• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

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

Status
Not open for further replies.
I would love to see for WOTC to pull up their pants and create lineage groups where only certain races can create offspring naturally.

Hairies with Hairies. Furries with Furries. Scalies with Scalies. Gobbos with Gobbos. Robots with Robots. Trees with Trees.

If you want a dwarf/dragonborn, that on the DM to make.
Admittedly, a half-dragon feat or racial option for PCs could be pretty cool.
 

log in or register to remove this ad

I am hoping for a good species trait mixing system that does not make chosing non mixed options underwhelming.

That is a very thin line to walk on.

Do we want every optimizer to play a mixed species to cherry pick traits?

Maybe just make it like real life and list all options side by side and do a coin flip which trait you inherit.
 

A solution could be to have a build-your-own species option that lets you pick a handful of traits, with each species coming with a few selectable traits with a listed value, plus a few unique trait options that synergize with the hybrid concept. These traits may be diluted in some cases to make sure they don't dominate over other features.
 

A solution could be to have a build-your-own species option that lets you pick a handful of traits, with each species coming with a few selectable traits with a listed value, plus a few unique trait options that synergize with the hybrid concept. These traits may be diluted in some cases to make sure they don't dominate over other features.
 

More or less, yeah, though fold anything negative into a positive trait. Just give every species a side bar that lists major and minor mixing traits based on but not necessarily a clone of their traits. They can be used for mixed species or new species, and provide a handy toolbox for homebrew.
 

/snip
There are two points

First, that the elf’s species traits come up regularly enough to notice in my games, so I’m not sure relying on the anecdotal lack of same in your games is gonna be a good way to go? Maybe better to just stick to things that don’t rely on whose anecdotal experience is “more right”?
Except I didn't just point to my games. I also pointed to modules. As in multiple modules. Candlekeep Mysteries has exactly one charm effect in the entire module. Ghosts of Saltmarsh has 3. I could go on, but, I think I've made my point. Feytouched is a pretty minor ability that isn't used very often. Thus, my interpretation that it's not really a major element of the character. Plus, as it's entirely passive, it's not like the player can actively use it in any way. A dragonborn's breath weapon is a good example of a mechanical benefit that really encapsulates the race.

Advantage on a saving throw that comes up once in a blue moon? Not so much.

Second, the above doesn’t even actually matter, because how often a given trait comes up in play doesn’t determine how impactful it is on the outlook of a member of that race.
This I strongly disagree with. If the trait rarely comes up, why would it have much impact? How can something that rarely comes up be a defining trait for that race?

And, if feytouched is a defining trait for half-elves, as you say, then you would simply pick elf as the source of racial abilities, and poof, you're a half elf.
 

It is an erasure. These will stop being entries in the books. No more lore about them, no more them breeding true and having their own societies or being singled out as rare by the setting. Forever confined to be a sidenote that everybody will ignore, just like with custom background. Having the equivalent of DM fiat on the book as replacement for a true entry will mean they won't even show up as NPCs in adventures. They will become a part everybody just ignores after -at best- playing one. And why wouldn't? Having them no different than a stansard elf or human will make them undistinct and forgetable. It means turning what was a standard option into a fringe choice that demands table buy-in and can only be done with one character. Because that is the issue with homebrew and nonstandard options, they are ine offs.
But, half-elves don't have their own societies. They never have (not in core anyway). The specific write up in the 5e PHB is:

5e PHB said:
Half-elves have no lands of their own, though they are welcome in human cities and somewhat less welcome in elven forests. In large cities in regions where elves and humans interact often, half-elves are sometimes numerous enough to form small communities of their own. They enjoy the company of other half-elves, the only people who truly understand what it is to live between these two worlds.


In most parts of the world, though, half-elves are uncommon enough that one might live for years without meeting another. Some half-elves prefer to avoid company altogether, wandering the wilds as trappers, foresters, hunters, or adventurers and visiting civilization only rarely. Like elves, they are driven by the wanderlust that comes of their longevity. Others, in contrast, throw themselves into the thick of society, putting their charisma and social skills to great use in diplomatic roles or as swindlers.

I have to ask, what uniquely half-elf mechanics are there? In 5e, a half elf gets:

Darkvision, Fey Ancestry and 2 skill proficiencies.

That's it. That's the sum total of the mechanical elements of a half elf in 5e. Darkvision, I hope we can agree, is not race defining. Fey ancestry? Sounds great, but, again, is entirely dependent on the DM to actually see any light in play. So, proficiencies? But, which proficiencies? After all, the 2 bonus are entirely up to the player, meaning that every half elf will have different ones.

Also, why can this only be done with one character? Huh? Why would this be a one off at all? Half-elf is a pretty popular option. I can't see why losing 2 proficiencies and gaining a cantrip would massively push people away from taking half elves. Because, at the end of the day, that's what we're talking about.

Trading 2 proficiencies for a cantrip. That is the total mechanical difference between the old version and the new. I'm really, really not seeing the issue here.
 

More or less, yeah, though fold anything negative into a positive trait. Just give every species a side bar that lists major and minor mixing traits based on but not necessarily a clone of their traits. They can be used for mixed species or new species, and provide a handy toolbox for homebrew.
why?

being small is mostly a negative trait,
being slower is always a negative trait,
so is sunlight sensitivity.
or possible vulnerability to some damage type.
It's just to increase your positive trait budget if you want it.
 

But, half-elves don't have their own societies. They never have (not in core anyway). The specific write up in the 5e PHB is:



I have to ask, what uniquely half-elf mechanics are there? In 5e, a half elf gets:

Darkvision, Fey Ancestry and 2 skill proficiencies.

That's it. That's the sum total of the mechanical elements of a half elf in 5e. Darkvision, I hope we can agree, is not race defining. Fey ancestry? Sounds great, but, again, is entirely dependent on the DM to actually see any light in play. So, proficiencies? But, which proficiencies? After all, the 2 bonus are entirely up to the player, meaning that every half elf will have different ones.

Also, why can this only be done with one character? Huh? Why would this be a one off at all? Half-elf is a pretty popular option. I can't see why losing 2 proficiencies and gaining a cantrip would massively push people away from taking half elves. Because, at the end of the day, that's what we're talking about.

Trading 2 proficiencies for a cantrip. That is the total mechanical difference between the old version and the new. I'm really, really not seeing the issue here.
Default human meanwhile gets some ability scores and an extra language.... That's literally it. Is that species defining? Is that a playable race which grabs you mechanically? Variant human gets a skill and a feat.... once again, that's not exactly the stuff of legends. By the same reasoning as half-elves, why have humans as their own entry at all?

Maybe half-elf is so bland because 50% of its constituent parts are a complete nothingness? Because for humans, 100% of their species pick is a complete nothingness if feats and skills don't count.

1dnd has actually given humans something interesting, so by all rights they should be able to do the same for half elves.
 


Status
Not open for further replies.

Into the Woods

Remove ads

Top