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. https://dnd.wizards.com/articles/unearthed-arcana/gothic-lineages Perhaps the bigger news is this declaration on how race is to be handled in future D&D books as it joins...

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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And to answer to common: 'you can easily homebrew this stuff' argument: yes, I can. I can in in fact write a whole RPG system from scratch and have done so in the past. It however is a lot of work, and not something everyone is capable or willing of doing. And also more I need to do that to run the game the way I want, less I have reason to buy WotC's products. D&D is the most popular RPG on the market, and is played by people with varying tastes. It will be wise for WotC to support differnt approaches.

BTW, in general I feel that in it would be a good idea for them to publish a book dedicated on different ways to run the game. Like how in DMG there are all of these variant rules. A lot of them are nice, but they're very brief and there isn't terribly much advice on how to incorporate them in the game and what sort of results they will have. This could be expanded. Chapters on running the game on varying level 'heroicness' i.e. characters being super exceptional vs. them being relatively normal people, different levels of lethality, different tech levels, high magic vs. low magic, grittier injuries etc.
 

And yet the person I asked @LuisCarlos17f said, to quote, "Can you create a halfling with Str 17? yes, and also a wizard with Str17, but that is not the game spirit."

So, a halfling with a 17 strength, according to them, is not in the spirit of the game. So, if that is there belief, and they have no stated that they would not forbid a player who rolled an 18 from making an 18 strength halfling, can you really state with certainty that no one would forbid it?

I mean, I love the discussion of everyone telling me that of course rolling allows for these sorts of shenangins, but with rolling being the official default method, how are we to say that 17/18 strength halflings are against the spirit of the game, when they are quite explicitly allowed? And if the game allows for it with the default method of stat generation, how can it break anyone's suspension of disbelief? It is literally baked into the game.
You do realize he said you could create it. Meaning, you can. Per the rules you are allowed. So when I say no one in here has forbidden a 17 strength halfling, I mean just that. No one has forbidden.

As for spirit, he is correct - for his table. He is allowed to say it goes against the spirit of the game - at his table. D&D is a table based game. Rolling stats is initially fun, but it also has the largest chance of making an extra +1 look silly.
 



Micah Sweet

Level Up & OSR Enthusiast
Common sense. But sure, you can mix if you want, I just would never allow it. Or rolling at all, for that matter. In any case, once you allow random stat generation any balance discussion becomes moot, as you have intentionally chosen a method that produces characters that are not balanced against each other.
Not necessarily. My group does one rolled set of stats, and then every player places those stats in whatever attribute they want.
 

Chaosmancer

Legend
And, again, what is the significance of this? That it's fine for my friend to not get stuff he can easily use going forward, because he previously got stuff he could easily use? How do you figure?

I know this is likely to get me "Aha'd" as revealing that I truly am a heartless individual, but it really is quite simple. Gonna call your friend Bob just to save typing.

Bob has been on the rollercoaster over 30 times. There are, counting races and subraces, over a hundred options for Bob to choose from. And yet, at the idea that we might get something under our preference, that we might get a turn on the rollercoaster, we suddenly start getting "But what about Bob, what about his preferences? Shouldn't we make sure Bob can keep riding?"

And yeah, I'm a softie, I want Bob to keep having fun, but I also recognize that he has had fun. He has over a hundred options to pick from under his preferred system. Is it truly so cruel for us to want... 10? I mean, three lineages being playtested, with a note of "this is our future design direction" suddenly got you banging on our doors, demanding to know what we are going to do about poor Bob with his hundreds of options and 7 years of having things his way. And, I hope he gets his sidebar, I really do, but is it really so terrible for us to ask for a turn?

Fair enough, I suppose that was rude.

That Wizards already acknowledged draconians as a type of dragonborn, and kender as a type of halfling, doesn't mean they wouldn't get a writeup in a hypothetical Dragonlance book. Why wouldn't they? There are Dragonlance fans who would like to have them, and they'd be part of the market for a Dragonlance setting book. Note that along similar lines, they actually took a stab at grugachs in UA, even though the PHB said they were a type of wood elf.

It depends on what you mean by a "write-up". In Wayfinder's Guide to Eberron the Aerenal and Valenar elves got their lore written up, but their mechanics were just a sidebar of variant features. And when they went to Rising from the Last War, they didn't even do that much, just giving us the Lore and no new mechanics.

