D&D General No More "Humans in Funny Hats": Racial Mechanics Should Determine Racial Cultures

However, there is a solution: Have racial mechanics impact a race's/lineage's culture.

This isn't a even new concept. However, it is often a rare one, and it can also be difficult to design cultures based on racial abilities. However, it's possible, and can be done in compelling and unique ways. Notably, Eberron often does this, through the Warforged, Changelings, Kalashtar, Dragonmarked Races, and plenty of other examples. Try taking the culture of Warforged and applying it to Humans. It doesn't work. Try it with Changelings or the Kalashtar. It doesn't work. Keith Baker (and the other designers of Eberron's cultures) largely succeeded in creating races that have cultures that can't be straight up transplanted onto Humans or any other race. It just plain doesn't work. Kalashtar won't have the same culture without their psychic abilities and bond with refugee Quori, Warforged can't be Warforged if they weren't Forged for the Last War and then set free through the Treaty of Thronehold, and Changelings can't be Changelings without being shapeshifters. They're unique, they're interesting, and most importantly, they're racially dependent.

I did something similar with the two homebrew races of mine that I mentioned in the Halfling thread; the Vezyi and the Felshen. The Felshen were basically a race of lab-made sentient Flesh Golems that became fully sentient, could reproduce as the other races could, and their alchemically and magically altered/engineered brains granted them innate sentient powers (which then caused them to go to war as a goblinoid society of psionic-hating mages tried to eradicate them from the world). They've even discovered how to make psionic innovations, like Dream Hubs, "telephone poles" that increase the range of their telepathy, mental libraries stored in giant crystals, and similar creations. The Vezyi are death-touched Vecna worshippers that get "free" resurrections from their Death Priests (called Iremongers), which is largely dependent on their racial ability that lets them be resurrected after the normal amount of allotted time that resurrection spells allow (it's actually 10x the normal duration, so revivify works on Vezyi that have been dead for 10 minutes, raise dead works on Vezyi that have been dead for 100 days, and true resurrection works on Vezyi that have been dead for 2,000 years). They live in the Underfell (the Underdark of the Shadowfell), not eating, drinking, sleeping, or breathing, their only purpose in life is to serve Vecna, and once they run out of free resurrections (called "pardons", which they get 9 of), their bodies and souls are turned into undead thralls in Vecna's fell army. These race's intricate cultures are dependent on their racial abilities, and their cultures even accept races that have similar enough racial features to function in their societies (Felshen accept all benevolent psionic races/subraces/lineages/monsters; such as gemstone dragons, dragonborn, and golmeng, dragonborn, verdan, ghostwise halflings, flumphs, gnome ceremorphs, and so on. The Vezyi accept Reborn, Dhampir, and Fehntüm (incorporeal-undead-touched humanoids) that worship Vecna and his pantheon of demigods).

If a race/lineage's culture is dependent/influenced by their racial abilities, you can get some awesome and diverse cultures that aren't possible through replacing them with humans.

What do you guys think? Do you think D&D is up for changes to racial cultures like this? What issues with this could you see happening? Are there any other issues that this solution also solves? Have you done stuff like this before, and how did it go? Also feel free to discuss possible changes to the cultures of the main D&D races to make these even more apparent (there is a bit of this built into the core game, like dwarves drinking lots of alcohol because of their poison resistance and elven lifespans influencing their behavior, but I feel like it could/should be much more in-depth for many/most of them).

Thanks for reading, and hopefully the discussion stays constructive and interesting below.
I think you would have a hard time for some races. Halflings are especially difficult, since they were intended to be short humans without any powers. The biggest difference is a higher metabolic rate (so they eat more). From what I see of your previous work, you gave them a completely different origin story, which certainly makes them different, but might change them too much. I like what Dark Sun did to them. They don't have special powers, they just have a very different culture.

The greater the difference between a race and humans, the easier it is to make them different. In LotR, elves were actually very different from humans. It's even easier for newly created species since there's no legacy interfering with them. But that brings up a game balance issue. Humans don't have special powers, while any race with lots of abilities like not needing to eat, drink, or sleep, are going to be simply more powerful.
 

log in or register to remove this ad

Ancalagon

Dusty Dragon
Your central premise is flawed.

