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

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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.
Ok so unless a planetouched is assuming human, it will have to give up something in order to meet the power budget. So if you want to be an aasimar lizardfolk, you're suddenly going to lose your teeth and your scales.

The power budget comes from somewhere, and moving it to a feat is simply a different spot for it to come from. Or as incenjucar suggested, have the feat as something entirely different like the scion of elemental x/y/z feats in the new UA.

One thing which planetouched feats allow is the ability to become a planetouched via an event of story element of some sort. And if that isn't conductive to RP, I don't know what is.

In 3E, I would have said have them assume their final form as a full outsider. Maybe something comparable?
That would be awesome actually! (or an outsider template because 1dnd refuses to let players touch the monster manual). Could do something similar for a half-dragon style epic boon too.
 

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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.
There have been a great many new heritages created for Level Up even in the relatively short time since its release, both from EN and other publishers, actually. It absolutely works as a continuing model if you put a little effort in.
 

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.
This is what I'm trying say. The proposed system removes good narrative and worldbuilding ideas from the public consciousness, if not from actuality, in favor of a "everyone gets along everywhere except for a few individual bad apple NPCs" philosophy. Of course you can handle heritage relations however you want in a published setting or at your table. But does the default  have to be sunshine, lollipops, and everyone loves each other?
 

I would generally prefer any no specific narrative being foisted upon players and DMs. Prejudice happens and unity happens, and any given campaign could have wildly different combinations of each.

Dwarves can be the great open-minded unifiers who brought orcs and elves together as friends thousands of years ago, and out from under the yoke of the cruel and demeaning gnomish empire.
 

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.
They're not built mechanically with the assumption that htey suffer from prejudice. Not a single one. It's all fluff. And fluff that's largely ignored at most tables I'd wager. It typically makes no difference whether you show to an adventure playing a dwarf, half-orc, halfling, or human.
 

I would generally prefer any no specific narrative being foisted upon players and DMs. Prejudice happens and unity happens, and any given campaign could have wildly different combinations of each.

Dwarves can be the great open-minded unifiers who brought orcs and elves together as friends thousands of years ago, and out from under the yoke of the cruel and demeaning gnomish empire.
Sounds good, but again, you have to put  something in the PH, and whatever that is is going to sway new players away from what you don't put in.
 

Sounds good, but again, you have to put  something in the PH, and whatever that is is going to sway new players away from what you don't put in.
Add a section that isn't tied to any specific species and encourage players to ask their DM what the deal is in their setting, then present a spectrum of possibilities that are roughly equal across all species.

Orcs and their strength can lend them to being heroic figures who can rescue children from burning buildings, or else be stereotyped as porters and laborers, etc.
 

Ok so unless a planetouched is assuming human, it will have to give up something in order to meet the power budget. So if you want to be an aasimar lizardfolk, you're suddenly going to lose your teeth and your scales.

The power budget comes from somewhere, and moving it to a feat is simply a different spot for it to come from. Or as incenjucar suggested, have the feat as something entirely different like the scion of elemental x/y/z feats in the new UA.

One thing which planetouched feats allow is the ability to become a planetouched via an event of story element of some sort. And if that isn't conductive to RP, I don't know what is.


That would be awesome actually! (or an outsider template because 1dnd refuses to let players touch the monster manual). Could do something similar for a half-dragon style epic boon too.
Or you could just leave them as is, or maybe make them lineages like in Van Richten's. No need to overcomplicate things.
 

Or you could just leave them as is, or maybe make them lineages like in Van Richten's. No need to overcomplicate things.
I mean we're getting planetouched feats according to the UA. So seems like a 'why not both' scenario. And interestingly they're not redundant with the actual planetouched races. So you can stack them.

Still think planetouched epic boons would be cool though.
 

There have been a great many new heritages created for Level Up even in the relatively short time since its release, both from EN and other publishers, actually. It absolutely works as a continuing model if you put a little effort in.
Well, that shows how well I've been keeping up!

I still think that WotC is likely taking the path of least resistance here, even if said resistance is someone in marketing squeaking that they still need to be able to sell more splatbooks.
 

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