor. (I know you know that. Not being patronizing.) But that sense of fantasy realism has to co-exist within many different minds at the table. This includes the DM who may have put in a ton of work in creating their fantasy-reality that they want to share with the players. And since some tables are more group decision than single DM decision, that halfling has the potential to obstruct that realist bubble for several other players or the DM.
OK, one, that's what a session 0 is for; it's also knowing the people you've been playing with. I've gamed with the people at my table for anywhere from a couple of years to over twenty years.

Two, see above: a realist player has the option of putting their ASI in whatever stat feels the most realistic to them.

Three, as long as the other players didn't mysteriously roll all of their stats in the upper teens, then where they put their stats doesn't actually affect you in any way.

Four, having floating ASIs isn't dismissing anyone, since unless you have actually said "I want to play the strongest person ever!" and I ignore that to make my super-strong halfling, I'm not actually stepping on your toes or dismissing your feelings.

Like, when I decided to multiclass my duelist (Swashbuckler rogue) into fighter because I wanted to focus on her fighting, the person playing the fighter said "I would prefer you didn't make a Battlemaster because that's my character's thing" and I said "sure; if my character actually gets to 3rd level as a fighter, I'm thinking going Champion for that sweet sweet extended crit range which would be super-helpful for her sneak attacks." Which brings up...

Five, if it's not wrecking the game or doing more than annoying you--i.e., it's not actually causing you emotional distress to be in the same group--then have a mature discussion about it with the other player (as per above). And finally,

Six, if you can't have a mature discussion, then just learn to deal with it. Accept that other players have fun in other ways. I'm a very immersive gamer, but I've learned to accept that another player at my table has fun always playing tabaxi named things like "Perfloof McMeow." Even though joke names annoy me, it's how she has fun with goofily named characters. It wouldn't do either of us any good if I demanded that she give her characters serious "real" tabaxi names. It would make her upset and me petty.

But it is the system D&D has.
But it's a system that's always changing. It's why we don't require paladins to be lawful good humans anymore. It's why we allow dwarf wizards. It's why #NotAllDrow. It's why we don't lose XP for changing alignment. It's why I can play a female character who is as strong as any male character.
 

Based on all you wrote there @Faolyn ... how is this thread even meaningful to you? You already clearly have a group you are solid with, that is flexible, AND the UA indicates you are going to have what you want regardless.

What are you even upset about when your position already wins by default as...Tasha's is going to be the default?
 

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