D&D 5E A Compilation of all the Race Changes in Monsters of the Multiverse

Over on Reddit, user KingJackel went through the video leak which came out a few days ago and manually compiled a list of all the changes to races in the book. The changes are quite extensive, with only the fairy and harengon remaining unchanged. The book contains 33 races in total, compiled and updated from previous Dungeons & Dragons books...

Over on Reddit, user KingJackel went through the video leak which came out a few days ago and manually compiled a list of all the changes to races in the book. The changes are quite extensive, with only the fairy and harengon remaining unchanged. The book contains 33 races in total, compiled and updated from previous Dungeons & Dragons books.

greg-rutkowski-monsters-of-the-multiverse-1920.jpg



 

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doctorbadwolf

Heretic of The Seventh Circle
, start handing out skill proficiencies. Those are clearly still 100% okay as the Elf Keen Senses trait demonstrates (and, in general, racial skill proficiencies for a variety of races). Give all Dragonborn and Orcs Athletics proficiency if you think it's unrealistic that there should be no differences in physical strength between them and other races--they get for free what other races have to work very hard for (and, if you really want to make it go all out, let the feature be of the form "You have Proficiency in X; if you would later gain Proficiency in X from some other source, you instead have Expertise in X.") That seems to me both a perfectly cromulent way to reinforce physiological differences and embrace inclusivity: ultimately, everyone gets to the same peak condition with effort, but some have natural talent to give them a leg up, and others have to invest resources and time into it.
I like that idea.

That’s really good.
 

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D&D isn't Star Wars. There aren't these well-defined, consistent species we've seen on-screen, who have fairly obvious characteristics. These are something much more malleable.
One thing I've noticed about Star Wars, particularly in animation, is species is often purely cosmetic. Take Ahsoka Tano, she is the same as a human in every way apart from appearance.

The TOR MMO is the same - you can choose to play a non-human character but it is purely cosmetic - no mechanical effect at all.
 

One thing I've noticed about Star Wars, particularly in animation, is species is often purely cosmetic. Take Ahsoka Tano, she is the same as a human in every way apart from appearance.

The TOR MMO is the same - you can choose to play a non-human character but it is purely cosmetic - no mechanical effect at all.
Yeah I noticed SWTOR carefully avoided any of the races with characteristics remarkable enough that they'd need to be reflected mechanically in their game - hence no races which are extremely short or tall, or extremely strong, or fly, or the like. Not even our dear Wookies. Strictly humans, near-humans like the Chiss, and "head prosthetic" aliens.
 


Parmandur

Book-Friend
One thing I've noticed about Star Wars, particularly in animation, is species is often purely cosmetic. Take Ahsoka Tano, she is the same as a human in every way apart from appearance.

The TOR MMO is the same - you can choose to play a non-human character but it is purely cosmetic - no mechanical effect at all.
Whatcha talking about, clearly Twi'lek get+1 Dexterity, +1 Charisma and -1 Wisdom, along with advantages on Constitution saves and Persuasion proficiency.
 

This is the argument that because the thing cannot be simulated perfectly, it doesn't need to be simulated at all. And to me that is highly unconvincing. It is very common in game design to truncate differences for gameplay reasons whilst still representing them. Like how in Warhammer 40K lore a Space Marine is worth about ten normal soldier. But on the tabletop game they're worth only about four. It would still be pretty absurd to claim that as the difference in power is not perfectly simulated by the rules, you might as well have space marines to be no better than normal soldiers.
You can say this is unconvincing to you, but the problem is, your approach is unconvincing to others, and this quarter-arsed "simulation" doesn't offer a lot of obvious value. I mean, if Halflings are barely weaker than humans, which essentially what you seem to be asking for, then is there really a point in forcing them to be weaker at all with ASIs?

You've not successfully argued that there is.