So, will they get a "write up" that includes their lore and a sidebar variant feature? Yes, I think so. Will they get a write-up that fundamentally changes the race with new ASI's, language, abilities, ect... I don't see why they would. They haven't done it before, really, every setting has been pretty close to the baseline. With the exception of Wildemount, which was written by Matt Mercer for his own campaign needs, not by WoTC.

Also, note that the Grugach happened in 2017, before Mordenkainen's and offered us Sea Elves and Shadar-Kai as well. I think it is clear that design was for that book, and considering the changes since 2017, and the fact that the Grugach didn't make it in, that things which are too similiar are likely not to. Though WoTC has a bad habit already, since we have Tritons and Sea Elves, for some reason.

As for all the others, "similar races exist and you can modify them" is not a reason for Wizards to pass on a writeup. You could make that argument about any of the new races that appeared after the PHB; orcs could just be modified half-orcs, for example. (See also my previous argument about how "homebrew exists" is not compelling.)

Again though, it depends on what you mean by "write up". To give another example, look towards Goblins. Goblins are vastly vastly different between Ravnica, Eberron and Faerun. And they gave them "write-up" in all three books... which are just copy paste in terms of the mechanics. Literally identical. From the mad bomb boys to the sniveling cowards to the proud heirs of an ancient kingdom, they were treated identically mechanically.

So, would you really get different mechanical write-ups for the Kithkin? Would it really be more than just a single sidebar variant feature? What kind of "write-up" are we talking about?

In any case, note we agreed that modrons and thri-kreen are distinct enough to merit their own writeup; you also raised spirit folk as another. Thri-kreen are practically guaranteed if we get a Dark Sun book, and modrons are likely if we get a planar/Planescape book (due to modrons getting attention in core 5E, and Nordom from Planescape: Torment, a game which the designers are clearly fond of).

Again though, it depends on how they approach it. I can easily see Spiritfolk and Kreen being designed like lineages. They encompass such a broad category that it simply makes sense to try and do it that way.

The only one that would be hard is the Modron. A "planar entity" lineage wouldn't really work, the various planar entities are too distinct. But also, Modrons are just really hard to play or make players. You can only really play the crazy ones, and "crazy construct" is covered by Reborn in some ways.

I'm not sure where it would get pushed, but considering that is the only race I can't see falling easily under this new design umbrella, and I think it would be a very difficult sell for player characters anyways... I think it is more likely that we aren't getting Modrons.

If you stop coming up with reasons why we don't need official defaults, I'll be happy to stop defending the idea. But as someone who endorses the sidebar, I'm obliged to respond to criticisms. Nothing personal.

Sure, nothing personal. Just seems that I've repeated my stance quite a lot to keep getting asked the same qestions
 

Chaosmancer

Legend
You do realize he said you could create it. Meaning, you can. Per the rules you are allowed. So when I say no one in here has forbidden a 17 strength halfling, I mean just that. No one has forbidden.

As for spirit, he is correct - for his table. He is allowed to say it goes against the spirit of the game - at his table. D&D is a table based game. Rolling stats is initially fun, but it also has the largest chance of making an extra +1 look silly.

So, at his table, if you didn't want to go against the "spirit of the game" (which he portrays as a bad thing) you would not be able to put your strength as an 18 as a halfling.

Saying you could do so anyways because it isn't forbidden is like saying you can cuss out your grandmother during thanksgiving. Sure, you can, but it is clearly frowned upon and practically forbidden. Which brings us back around, are we really going to put forth that it is bad for the game for players to choose to put their highest stat into an off-beat choice? That it is against the spirit of the game?

And I wasn't originally asking you this question, I was asking the person who put it forth. You can claim that rolling the dice looks bad for our side, but in fact it is worse for the opposing side. We've never claimed it is "farcical" to have a halfling with above a 15 strength. We've never claimed it breaks suspension of disbelief to have a halfling with that level of strength. And those are exactly the possibility rolling allows for.
 

Zardnaar

Legend
Please answer my question.

Actually, never mind, you just did. You believe that people should play the way you want them to play. Your fun is right; everyone else's fun is wrong, and no individual can be good at something unusual because it doesn't make sense to you.

DMs right. Player insist on playing their way DM has the cya later card.

Player doesn't have that option. Their's is limited to do I want to play or not.

There's more players than DMs. They can pick and choose who plays.

I'm not using the Tasha's ability score rules yet.
 


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