Humans have tremendously varied cultures, despite being mechanically identical. You are 100% correct that some elements of culture will be affected by some racial mechanics. A race that can levitate at will will not use stairs, for example, but rather have vertical shafts people float up and down. However, I don't think "stairs" is a defining aspect of human culture... in other words, mechanics will give us elements, but not the whole.
 

Snarf Zagyg

Notorious Liquefactionist
Can I just put this as an aside:

WHY does everything ALWAYS have to justify its existence with you people?!

...who are YOU calling, "you people"?!?!?!"

Anyway...

Elves and their relatives do not sleep.

Oh, Elves? Nevermind. Totally cool. Carry on!


This 24/7 culture, added to their long lives, might blend into a loose sense of scheduling where things happen when they need to happen, not because of a traditional schedule.

2091909090752306602efe61df49caf95df8f13d.gif


I am an elf. I am a 24 hour party person. I like to cruise and swing successfully in tight slacks.
 

Ancalagon

Dusty Dragon
Can I just put this as an aside:

WHY does everything ALWAYS have to justify its existence with you people?! Justify this class, justify this race... Why can't something just be cool and fun mechanics with a nice name on top and a little fluff?! Why is everything always this whole song and dance?! It gets exhausting!

The more elements there are in design, the more things can go wrong, and elegance/simplicity can be lost.

I'll give a mechanical example that really doesn't doesn't apply to this thread but should be easy to understand: feats. Feats have to be balanced - a feat that gave you +100 damage for a -1 to hit penalty is clearly broken. That's not too hard to balance. But they also have to be balanced when taken in combination. Some feats have great synergy, and the combo of the two is much more powerful than their sum.

So as a designer, when making a new feat, you have to ask yourself "will this be broken in combination with another feat?". If there are 10 feats in the game, you have to do 10 "pairs" with your new feat when testing. Now there are 11 feats in the game to balance a newer feat against. So with each new feature, the number of possible combination grows...
 

Undrave

Legend
ENworld in particular has a climate that rejects expansion and thrives on limitation. For some reason, "kitchen sink" is looked down on and "carefully curated" is highly praised as peak DMing. Thus, every option must justify it's inclusion into the walled garden or into the rubbish bin it goes.
And they have to justify their existence by being unique fiction element and can't just be a fun new mechanic to express a concept that already exist.

Personally, when it comes to races, my style is to wait until the players have picked their races and use those as the common race of my game world. If nobody plays a Dwarf... well there might just NOT be any Dwarf.

I think you would have a hard time for some races. Halflings are especially difficult, since they were intended to be short humans without any powers. The biggest difference is a higher metabolic rate (so they eat more). From what I see of your previous work, you gave them a completely different origin story, which certainly makes them different, but might change them too much. I like what Dark Sun did to them. They don't have special powers, they just have a very different culture.

The greater the difference between a race and humans, the easier it is to make them different. In LotR, elves were actually very different from humans. It's even easier for newly created species since there's no legacy interfering with them. But that brings up a game balance issue. Humans don't have special powers, while any race with lots of abilities like not needing to eat, drink, or sleep, are going to be simply more powerful.

Halflings do have a power now: Luck! If Halflings are supernaturally lucky, then they would automatically be more bold because things tend to work out. And you know that 'Luck favours the Bold' so the more bold they are, the more opportunities they can seize, creating a self-enforcing loop. They're naturally lucky, so they take more chances, they find more opportunity, so they feel even more lucky and so on.

I think Halflings should be great explorers and be found everywhere. They'll look at the horizon and think "Let's go over there! Maybe there's something cool there" and there will always be 'something cool' because to them everything unexpected is cool and they'll go "Maybe there's something else over there!" and so forth.

Oh, Elves? Nevermind. Totally cool. Carry on!




2091909090752306602efe61df49caf95df8f13d.gif


I am an elf. I am a 24 hour party person. I like to cruise and swing successfully in tight slacks.

Three words: Elven Las Vegas.
 

CleverNickName

Limit Break Dancing
What if Backgrounds were expanded to include cultural elements and traditions? Hear me out.