I think you make a reasonable case for "there should be physiological racial features" - and indeed there are, most are (so you claiming these are getting rarer is just false, note - what are vanishing are cultural features). But ASIs? No. Even in your example, we're still looking at a 400% difference between a Marine and I presume an Imperial Guard instead of a 1000% difference. But what you seem to be suggesting re: ASIs is what, a 10% difference? If that? At that point all you're really doing is making it annoying, rather than simulating anything.

Again, if you really want a physical STR difference between humans and Halflings, I'd say ASIs re the wrong approach, because it's so laughably minor, we're still looking at "chimp strength" and so on. Instead you probably want to model being Small with bonuses and penalties across the board, for all small races, as per 3E (including ability to carry stuff, kick down doors, etc., but equally to squeeze through small spaces and so on).

Plus we'd need to tie down just how much weaker Halflings are even supposed to be. Reading LotR they don't actually seem particularly weak or ineffectual. Maybe chimp strength was intended. Would Tolkien even have subscribed to a STR penalty for them? At least with 40K we have specific lore claims about how powerful Marines are supposed to be.
 
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EzekielRaiden

Follower of the Way
But that was the case in 5e from the beginning. Everyone peaks at 20 in STR for example. It seems however, that many people want it sooner and that is ok.
I suspect the difference is that you don't need to be "just stronger" to have proficiency with a skill. And a skill is a much smaller thing than an ability score. Having higher ability score means you're better with absolutely everything it connects to.

Plus, at least for me, there's an important difference in meaning between "Keen Senses" (Perception proficiency) and "inherently wiser than others" (+2 Wis). The former sounds pretty grounded in physiology. The latter does not, and similar distinctions hold for other ability scores, with varying degrees of specificity.
 

This is the argument that because the thing cannot be simulated perfectly, it doesn't need to be simulated at all. And to me that is highly unconvincing. It is very common in game design to truncate differences for gameplay reasons whilst still representing them. Like how in Warhammer 40K lore a Space Marine is worth about ten normal soldier. But on the tabletop game they're worth only about four. It would still be pretty absurd to claim that as the difference in power is not perfectly simulated by the rules, you might as well have space marines to be no better than normal soldiers.
It is not about perfect representation. But it is just the wrong one.

Dwarves in ADnD were very bad climbers, now with +2 str, they are better than most.
I know that is a singular point, but it can be applied in a few places. Elves for example are relative bad long sword users. They used to be very good ones. Yes, long swords could just have been slashing finesse weapons. But after all, there are way better mechanics to represent high strenght. Look at goliath little giant ability. Trained in athletics. Being able to carry twice as much. And they are tough, represented by their defensive ability.
Half-orcs have similar features. More damage on crits, relentless endurance. Dwarves will probably all just gain 1 more hp per level and resistances to poison. Exactly what you would ecpect from a tough species.
 

Yaarel

He Mage
Elric is still a magical being who performs magic and relies on it, but magic in the world of Melnibone isn't necssarily about spamming flashy spells left and right like a video game MMO or ARPG character. You may want to check out Through Sunken Lands. There's a class that is clearly inspired by Elric: i.e., "the Eldritch Sorcerer-King." It's a Warrior/Mage hybrid that doesn't get spells but does get cantrips and rituals.

That said, one of my chief complaints about how warlocks work in D&D is that the pact-making class doesn't really involve any real ritual summoning or pact-making. It seemingly relegates the archetype's pact-making to an "off-screen past."

Compare this with the Goetic in MCG's Invisible Sun that involves summoning/binding angels, demons, spirits, etc., and then actively bargaining with them for magical favors, arcane knowledge, etc. This is how one mechanically plays the class.

I don't see the point in having the warlock at all in D&D if it doesn't really have any mechanical teeth or "oomph!" that properly reinforces the archetype. One may as well play as a wizard and roleplaying having a fey, diabolic, or eldritch patron. It's the same difference mechanically speaking.
As I suspect you know, academically speaking, a "sorcerer" is a summoner, a mage who uses spirits of various kinds to do the marvelous effect. For example, a sorcerer doesnt fly, but has an invisible ghost or genie or demon carry the sorcerer.

