Right - everyone is basically on board for floating asi because it lets create the archetypes you want (and the dm can insist on 5e phb racial asi to automatically create all those archetypes). But some people also need to see their preferred archetype in the written rules. That's why I'm wondering if this is less about the actual play experience (which is customizable both with and without explicit rules) and more about the reading experience. They want to open up a dnd book and have it "feel like dnd," with all the familiar tropes and archetypes. That's comforting to them. If other people want to use the game for different fantasy archetypes (Avatar tLA, Dark Souls, anime), they can flip to the optional rules and use those. Something like that?Oh drat, I'm confused again then.
If you are still free to put your ASIs wherever you want to, and you don't care where other people put their ASIs, what is it that you think might happen if the only rule were floating ASIs? Which halfling might be stronger than which goliath, such that it would bother you?
Case in point:
So the default phb character creation needs, for you, to present halflings in this way. If others want to do something different, there should be a page of optional rules in the phb or the dmg for those groups to use. Correct?The fact that the rules would not represent that as an anomaly is the issue.
I want with the basic presentation a default assumption that what makes logical sense is reflected in the crunch.
A halfling default should literally never be presented as stronger than a Goliath default.
The idea that racial ASI in 5e have a whole lot in common with game design or even in-fiction worldbuilding from early editions is simply not accurate, or at the very least misses many of the reasons that races/classes were designed in a particular way in those earlier editions. There was no logic as to why non humans had level limits and class restrictions or could multiclass but not dualclass, for example, except to (try to) balance out all the benefits those races got at first level. Some of those benefits would be archetype-defining in a 1e game but barely register in a 5e game (dwaves' ability to discern sloping construction, for example). Small races like gnomes had no penalty to str. Elves were not allowed to be rangers. Further, unlike 5e, to-hit rolls were not affected by Str or Dex, but rather associated with class. Once you have a unified mechanic the logic behind ASI has to shift. If anything what you want is 3e-era game design--that was the more radical shift away from early basic and 1e/2e, and has more in common with 5e.It makes no sense for what is a child's body to get a bonus to strength, when what we would see as absolute mountain of a being not be reflecting that I. Their stats.
That another table wants to represent an exceptional halfling isn't the issue.
It's a question of world building and logic (in before 'but dragons and elephants) that is easy to account for, as the game has done so for decades.