D&D 5E Halflings are the 7th most popular 5e race

... mostly it works if Bladesinger is just one kind of wizard/fighter hybrid, just the specifically elfy one. Humans have magi, gnomes and halflings have duskblades, dragonborn have elemental knights, and any race can be a hexblade. Or something like that.

So long as you don't wall off a whole category it can work (although there's definitely a lot of potential bloat if you go this route)
If a GM wants to wall off a whole category and if players are still keen to play, anything goes. In a former version (I think of AD&D) a gnome could be an illusionist but not a mage, a halfling could be a cleric but not a monk, an elf could be a mage but not an illusionist and a half-orc could hit things and then heal them so they could be hit again. I think the level restrictions are for multi and single classers. Of course humans had no restriction.
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I've always kinda wondered about this "whack-a-mole" thing. How long are your combats that this is actually an issue? For all the years I've played or DM'd 5e, combat's pretty generally over by round 4 or 5 at the most. Figure that no one (usually) goes down in the first two rounds, that means that someone might go below zero HP in round 3. Pick them up in round 4. Combat's done.

It's not so much "whack a mole" as just ... well... whack.

Like a lot of criticisms, I find that when the rubber meets the road, these theorycrafted issues just don't happen. Or, don't happen often enough that it needs to be fixed.
Yeah also it’s only a better use of spells in a white room.

In reality, it’s better to not have that PC miss their turn.
 

They are not human--but they are sapient beings with self-determination and personal identity. Why is it their sapience, self-determination, and personal identity are always trumped by their physiology?


Completely missing the point. I'm not saying every race should be "can do a bit of everything." I'm saying that every race that is capable of being a player character should have sapience, self-determination, and personal identity. Sapience being human-like awareness and intelligence: the ability to understand oneself as distinct from one's environment, to reason about the world around oneself, etc. Every playable species should have this trait in order to be, y'know, playable. Self-determination should, I hope, be self-evident, but just in case, it means the ability to make one's own choices for how one will live, what actions one will take, etc. (Obviously, some situations like dictatorial regimes or slavery or the like can severely degrade a person's ability to exercise their self-determination, but they have said determination nonetheless.) And, finally, a personal identity is individuation: all the personality quirks, verbal tics, tastes, preferences, dislikes, turns of phrase, etc. which make a person distinct from other people.

Hence why I agreed with the notion above, that a truly eusocial species, one with a "hive mind" or autonomous but not independently-thinking drones or the like, would be one of the few ways to dodge the above--because such entities would lack at least two and possibly all three of the above qualities (they might or might not be sapient, but they certainly wouldn't have self-determination nor personal identity.)

If Dwarves possess sapience, self-determination, and personal identities, why is it their species is what makes them special? Doesn't that erase their individuality worse than the other way around?


Again: no it's not. Because you had to patch something in at the end, after everything was said and done, because the combination of those things would be broken. You had to ban something. That's--by definition--after the problem ("A wizard with too much health would be broken") has already happened. A Dwarf Wizard would be broken, therefore you are now forced to ban them. Cutting the problem off at the pass would be asking either, "How can we make Dwarves still be really robust--important for them in several other classes--without making Dwarf Wizards overpowered?" Or, though I don't think this would be as effective, "How can we make the Wizard generally balanced around physical frailty when some races bring strong (even, potentially, extreme) natural robustness that could completely eclipse that?"

As an example of the latter, consider the 13A Necromancer. One of its class features actually punishes you for having a positive Con modifier (and, if you invest feats into it later on, you can actually get bonuses for having a negative Con mod.) Something like that is a brilliant design move, because it doesn't force players to never play Dwarf Necromancers (for any reason, balance or otherwise), and instead gives them a reason why they shouldn't choose to do that. (or, well, it would in your game's model of stats. 13A stats work differently.)


Er...no it's not. It's a pound of cure. Prevention would be the situation where you don't need to ban anything in the first place. Dropping the banhammer IS the prevention!

The thing that I see which is odd is this theory not having a +2 int takes away options for a dwarf to be a wizard. My mountain dwarf arcane craftsman a pre-Tasha's wizard would beg to differ. As would my friend's 3.5 dwarven sorcerer, from back in the day that dwarves had a -2 to charisma.

There was absolutely nothing stopping my dwarf from being a wizard, other than that the weren't as optimal as a high elf. Wearing medium armor was plenty of compensation.
 
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My question is just: Why should species be what makes an individual special? It isn't what makes humans special. Why should other sapient creatures have every relevant characteristic of theirs summed up by their physiology, when that's trivially obviously a foolish concept when applied to human beings?
isn't it kind of a bit hard to declare that human physiology doesn't define us when there's no other directly comparible sapient species on our planet? humans aren't special to humans because human is the baseline, we exist in a vacuum, the fact that basically any one of us can sit down and given enough effort learn practically any skill might be absolutely wild to a species with a biological caste system like insects do
 

The thing that I see which is odd is this theory not having a +2 int takes away options for a dwarf to be a wizard. My mountain dwarf arcane craftsman a pre-Tasha's wizard would beg to differ. As would my friend's 3.5 dwarven sorcerer, from back in the day that dwarves had a -2 to charisma.

There was absolutely nothing stopping my dwarf from being a wizard, other than that the weren't as optimal as a high elf. Wearing medium armor was plenty of compensation.

Its never really about the options existing or not, as the option, the choice, the 'self determination' is always there.

It always comes down to 'I want to be optimal as well'.
 

isn't it kind of a bit hard to declare that human physiology doesn't define us when there's no other directly comparible sapient species on our planet? humans aren't special to humans because human is the baseline, we exist in a vacuum, the fact that basically any one of us can sit down and given enough effort learn practically any skill might be absolutely wild to a species with a biological caste system like insects do

On another note. I will never, could never, even if I dedicated 1000000% of my time to it, become an NFL defensive nose tackle.

And neither could a Halfling. ;)
 

On another note. I will never, could never, even if I dedicated 1000000% of my time to it, become an NFL defensive nose tackle.

And neither could a Halfling. ;)
okay sure yes, individual exceptions within the [edit: human] species exist, but on a whole species wide basis, you get the point i'm making.
 
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