Elric is a solid portrait of this understanding of sorcerer, whence a "sorcerer king", who knows how to bargain with spirits.

When 3e invented the Sorcerer class as a non-vancian spellcaster, I suspect the original inspiration was it compelled spirits to perform the spell effects, which is why it didnt need to prepare spells, and which is why the class used Charisma for spellcasting by influencing the spirits. But these spirits were left "off camera" sotospeak, and the D&D Sorcerer concept evolved differently. The absence of the spirits created the impression that the Sorcerer was casting spells innately. The spirits werent external entities, but rather were internal entities incarnated as "bloodlines". The situation seems to have altered the meaning of Charisma. Now Charisma more than influencing other people, is about self-expression.

Yet. The 3e Sorcerer was still required to learn how to use material components, in the same way that the 3e Wizard did. So the thematic identity of the Sorcerer was never salient. The only clear identity that the 3e Sorcerer class had was a "nonvancian" spellcaster.

Towards the end of 3e, frustration grew with 3e Sorcerer. It had too few spells known, delayed access to slot levels, and there was an impression that the designers were intentionally sabotaging the Sorcerer class in order to privilege the vancian Wizard. While the 3e Sorcerer remained moreorless as-is, the Warlock focusing on at-wills and the Psion focusing on spontaneous casting emerged out of the substantive critiques of the Sorcerer.

4e was a leveler: all classes used the same framework of at-will, encounter, and daily powers. 4e organized classes by "role" (Controller, Defender, Leader, or Striker). So for 4e, the difference between a Wizard and a Sorcerer, was no longer a difference of vancian versus nonvancian, it was of Controller versus Striker. The Wizard spells did things like block enemy mobility, while the Sorcerer dealt heavier damage.

5e became an identity crisis for the Sorcerer. Vancian casting that prepares each slot ahead of time no longer exists, and all spellcasters cast spontaneously choosing on the fly which spell to use for a slot. Any spellcasting class can potentially fulfill any role. There is no meaningful mechanical difference between Wizard and Sorcerer. The 5e Sorcerer focuses on "bloodlines". Yet, the Sorcerer continues to rely on material components rather than the bloodline to cast spells, so the thematic dissonance remains problematic.

In 5e, we have a Wizard, a Sorcerer, and a Warlock.

The Wizard mainly utilizes the magical properties inherent in natural objects (material components), whence a feeling of protoscience. This science requires learning and study, whence Intelligence.

The Sorcerer ostensibly uses the magical properties of ones own magically transformed body, the bloodline. For example, the Aberration Sorcerer gains psionic spellcasting by means of having ones body transformed by the Aberration creature type. This theme of bloodline is present even if unaffecting the spellcasting method.

The Warlock ostensibly makes a pact with a powerful creature. But the nature of this pact remains inconsistent. Some features suggest the creature has transformed the body of the Warlock, thus enabling the Warlock to cast spells innately and autonomously. Whence the Warlock is actually a Sorcerer. But other features suggest the Warlock requires learning and study to know how to spellcast. Whence the Warlock is actually a Wizard. Remarkably, the creature of the pact is never summoned to perform the magical effects itself. So the Warlock isnt a summoner regardless of the spirit pact.

The 5e mages lack consistent themes with regard to the nature of their spellcasting. Hypothetically, a spirit summoner could serve as a way to distinguish the three. For example.

• Psion − the mind affects the magical Weave directly.
• Sorcerer − the body is imbued with the Weave.
• Wizard − the protoscience exploits the Weave within natural objects.
• Warlock − the spirit or spirits relating to the pact manipulate the Weave.

Or some other thematic arrangement that made the Sorcerer a summoner.
 
