D&D 5E (2024) WotC Should Make 5.5E Specific Setting

spell point pool = level + 1
spell cost = slot level
highest slot = (level + 1)/2 round down
refresh per short rest

So a level 6 caster has 7 spell points.
Casting a slot 3 Fireball costs 3 points.
Thus
S3 Fireball, S2 Invisibility, S1 Shield, S1 Mage Armor,
then cantrips until Short Rest.
That's an interesting system. I'm not convinced it's less complicated, but it's certainly a lot less complicated than the standard spell point system.
 

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Since 24 Greyhawk is part of a core book as an opt in, it should make the core species equally prominent. But that isnt the same thing as equally prevalent.

But normally, whether a species is present or absent, prominent or obscure, depends entirely on the themes and tropes of the setting.
I'm not sold on the bold portions being the case. I don't see equality being necessary because 5.5e. There's nothing inherent in 5.5e that I can see that indicated that should be the case. 1e, 2e, 3e, 3.5e, 5e, and 5.5e haven't given us language indicating that equality in this regard is a part of the edition. I don't know about 4e, but given the above, I would doubt that it is different.
 

That's an interesting system. I'm not convinced it's less complicated, but it's certainly a lot less complicated than the standard spell point system.
Short Rest points are simple because the spell points are intuitive fuel. The math is trivial. There is no tracking slots.
 

1e, 2e, 3e, 3.5e, 5e, and 5.5e haven't given us language indicating that equality in this regard is a part of the edition. I don't know about 4e.
In Eberron, the Warforged lore is well integrated into the setting themes of modernesque wars among nations. The species is prominent, but not especially numerous. Same goes for the Kalashtar and their role in planar conflicts. Changeling are prominent within the setting emphasis on international intrigue. And so on.

4e Points of Light premised ruins of ancient civilizations for adventures into the darkness. (Compare elven Myth Drannor.) The identities of the Dragonborn and Tiefling were woven out this old glories lore, and contrast their current humbler situations. All of the Elves consolidated into Eladrin (~ Fey High), Elf (~ Material Wood), and Drow (~ Underdark), for the purpose that the entire setting could organize around their contrasting themes. Gnomes were initially deleted because they seemed unable to be prominent enough and not different enough from Dwarf and Halfling.

2e Forgotten Realms presents a number of Elf lineages as player options: Sun, Moon, Wood, Wild, Drow, even Aquatic and Winged. It does a reasonable job of rooting them all within the setting.

5e 24 is intentionally shifting away from "racial" lore, and toward local cultural lore. So the old school lore for Elves, Dwarves, etcetera is still coasting from fansites while the new school lore for Tiefling, Goliath, and Dragonborn feels downplayed in comparison.

I prefer the emphasis in culture rather that race. At the same time, I expect each species to have had diverse cultures, and some of these ancient cultures that are native to a species to survive with some continuity, even if other species have become part of it to some degree.
 

5e 24 is intentionally shifting away from "racial" lore, and toward local cultural lore. So the old school lore for Elves, Dwarves, etcetera is still coasting from fansites while the new school lore for Tiefling, Goliath, and Dragonborn feels downplayed in comparison.
Since WoTC decided to 'kick' the Dragonborn out of their own nation, it might be a while before they are a part of anyone else's local cultural lore. Then we'll get to see how different a Dragonborn from the Dalelands differs from one living in Waterdeep.
 

I prefer the emphasis in culture rather that race. At the same time, I expect each species to have had diverse cultures, and some of these ancient cultures that are native to a species to survive with some continuity, even if other species have become part of it to some degree.
I think one of the very important aspects is that the culture must also be somewhat relevant or useful for a game. A complex Elven culture in an area far off the main locations of interest is of limited use when you play an Elf. It might inform some of your preconceived notions ,but you aren't going to interact with the actual culture anyway. So it's more important that there is a good idea on how Elves fit into the the main locations of interest, how do they fit into the local culture(s).

And I think that a setting dedicated to 5E should offer this for all core races. You can still have also far away Elven or Dragonborn lands, and your particular Elf or Dragonborn might still actually be an outsider at the locations of interest, but even then, you have automatic connections because NPCs and the other PCs will have assumptions based on the prevalent cultures. And if you want a true outsider that no one in locations of interest has any idea about, you can still play, I dunno, a non-PHB race (working with the DM to work out something, of course).
 

I think one of the very important aspects is that the culture must also be somewhat relevant or useful for a game.
It could be relevant and useful if it offers mechanical traits that benefit the player somehow. In Level Up, a particular culture can offer the player additional skill proficiencies, weapon proficiencies, and a language that the player can read, speak or even sign in. And you can have it where a human growing up in a Dwarven city learns Dwarven stuff.
 

I think one of the very important aspects is that the culture must also be somewhat relevant or useful for a game. A complex Elven culture in an area far off the main locations of interest is of limited use when you play an Elf. It might inform some of your preconceived notions ,but you aren't going to interact with the actual culture anyway. So it's more important that there is a good idea on how Elves fit into the the main locations of interest, how do they fit into the local culture(s).

And I think that a setting dedicated to 5E should offer this for all core races. You can still have also far away Elven or Dragonborn lands, and your particular Elf or Dragonborn might still actually be an outsider at the locations of interest, but even then, you have automatic connections because NPCs and the other PCs will have assumptions based on the prevalent cultures. And if you want a true outsider that no one in locations of interest has any idea about, you can still play, I dunno, a non-PHB race (working with the DM to work out something, of course).
Culture is a product of where we come from, not our biology.
 

4e Points of Light premised ruins of ancient civilizations for adventures into the darkness. (Compare elven Myth Drannor.) The identities of the Dragonborn and Tiefling were woven out this old glories lore, and contrast their current humbler situations.
This is how Dragonborn were integrated into Eberron. The first Dragonborn came to Khorvaire thousands of years ago as allies of the Dragons and Couatls in the war against demon lords. After the demon lords were bound, many Dragonborn stayed as a type of sentinel force. Eventually they forgot their original purpose and carved out their own empire called Q'barra, which at its greatest extent also included the Talenta Plains. They had border skirmishes with the Dhakaani empire, until daelkyr invasion shenanigans loosened the bonds of a demon lord. The Q'barran Dragonborn population was devastated in the effort to reseal the demon lord, with their empire never really recovering. Fast-forward to the present, and settlers from central Khorvaire have now began to interact with the Dragonborn, having at first mistaken them for half-dragon Lizardfolk.
 

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