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D&D General What are your Core races?

One might fiddle about whether the Draconic language should be included in the half-feat or not, but language tends to be neglible in terms of balance. So the ballpark is still about a half-feat.
That's the general consensus, or pretty close to it, yeah. The PHB Dragonborn is somewhere between 2/3 and 3/4 of a "proper" race, and is noticeably behind other PHB options, such as the Dwarf and especially the Mountain Dwarf (two feats for stats, a third feat for extra weapon proficiencies, a fourth feat for medium armor proficiency, and darkvision). Whereas here you have the Dragonborn sitting with two, maybe two and a half feats if you're feeling especially generous.

And yet people keep saying that players only choose Dragonborn to be powerful....even though Dragonborn are more popular than Dwarves (collectively!) on D&D Beyond....

I've actually come around to appreciate the "human in all but name" approach. I don't feel like doing animal-people and I never got hooked on dwarves. And if they all end up being just like humans anyway, I see little point in coming up with weird appearances.
For my part at least--and I understand this is a risk of opening up the vast can of wyrms (not just worms...) that SEVERAL previous threads have touched on--I think a lot of people just have a strangely low tolerance for what "human-like but not human" means. That is, anything which can use the same logical processes as humans, learn to speak human languages (perhaps with a physiological quirk like long s's sounds for reptilians), and struggle through similar existential/philosophical dilemmas as humans....is automatically exactly equivalent to a human in every possible way, and thus could be perfectly substituted by actual humans with no noticeable difference. And that's just...really strange to me, because there's plenty of both brute physiology and more subtle stuff you can do to make things more interesting that wouldn't work if you just swapped in normal humans.

E.g. Dragonborn are hatched, though they still suckle after hatching, and mature much more quickly than humans (walking within days, for example). This radically changes things like gender roles, since women can go off to war as long as they're not carrying eggs. It can even have subtle effects on things like literature and metaphor: instead of cradles, shells; metaphors about the fast-fading flower of youth are likely. Prisons can't be designed in such a way that their bars could be breached by repeated application of breath weapons.

Eladrin can all teleport. This pretty seriously changes the way society is going to design buildings, in both positive and negative ways. On the positive side, you can have much more outlandish architecture when people can just teleport to any spot they can see. On the negative side, high fences are useless deterrents and prisons cannot rely on mere iron bars to hold individuals in.

You can do similar things with other races (e.g., what does having prehensile tails alter about tiefling culture?), and can also go for more subtle things that aren't directly relevant to adventuring. Maybe dragonborn, because their ENT passages are toughened in order to withstand the force of their breath weapons, tend to have a more muted sense of taste--and thus their food is more powerfully-flavored (particularly spicy) compared to other cultures', while Elves, who have especially sensitive and refined palates, tend to be seen as making very "bland" food because its flavors are very subtle and layered. Maybe Dwarves, because of their resistance to poisons, make a habit of creating dishes that are slightly poisonous--to dwarves, it's no big deal, but dwarven rations are not just unpleasant-smelling, they're actually dangerous for non-dwarves to eat. Etc.

Yes, you can create a world where there's absolutely no difference whatsoever culturally or behaviorally between distinct D&D races. But...why would you, when you can pretty easily create some very neat things by NOT doing so?
 

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If that were true, why didn't 4e's version of Dark Sun cause a huge riot among the fans?
Two reasons . . . 4e and Darksun. Too few players cared enough for it to matter, and those that did care weren't playing 4e or Darksun.
4e was the absolute poster child for "everything is core" philosophy, and yet it DID NOT have the very problem you cite.
Of course it had that problem, but you refuse to see it. If it didn't have that problem (amongst others) then it might not have failed so badly. Another factor might be that those players for whom it was a problem were very much like me and rejected 4e completely.
It is always easier to limit than to expand when it comes to race and (especially) class options. Period. You CANNOT tell me . . .
You seem like somebody with a rather closed mind. You are almost certainly 100% correct when you claim that nobody can tell you differently than what you KNOW to be a universal truth. Good luck with that attitude in the real world.
Perhaps using your imagination to expand upon the rules is more difficult for YOU, and perhaps it takes you hours or days of effort to figure things out, but it most certainly is much faster and easier for me than trying to appease a player with entitlement issues. Players are much more difficult to find than house rules, at least in my experience.
If so, I've got a bridge to sell you.
OMG! Somebody on the internet disagrees with you, MUST insult the very core of their being to assuage your bruised ego! /sarcasm
Seriously, dude, chill. Your opinion is just that, one of many opinions, and one that I disagree with. Deal with it.
 


