Then between us, we have everything covered. Can I have half of your players and you take half of mine?On the other hand, my experience is that almost everyone does play their race, even when they forget about mechanics.
Which is why it's weird people make a big deal out of it. A race has to be WAY out of the norm to even make a dent in the overall experience of the game.A bit of a thread-jack, but what I find more interesting is how little I see races played as races and not just a set of traits and mechanics...
I hardly ever see it with my own players nor in games I have seen other groups run.
For the most part, if I try to picture a scene in a game, the PC races could be just about anything...
Prompted by the discussion/debate over in the List of All 33 Races in MMotM thread, I'm curious:
For your tastes, how many mechanical features does a race in D&D need to feel "right", worthwhile, not-oversimplified, or whatever? One? Three? Five? More? None?
Does it matter what the features are? Do they need to include ASIs? Do they need to include movement? Save modifiers? AC modifiers? Proficiencies? Advantage or Disadvantage? Languages? Feat-like abilities? Innate spellcasting?
Nooo! I love my players!Then between us, we have everything covered. Can I have half of your players and you take half of mine?![]()
And some of the races being offer seem like they should, but they can't because "balance."Which is why it's weird people make a big deal out of it. A race has to be WAY out of the norm to even make a dent in the overall experience of the game.
IMO, the difference comes form roleplay a lot more than mechanics, which is why "racial traits are all ribbons" is a valid (if lukewarm) design concept. Dwarves don't need any mechanics for people to play them as dwarves.We all play it as window dressing anyway (cue comments of "Not our group!"), so why is the rules prescription for it so important?
I don't know if I would go as far as "love", but for the most part I like mine pretty well.Nooo! I love my players!

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.