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It's not that you're wrong to think that's okay, or ask questions about why other games aren't having the same pushback, but you're not really looking at the reasons behind why D&D, specifically, has issues here. Lemme list some for you, maybe it'll help.

1) D&D isn't science fiction - I know that sounds facile, but it matters. D&D isn't Star Wars. There aren't these well-defined, consistent species we've seen on-screen, who have fairly obvious characteristics. These are something much more malleable.
I don't think this matters. Star Wars is only nominally science fiction, it is space fantasy. And fantasy can be consistent. Now if the argument is that D&D is not consistent, I agree, but that to me is a flaw to be fixed rather than an excuse for being even more inconsistent.

2) D&D hasn't been consistent on making characters conform to "science-y" standards. I.e., over the editions, it's wildly varied as to what stats you can have on what race, and whether there's a limit or just a penalty. Furthermore, in no edition, has anything approach what you're asking for actually been done. That includes 1E. Halflings in 1E are limited to 17 STR. That's obviously already far outside the bounds of what is plausible if we're talking something attempting realism.
Different editions are different. This is not surprising. Also, that any limit (lower than for bigger species, right?) existed for halflings, implies that verisimilitude was at least attempted. Also, that the things were not done perfectly, is not an excuse for doing them even more shoddily.

3) D&D has a long history of problematic stuff with races that other games do not (or at least are not widely known to have). This means it is, rightly I think, subject to more scrutiny on this than some other games.
This is true. However, to me it seems that some people have hijacked and very important concern over social issues and representation to push their specific preferences about game design minutiae. To me this is both disingenuous and trivialises actual issues of representation.

4) D&D hasn't been consistent on what stats represent, either, but if we're down to brass tacks, what gets particularly questionable is the mental stats, as they particularly tie in to the insulting/problematic depictions D&D (specifically) has engaged in.
It could. Then again, I don't remember seeing much complaints about Vulcans generally being smarter than humans. And come to think of it, whilst a lot of people don't like gnomes, it is not because them being depicted smart is problematic.

5) As you correctly point out, D&D leans extremely heavily on stats to make characters functional, so this issue is particularly discussed in D&D as opposed to other games. In a lot of games you can simply work around this kind of thing.
Sure. And that is perfectly fair point and I understand it. I just dislike people conflating such game design considerations with social justice issues. And I think that classes effectively dictating your ability scores is an issues even outside this species matter.

As for "represented mechanically", I don't think any cases has been made that ASIs are the "right tool for the job". If Halflings, say, had a a reduced weight limit, or a penalty to STR checks or something, I don't think that would be a problem, nor would people be mad about it. I'd go as far as to say the vast majority of things people point to ASIs for would actually be better off as racial features or the like. It's not like physiology isn't featured in the new approach - c.f. the Elven "Trance" feature for something that physiological and mechanical.
But if ability scores do not represent what it says in the tin, why even have them? Why we have ability sore called 'strength' is it doesn't measure how strong the creature is? If ability scores are nothing but level and class dependent expected bonuses, then get rid of them and bake math into classes.

As an aside, essentially the new approach is "self-enforcement", which honestly, I expect to work. Do you think we're going to see bunches of "LOL STR20 HALFLING LOLORAMA!!!!" characters? I don't. On the contrary, I think as things open up a bit, choice-wise, we'll see people voluntarily self-limiting on this kind of this. I think we'll actually see few high-STR Halflings or the like.
Perhaps. So why not apply this logic to everything? Why classes have specific weapon proficiencies, spell lists etc? Why people cannot just 'self limit' and not choose healing spells on their wizard etc?

All in all, ASIs used the way D&D uses them, just don't do well for what you're asking for, which is sci-fi-esque "species". They're not extreme enough, and stats are both too vague, and too important to a functional character for them to be a good mechanism. Again, racial features are where most of this should be (also possibly a return of "Small" being a trade-off as per 3E).
This makes sense only if we abandon the idea that stats actually measure something concrete. And I don't want to do that.
 

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