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D&D (2024) How did I miss this about the Half races/ancestries

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A species should not be built mechanically with the assumption that it suffers from prejudice. Prejudice is a background element that can be decided at the campaign and player level, so that the DM and player aren't bound to design choices or forced to homebrew.
Yeah, it absolutely can't be baked into the species. That just locks it out entirely for some people.

I have some species that do have in-universe stereotypes attached to them and the way I deal with it at a character level is give the option to buy in. For the positive discrimination spider-folk, there's a feat that let's your character be super thirsty to live up to this. For the 'servant archetyped' cat folk, there's a feat to let you screw with people who think you're just a meek yes-man. But they're not an inherent part of the species. You can totally play a character with them and never engage any of that.
 

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Yeah, it absolutely can't be baked into the species. That just locks it out entirely for some people.

I have some species that do have in-universe stereotypes attached to them and the way I deal with it at a character level is give the option to buy in. For the positive discrimination spider-folk, there's a feat that let's your character be super thirsty to live up to this. For the 'servant archetyped' cat folk, there's a feat to let you screw with people who think you're just a meek yes-man. But they're not an inherent part of the species. You can totally play a character with them and never engage any of that.
This is the kind of solution I like. Lean in, ignore, or subvert make great options and bring a lot of depth without forcing players into boxes, and can be campaign-specific.
 

A species should not be built mechanically with the assumption that it suffers from prejudice. Prejudice is a background element that can be decided at the campaign and player level, so that the DM and player aren't bound to design choices or forced to homebrew.
The characterization I'm talking about has little to do with mechanics and much more to with how the heritages and worlds of D&D are going to be described. Mechanically, I still think Level Up's style of picking from two different lists for your mixed heritage is the best way, by far.
 

This is the kind of solution I like. Lean in, ignore, or subvert make great options and bring a lot of depth without forcing players into boxes, and can be campaign-specific.
What was the suggestion? Whoever you're responding to has blocked me.
 

cosmopolitan. Of that answers my implicit question: what do you use as heritage description in the core of a fantasy RPG? Negatives, even as a possibility only, seem to be out. Positive/heroic/cosmopolitan only seems very limiting and, yes, unrealistic to me, both in how people act in real life and in countless fictional depictions the game draws on. Physical only? That's fine for veterans, who have their own resources and experience to draw upon, but not very helpful for the new players for whom this revised game is supposed to be written.

So what do you do?
How about don't say "is discriminated against"? Do elves and humans discriminate against half-elves? Then say that in the description of the elves and humans.Unless you are trying to say that there is something inherently magical about half-elves that magically causes people around them to dislike them (like the Disquiet from Promethean: the Created), then the prejudice is entirely due to failings on the part of the elves and humans. What is it about the elves and humans that make them be prejudiced against elf/human children?

Also, there are lots of ways to describe "negatives" in a race without being offensive. Part of that is trying to look at the race as a neutral observer, not as someone who assumes that there is a specific baseline from which all deviations are good or bad. Look at the Stoneworthy culture from Level Up. "Civilizations can thrive without developing metallurgy, either by choice or because they live in stone-age cultures. Those from such societies are known as the stoneworthy. They are often adaptable and tenacious, with skills well-suited for adventuring." See how that describes a paleolithic society without having to resort to the words primitive or savage, which have negative connotations and which have been offensively used to describe certain (often monstrous) D&D cultures because it's assumed that there's a baseline of pseudo-medieval technology, and not having that level of tech is bad. (And, of course, both of those words have been used to offensively describe real-world indigenous peoples.)

And this all begs another few questions: Most D&D settings have at least a few intelligent, nominally-friendly races, and many have dozens or scores of races. And that's not including the hundreds of intelligent monstrous races. Many of these settings are assumed to have a sexual free-for-all. Half-dragon is a template in 5e; 3x had templates for dozens upon dozens of half-whatevers. I remember half-undead in 2e. Most of the sorcerer archetypes have "you have the X in your ancestry," where X can be anything from a dragon to a genie to a modron. So why would there be any prejudice against someone just because the parents weren't the same species? That literally makes no sense.

The only reason is because "that's the way it was always done," and tradition is a stupid reason for a bad thing to continue.
 


The characterization I'm talking about has little to do with mechanics and much more to with how the heritages and worlds of D&D are going to be described. Mechanically, I still think Level Up's style of picking from two different lists for your mixed heritage is the best way, by far.
There's no intention to sell further splatbooks full of new ancestries for Level Up, though, as far as I know.

WotC business model is to keep churning out new books with additional player options periodically. Their stated way of handling mixed ancestries works with that system.

The Level Up model is slightly more work, in that it requires either republishing an updated chart or asking DMs/players to just mentally add choices to the chart, which doesn't seem like a big deal, but years of complaints on ENWorld suggest that there are many people who want their D&D experience to be completely frictionless.
 

1dnd is giving a free feat at character creation anyway. So there is definitely enough room for it. A single classed character will be getting 6 options for feats by lvl 19. That's easily enough to spend one on being a tiefling.

They also get an epic boon at level 20. So you could really push into the planetouched direction and give them an epic boon towards it.

