D&D (2024) D&D species article

Huh. So they increased the speed of dwarves, gnomes, and halflings from 25 to 30 - removing a downside from being small size - but also increased the speed of goliaths from 30 to 35.
Yup. This lets them, "get to the action" so much faster. Evidence for my "no weaknesses for my PC" theory continues to mount.
 

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What they want IMO is simply to have their own PC (whoever they are) suffer no weaknesses of any kind compared to other PCs. They don't want everything equal, they want their experience to never be below anyone else's. It is personal.
ok, but that kinda is the same thing, if everyone never wants to be worse, then all options have to be equal
 




yeah, I'd leave out the other 50+ options, this is a replacement for the PHB, not for 20+ books. Have a rule in a sidebar and get on with it


not sure everyone agrees with that...

A rule in a sidebar doesn't create a feat-based species mix and match subsystem. You would need probably at least 30 to 40 species feats, all balanced against each other, just to have the 10 species that exist put into such a system.

Again, this would be a truly massive undertaking
 

Is this list supposed to mean something to me? The post I responded to was talking about dwarves.

Those are all the classes and subclasses to whom the weapon and armor profs are useless either in part or in whole. So, out of 48 subclasses, that would represent... about 38 of them? So those abilities I called "niche" would have been mostly useless for about 80% of characters.
 

The problem is, the community has said it wants certain things, and WotC has decided it wants other certain things, and those two sets individually would not be a problem, but collectively they are. WotC wants races to be as simple as possible. No fuss, no muss, no super scawwy complexity, no learning curve. The community at large wants to be able to enjoy the aesthetics they like, without feeling penalized simply because they happen to like those aesthetics and not others. (Note the "at large"--I'm sure you and your hundred gamer buddies who LOVE racial stat penalties really do exist, but the message from the community at large does not seem to agree with you.)

The former by itself would be fine--for a certain perspective on play--if simple, straightforward penalties and limits applied, e.g. orcs have a Cha penalty, Halflings are small and that kinda sucks in various ways, etc. The latter, likewise, would be fine for a certain perspective on play; racial differentiation ceases to be about stats and is instead about what each race personally/physically/magically does.

What causes a conflict is that WotC wants to strip away all complexity that doesn't belong to the spellcasting system, and doesn't want any racial features that are particularly complex. So...when that's combined with players not wanting major penalties because they felt like playing a suave orc instead of a suave elf, the only result that WotC is willing to consider or pursue is one that flattens out races into near nonexistence.

And this is without even touching on the "we need to be more sensitive about the subject of race" stuff. This is purely looking at each side's overall game design desires, and the negative consequence that results from trying to satisfy both things.

I am beginning to believe that, like with the "fast, cheap, good, pick two" trilemma, game design likewise has an inherent trilemma: broad, reliable, simple, pick two. You can have broad appeal on a reliable system...but it ain't gonna be a simple game. You can have broad appeal on a simple system, but the system itself is gonna be very rocky to use, nearly every game will be hugely different and that is a pretty steep cost for players to invest into. Or you can have something reliable and simple, but in order to do that, you'll need to focus on a target demographic--you'll lose universality, meaning the game just won't be very good for what some players want out of it.

Naturally, I'm of the opinion that a reliable system is more important than either breadth or simplicity, but if I have to make some sacrifices on something, it's probably going to be simplicity. But I'm also one of those people who thinks they should bring back the "two distinct product lines" strategy. Call them "Classic D&D" and...I still don't know what to call the other. "Modern" is already a loaded term (meaning "settings that resemble current-day Earth"), and both "Advanced" and "Tactical" have unacceptable implications (the former sounding like Classic is inferior, the latter implying that this crunchier D&D is somehow not a roleplaying game.)
 

Y'all are stuck on climbing.

I'm saying Goliaths would have a natural bonus to athletics which includes climbing jumping and swimming due to their larger frames large muscle mass bigger hands and feet and the fact that they are not hindered by these in dexterity or agility.

Big things are not better at jumping
Big things are not better at climbing
And if you want to argue swimming, I'd suggest you look up what a swimmer's build means. They don't look like body builders.

The same way a smaller race such as a halfling would naturally have a bonus to acrobatics because they have the ability to balance tumble and flip without a penalty to strength.

They took out AC bonus/penalty
They took out ASI
They took out some skills for magical or mystical features
They took out heavy penalties to size

So now a 3ft gnome and a 8ft orc each with 18 strength and 18 dexterity have no physical mechanical differences.

That's dumb.
And it makes me sound like a grognard.
And I don't even think the community even wants there be no difference between small and medium creatures.

No physical mechanical differences.... except if you shot both of them in the head with a crossbow bolt, one of them would stand back up and commence trying to break your arms, and if you tried to run, they would have an immense burst of speed and still be able to break your arms.

But yeah, absolutely no possible differences in their physicality here.
 

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