Your classic D&D dwarf lives in an underground city. Their Ancestry and sub-ancestry ("dwarf" and "mountain," for example) would give their bodies all of the physical adaptations for that environment: shorter, stockier, darkvision, that sort of thing. The things you are born with.

Your classic D&D dwarf also has a clan-like society, a strong sense of honor, and is handy with an axe. So let's put all of these cultural expectations, traditions, and folklore into a "dwarven soldier" (or whatever) Background where they will make a little more sense. The things that are learned and taught, like languages, weapon proficiencies, and skills, should be in the same category as other things that must be learned and taught (like manners, political opinions, and religions.) A person isn't born with this knowledge pre-loaded into their brains.

I think it's reasonable to assume that the dwarves who fled their mountain homes to live in the jungles of the Sword Coast would develop vastly different lifestyles and cultural expectations than their cousins who fled deeper into the Underdark. So what if these cultural elements were determined by Background, instead of by Race?
 
Last edited:

Snarf Zagyg

Notorious Liquefactionist
Three words: Elven Las Vegas.

I mean, on the one hand ... that sounds terrifying. Las Vegas is already dead-eyed and soulless.

Then again .... wasn't this the plot of that Netflix movie, Army of the Dead? Las Vegas filled with soulless, dead-eyed zombies elves?

Hmmm... what are the D&D stats for a chainsaw? Asking for a friend ...
 

Sacrosanct

Legend
I will admit I will never understand the argument that getting rid of racial modifiers waters down the races into the same thing. The game is much more than any stat. Flavor and fluff matter, because it literally tells you the differences between the races. Anyone who says getting rid of the ability modifiers for an elf just makes them no different than any other race is completely ignoring this, which absolutely is unique from humans or other races:

Elves are a magical people of otherworldly grace, living in the world but not entirely part of it. They live in places of ethereal beauty, in the midst of ancient forests or in silvery spires glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze.

Slender and Graceful

With their unearthly grace and fine features, elves appear hauntingly beautiful to humans and members of many other races. They are slightly shorter than humans on average, ranging from well under 5 feet tall to just over 6 feet. They are more slender than humans, weighing only 100 to 145 pounds.


A Timeless Perspective

Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorter-lived races more deeply.


Exploration and Adventure

Elves take up adventuring out of wanderlust. Since they are so long-lived, they can enjoy centuries of exploration and discovery. They dislike the pace of human society, which is regimented from day to day but constantly changing over decades, so they find careers that let them travel freely and set their own pace.


*Edit When we read books or watch movies, we have no idea what stats those characters have, and yet the various races all feel unique, flavorful, and memorable. Therefore, stats shouldn't matter all that much when differentiating races to make them feel unique.
 

Faolyn

(she/her)
SO this! You need a proper setting to differentiate the standard races. They have to have histories and relationships with each other. Once a setting has been established, even different cultures from the same race (even humans) are easily differentiated, because they already have narrative weight. Actual mechanical differences, of course, make this process even easier.
This is why, as has been said in other threads, D&D needs a new default setting that using modern assumptions. Much harder to complain when its built from the ground up.
6e really needs to have an entire chapter on setting-building built into the DMG. My preference would be one that provides step-by-step guidelines, perhaps with random tables because, well, it's D&D. A chapter that covers everything from climate/terrain to culture, government types, and religion to choosing races, monsters, and factions. Even if the chapter only provides broad strokes instead of fine detail, that would be very helpful, especially since there are so many worldbuilding guides online already and you know that people would expand upon these tables.

And then the example setting that is built, step-by-step in this chapter, becomes the default official setting that is referenced everywhere else in the main books.
 

Faolyn

(she/her)
I mean, on the one hand ... that sounds terrifying. Las Vegas is already dead-eyed and soulless.

Then again .... wasn't this the plot of that Netflix movie, Army of the Dead? Las Vegas filled with soulless, dead-eyed zombies elves?

Hmmm... what are the D&D stats for a chainsaw? Asking for a friend ...
I have to say, whenever I see you write something like this, it makes me want to create an elf character.
 

Remove ads

Top