D&D General No More "Humans in Funny Hats": Racial Mechanics Should Determine Racial Cultures

Lyxen

Great Old One
Personally speaking, my big complaint is that D&D wants to bake its cake once and eat it several times over. If it were up to me, I'd ditch the idea of having an "official" campaign setting represented in the big three books at all. Make the PHB and MM pure classic fantasy, stereotypes on full display. Orcs are evil raiders, elves are stuck up tree huggers, all that crap. The PHB should give new players a clear and simple "this is what you're getting with this race." The MM should allow an inexperienced DM to thumb to an page, get an instant idea of what a particular monster is and how it would fit into an encounter or campaign. Simple, hyper defined, and hitting exactly the notes you'd expect of a classic fantasy setting.

But I think it's exactly what they did. Look at orcs in the MM (and in the PH), they are exactly like this.

The problem is that, to cope with the current trend (which I support while still being wary of side effects), they have to show some differences but if you look at them, they are (so far) only player options, or general gestures of good will like the new drows (but notice how close that statement was to the release of dark alliance ?).
 

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Steampunkette

Rules Tinkerer and Freelance Writer
Supporter
You could do so before, you could do so with Tasha's, and the math doesnt demand you have a 16 or 17 anyway.

Nothing has change, beyond Wizards going forward, providing more templated, copy paste, race 'designs'.
1) In previous editions of D&D Half Orcs -could not be Wizards-. AT ALL.
2) In previous editions of D&D Half Orcs had Intelligence Penalties making them particularly bad at Wizard.
3) In the current edition pre-Tasha's Half-Orcs didn't have a Bonus and you could wind up feeling like you made a mistake when hundreds of articles and the endless drive to min max in gaming culture means you're essentially laughed at.

Not to mention saving throws already favor the person making the save so having a lower DC is just baaaad...

And now, Post-Tasha's, you can make a Half Orc Wizard with an Intelligence of 16 or 17, putting them on-par with all other wizards rather than bogeying them. That's pretty great.

And it's something new even within 5e.

As far as "Templated, Copy Paste, Race Designs" what the heck do you call races -before- this change to "Everyone gets +2/+1"?

Are elves, dwarves, and gnomes from the PHB some kind of unique artisinal bespoke designs that don't resemble each other in the slightest?

Pffft... It's always been templates. Always been Copy-Paste. The differences come in the Ability Score Mods (Not anymore!) and the Racial Abilities like Trance, Stonecunning, and Speak with Animals.
 

Lyxen

Great Old One
Honestly, it'd be better if it were applied from Backgrounds and Cultures or Classes, instead. Sort of like how Pathfinder and Level Up are doing it.

While I do generally agree, it still does not explain how it breaks my suspension of disbelief by stating that, on average, you can strap as much muscle power and leverage on a gnome and a goliath. :)
 

But I think it's exactly what they did. Look at orcs in the MM (and in the PH), they are exactly like this.

The problem is that my first paragraph is worthless without also having the second paragraph happen. You need that campaign specific fluff (and occasional crunch) to make each campaign feel distinct. And so far 5E hasn't delivered on that(and 4E definitely didn't). Combined with WotC's currently declared "out of sight, out of mind" approach to canon, and the result is some pretty watered down settings.
 

Steampunkette

Rules Tinkerer and Freelance Writer
Supporter
While I do generally agree, it still does not explain how it breaks my suspension of disbelief by stating that, on average, you can strap as much muscle power and leverage on a gnome and a goliath. :)
You can't.

I mean you "Can" but you also can't.

No matter what Strength Score that gnome has, he'll never be able to lift as much as a human with the same strength score. And the human can never lift as much as the goliath.

That gnome will also jump WAY FARTHER in relation to body size than either of the others 'cause there's less mass to move, even though they all three get the same total distance.

That Gnome will also never be able to swing a Polearm or Greataxe. So he'll never be able to deal as much damage as his larger counterparts unless they limit themselves to the same sort of weapons the gnome can use.

20 for a Gnome is never going to be the same as 20 for a Goliath, even if the bonuses to rolls are the same. Because all the other aspects of strength come into play, and all the other aspects of size and race do, too.
 


I've said it a hundred times:
There are only so many knobs and dials to turn in an RPG. Attributes is the big red and black sliders. Racial feats are all the blue, red, yellow, and grey knobs. And then there are the plugins that sit unused because no one likes the way they sound.

