D&D (2024) D&D species article

I think Gnome versus Dragonborn is emerging as a new contrast.

The fact that discussions about multispecies characters seem to often mention a child of Gnome and Dragonborn parents, as a kind of proverbial example, suggests a palpable feeling that these species are at the opposite ends of something.
 

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I view Elf versus Human as the main contrast: magical idealism versus realistic pragmatism.

I dont think the Elf versus Dwarf is true anymore: Dwarves abandoned "antimagic" editions and decades ago, and any species can be any body shape. Both are equally magic item oriented, and equally artistic. Personalities for both can be anything. Dwarves tend to be "earthy", but Wood culture is also "earthy".
5.5e's species due to the stripping of culture, personality, and mentality, are just semi physical bioforms like the Age Of Wonders video game series. Or one of those space 4X games like Stellaris or Beyond Earth. You just layer cultures stop bland and boring forms..

You could probably do a setting where every species is just humans adapted to their home planet.
 

5.5e's species due to the stripping of culture, personality, and mentality, are just semi physical bioforms like the Age Of Wonders video game series. Or one of those space 4X games like Stellaris or Beyond Earth. You just layer cultures stop bland and boring forms..

You could probably do a setting where every species is just humans adapted to their home planet.
On the other hand, the absence of ability improvements, meant the design space was filled with meaningful mechanics − thematic mechanics.

The 2024 species have more flavor than the 2014 ones do.

So, when comparing the mechanical themes between the species, new comparisons and contrasts emerge.

The new Orc comes across as more excitable, sincere, enthusiastic, adventurous, for example.
 


I dont think the Elf versus Dwarf is true anymore: Dwarves abandoned "antimagic" editions and decades ago, and any species can be any body shape. Both are equally magic item oriented, and equally artistic. Personalities for both can be anything. Dwarves tend to be "earthy", but Wood culture is also "earthy".

Dunno about the body shape part. I'm not on board with fat elves or skinny dwarves. It would be like having fat cheetahs or skinny hippos, that's simply not what those creatures are.

I'd also say Dwarves and Elves are earthy in very different ways and are supposed to consider magic in different ways. It's something inherent to their DNA if going with the concept that Elves literally feel it differently than Dwarves.

Weapon Mastery is more complexity. However it is added to the part of the sheet.

Whereas changing skills to d10 is a rules difference that must be remembered.

Rolling d10 is not hard to remember and can also be written on a character sheet. C'mon.
 

Rolling d10 is not hard to remember and can also be written on a character sheet. C'mon.
At not point did it say it's hard. I'm ying it'smore to remember.

d20+ modifiers isn't written the Character sheet. It's taught and remembered.

There is a reason why WOTC unified D&D mechanics around the d20. And why 90% of successfully RPGs in the last 30 years use unified mechanics around a single rolling system for 90% of checks.
 


There would be a single rolling system for skill checks. You roll d10 instead of d20. 🤦‍♂️
You are rolling d20 for attacks.
You are rolling d10s for skills.

It's not hard. But by definition it is more complex as it is 2 separate things parts of the game with 2 separate mechanics.

But like I said it's not hard.

However you are solving the problem of Orcs and Goliaths not feeling nor being stronger than small species by doing what the majority of the community doesn't want.

You d10 skill system relies on using racial ASI, something the 5e community does not want and won't be introduced in 6e.

You are increasing complexity AND adding something the community doesn't want. Never gonna happen in 6e.
 

You don't speak for what the community wants. Rolling d10 does not rely on that either. It's simply how the system would be, removing a degree of randomness and putting more emphasis on the actual skill a character has in something (bringing back actual skill points instead of the overly basic "proficient or not proficient" plays into that).
 

You are rolling d20 for attacks.
You are rolling d10s for skills.

It's not hard. But by definition it is more complex as it is 2 separate things parts of the game with 2 separate mechanics.

But like I said it's not hard.

However you are solving the problem of Orcs and Goliaths not feeling nor being stronger than small species by doing what the majority of the community doesn't want.

You d10 skill system relies on using racial ASI, something the 5e community does not want and won't be introduced in 6e.

You are increasing complexity AND adding something the community doesn't want. Never gonna happen in 6e.
This is why we go outside WotC for these things, from 3pp to our own creative minds.
 

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