Dolphin
Merellin (a homebrewed dolphinwere race)
Mermaid*
Selkie (basically a sealwere race)
Locathah (fishfolk)
Tako (sapient octopi)
Aventi (Man from Atlantis types; basically aquatic humans)

*Or a merman, if you must, but in the setting, 95% of the species are female. Mermaids/mermen might have the upper half of any land-dwelling humanoid, and they reproduce only by mating with such humanoids. The offspring is either a member of that race (if the merfolk involved was male) or a merfolk whose upper half matches that of the land-dwelling parent (if the merfolk involved was female). Merfolk in my game are profoundly weird.
 

Huh, funny. I had already ditched halflings.

So....

Human
Gnome
Goliath
Tiefling (varied)
Tengu/Kenku (birdfolk)
Rakasta (catfolk)
Lacerta (lizardfolk)
Warforged (golems)
Aasimar (varied)

Basically what I am already using, minus the three you listed.
 


Human. That’s it. I’ve been plotting my homebrew again quite a bit, and the core race is human.

Now the few races besides them that are possible, but require a bit work to play are gnomes, goblins and tieflings. They all face prejudice among the humans of the basic setting, but are possible to play.
 

man, you guys are so much better at this, I can't even hammer out one custom race properly.
Part of this- in my case at least- is just experience & exposure. I had a textbook in 2nd grade containing excerpts from JRRT, McCaffery and Bloch, and The Iliad came soon after that. And my dad was a genre-fiction buff who also had an undergrad degree in history. I started gaming in ‘77.

Because of all that, I’ve gotten to play with a lot of ideas from both sides of the screen. Different cultures, different takes on heroism, different takes on what The Other could really be like.

There’s no substitute for experience,

But, like any of us, you can use what you have experienced to guide design choices. I guarantee you that you’ve had things happen in your life that few if any of us have.

Same thing goes for what you’ve read, heard or watched. I’ve gotten campaign ideas from songs, art and books. Ditto races and individual characters. Sometimes, a single interesting and unusual fact can be the seed for something truly different.

Just keep your eyes and ears open, your radar on.
 


I meant the ua one which also lists gem dragonborn
It looks like the UA Dragonborn is an upgrade of the Players Handbook Dragonborn.

The Breathweapon damage bumps up from 2d6 damage to 2d8, and its frequency changes from per-rest to proficiency-per-long-rest. The change is probably a wash at low levels, but more frequent at high levels with ability to "nova" (to use up all uses in one encounter). Plus there is an additional new trait at level 3.

Generally, the upgrade seems to fill out the Tashas Custom Lineage design space in a beefier way. Its equivalent slot-1 spell is more satisfying − and uses the missing Darkvision space for an additional trait at level 3. But the additional trait varies in value, according to the kind of Dragon.

The Chromatic Dragonborn (black, blue, green, red, white) Chromatic Warding trait is meh: Damage Resistance becomes immunity temporarily per-long-rest.

The Metallic Dragonborn (brass, bronze, copper, gold, silver) Metallic Breathweapon trait is good: a choice between push or incapacitate per-long-rest.

Going beyond the Players Handbook, now the Gem Dragonborn (amethyst, crystal, emerald, sapphire, topaz) is available. It has two extra traits. One-way telepathy which is meh ... even annoying. But the main Gem Flight is amazing. The flight is for 1 minute per long rest, at walking speed. Altho Gem Flight is slower than the slot-3 Fly spell (generally speed 30 versus speed 60), it requires no Concentration, so can be even better than the slot-3 spell.

I suspect the Gem Flight trait evidences the designers rethinking the role of flight, and what tier it fits in. It looks like low tier access to flight has become more acceptable. This means, low level adventures will take flight into account with regard to hostiles with missile weapons, the kinds of traps, and so on. Probably, flight is more acceptable because of the 5e Concentration mechanic, which prevents layering too many powerful spells (including flight) simultaneously. Apparently flight plus one powerful spell is balanced enough.

Relatively speaking, the most powerful Dragonborn is probably the Amethyst Dragonborn, whose force damage Breathweapon finds less resistance, and who has flight. Depending on how much use one gets out of flight, this lineage is either solid or the best compared to the Players Handbook lineages.

The Copper Dragonborn is also competitive, whose acid damage Breathweapon is decent and whose Metallic Breathweapon incapacitation can be effective to help take down a boss, or whose push can be situationally useful.



I consider the Metallic Dragonborn an excellent example of the Tashas Custom Lineage.

The Gem Dragonborn is beyond it and the flight is a wild card.
 

Into the Woods

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