(I have absolutely no clue what a tiefling epic boon would be)
The level 1 feat is for your background. Anyone who wants to play a tiefling at level 1 forgoes their background to do so. Anyone who doesn't has to wait until level 4, 8, 12 or later to get basic tiefling abilities. Or I guess you can say "pick the racial traits of one parent, and fluff your appearance however you like until you take the feat". (Jeez, why does that sound familiar... [emoji848])

Further, let's assume you do add a feat to give your PC the traits of a tiefling. Currently, that's darkvision, fire resistance and three bonus spells with a free cast. That's way better than most level 1 feats (compare to magic initiate which gives you far less casting power and no vision or resistance) AND you get your regular racial traits on top of that! We're back to the obvious power boost is to forgo your background bonus feat and always pick a planetouched. You'd be crazy not to!

Unless of course we decide "planetouched" means "gain a few free spells" like the Tasha's feats are. Not exactly inspiring or backwards compatible.
 

A general plane-touched feat should be its own thing that can apply to any character and doesn't bias between what plane(s) you've been touched by, thus equally valid for tieflings, aasimar, genasi, and anyone else.
 

A lot of people are arguing from either a mechanical or social justice perspective. I would posit that these are, if not exactly wrong, missing a certain fundamental point. Namely, races are about character and story.

Personally, I don't like nitpicky character building in my D&D. I don't mind it in some places (eg: Mutants and Masterminds), but for a fantasy RPG, it really grates. I don't like Pathfinder, I didn't like 3E/4E, and AD&D's splatbook hell chased me away from D&D for a long time. 5E's simplicity and streamlining brought me back. Level Up manages the careful feat of giving more flexibility in its character building and leveling up without getting too complicated.

Obviously this is entirely anecdotal and of limited sample size, but in my experience, most players (2/3? 3/4?) do not want to play Fantasy Spreadsheet. And similarly for a character's backstory. Players may develop a character's backstory more over time, but more than a paragraph or two to start with is already a big ask. D&D addresses that by giving package deals on backstory tropes/stereotypes/characterizations. These are called "races".

Note that D&D races are absolutely not the same thing as real life races, nor are they species. They are ideas given shape, and players can choose one in order to match a general idea of what type of character and story they want to play. They can lean into type (a dwarf cleric) or against type (a halfling barbarian) based on how they want to play with the available tropes, to fit the character into the idea of what they want to play. The mechanics, of course, help support those ideas, but it's not the mechanics which define the ideas.

Anyway, these two points come together in what I feel is one of the biggest draws for D&D's current popularity: the startup costs for both mechanics and backstory are very low. Increasing the cost of either is a decision a game designer needs to consider very carefully. For example, a point-buy race builder is a cost not only for the designer to create and balance, but for every player who not only has to spend extra effort creating such a race, but who has now been deprived of the generalized concept to build the character's identity on.

If an existing race is not being used, or its story tropes do not lend themselves well to a decent chunk of ideas (even if the race is "good" in a mechanical sense), then it may be worthwhile to drop the race in favor of something else. However if a race is being used, and it fits character concepts that players want to explore, then it absolutely should stay. The designer's job is to create the board for players to play on, not to tell them they're having bad-wrong-fun.

In the case of the half-elf and the half-orc, and the general outcast idea, I have my own impressions of them. Both are representing outcasts, but of two different types.

The half-elf is the unwanted outcast that withdraws into himself (ie: emo outcast). The unwanted child, the noble dalliance, mingling between the Montague and Capulet families, or the general disdain the "nerd" may feel among the popular kids. The individual outcast.

The half-orc is the downtrodden underclass outcast that fights back violently against society. The former slave, the Irish immigrant, the kid from the poor part of town. The societal outcast.

Note that a half-elf doesn't have to be (or even be likely to be) an emo outcast, but if you were picking out emo outcast characters, I'd bet the largest percentage of them would be half-elves. Just try to think of an emo outcast dwarf, or elf, or halfling, or even half-orc. It just mostly doesn't fit. I'm sure you could create such a character, but you're taking on the work of doing that yourself.

The point of the "race" is to get you most of the way to where you want to be with minimal work. That's its purpose as a function of the game's design. It's a system that's shown to work quite well in D&D. At the same time, each race has to give you a fairly broad spectrum of options. A half-elf isn't only an emo outcast, for example. If a race can't provide a decently broad set of easy characterizations (even with some overlapping other races), it also fails in its purpose.

There's another part of the "outcast" concept that ties directly to how an RPG works: As the characters grow, they overcome their former weaknesses. The outcast, the underdog, proves himself to be worthy of respect, of being capable, and even heroic. Whether that's Rocky or Naruto, these types of stories have existed for a long time. When you choose to start with an underdog character, there's sort of the implied assumption that your character will eventually be able to show the world he has true value in the end. People love underdog stories. They want to see people overcome adversity.

When you take away those types of races, you're taking away some of the easy ways for people to know that they can explore that kind of story. Again, you can do it manually, but it's more work, and many players won't even recognize that they have that as an option if it's not readily available.

So, attempts to frame this as purely a mechanical issue, or solely about real-life prejudice, I feel is fundamentally detrimental to the purpose of their existence in the game system in the first place.


As an aside: Level Up's approach shifts how this is built. Most of what I've described above is more part of the selection of Culture (including things like Lone Wanderer and Tyrannized), so Level Up can handle mixed races at the more mechanical/biological level of Heritage. Looking to them for the fix for how to create half-races solely at the mechanical level misses that a major part of the issue is addressed in an entirely different way in that system.
 

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