AXS10Left_Angled.jpg

I have asked for a list of possible feats, but every list that gets drawn up inevitably leads to more complaints from synergistic or min/max players declaring the racial feat favors this class or that class. Maybe if you came up with a racial feat for each class archetype (fighter, rogue, cleric, wizard), and those were the four racial feats you received, it might be fair. But I doubt it. In the end, it boils down to there are players that want more than others and are unhappy with limitations. In Queen's words: "I want it all, and I want it now!" Then there are others that like the adversity placed on them through restrictions. They want it all, but only a tiny bit at a time. ;)

But in the spirit of collaboration, here are my four halfling racial feats, based on class archetypes. (And yes, play a halfling, you get them all.)
  • Due to their small stature, halflings are able to roll with advantage when attacking foes size large to huge.
  • Halflings, due to their lightweight, are naturally soft walkers. They gain proficiency in stealth. If the character starts with proficiency due to class or background options, the character gains mastery.
  • Halflings, due to their dialect, grow up insightful. They are able to draw on small details, even during chaotic moments. Therefore, halflings are able to reroll when attempting any wisdom saving throw.
  • Halfling culture teaches waste not, want not. When casting a spell that requires spell components, they are able to make due with half the ingredients. Thus, if there is a cost, the cost is halved.

There ya go. Half mix of culture and physical attributes. Each one embodies a class's archetype as well. Now, just increase the point buy, get rid of stat bonuses, implement racial feats like these, and make everyone lose darkvision, and we're good to go. ;)
 

Steampunkette

Rules Tinkerer and Freelance Writer
Supporter
I call them more unique than they are now, post Tasha's.

Great? Nope.
Ideal? Nope.
More unique with fixed vs floating?

Yep.
There was nothing Unique about any of them. It was the same template each time. The only question was where the +2 and +1 went.

Except for Mountain Dwarf with their +2/+2.

Maybe "Different"? "Defined"? But Unique isn't a word I'd use by any stretch.
 

Scribe

Legend
There was nothing Unique about any of them. It was the same template each time. The only question was where the +2 and +1 went.

Except for Mountain Dwarf with their +2/+2.

Maybe "Different"? "Defined"? But Unique isn't a word I'd use by any stretch.
More unique than now. Is objectively true.

Completely unique? No, because Wizards abandoned negative attributes, and the type of variety we saw in prior editions.

It's certainly more unique, to have Orcs get Str, and Halflings get Dex, than both getting 'whatever is best for the class you pick'.
 

Faolyn

(she/her)
I'm not sure what's not to get. A toolkit is versatile, sure, but it's also work by default. Worse than that, it's about as flavorful as instant ramen with half a spice packet. The DMs (and possibly players depending on how much authorial control the DM is asserting over the setting they're running) have to add all the spice themselves, and when you're preparing dozens of dishes or more, that adds up.
Scribe is complaining that the Level Up yeti is listed as potentially not always murderous; instead, Level Up wrote:

  • yetis are known to become violent during blizzards
  • when the weather is nicer, it's up in the air as to how violent a yeti will be. They're changeable.
  • according to one legend, a family of yetis was helpful to an adventurer and gave him mushrooms to eat.

In other words, when Scribe wants to have his PCs, who are adventuring on a snowy mountain, encounter a hostile monster, he wouldn't know if he could pick a yeti because the book doesn't say "yetis are always murderous," apparently he doesn't want to make that decision himself, and rolling on or picking from the "behaviors" table in the yeti's entry is a step too far.

I don't know about how you run games, but when I want a monster to attack the PCs, I just grab a monster that I feel is appropriate to the area and story, is of roughly the right CR, and that I think is cool. I don't need the books to tell me if the monster is "always" violent.

It's very logical unless you just don't want there to be differences between races at all. Even a slower than average adult cheetah will be faster than a hippo after all.
A tabaxi has the Feline Agility trait, and speed 30 ft. A giff has Hippo Build, and speed 30 ft. The Feline Agility trait allows a tabaxi to move at a very high speed for short periods of time. A tabaxi with a Dex of 5 has Feline Agility and a speed of 30 feet. A tabaxi with a Dex of 20 has Feline Agility and a speed of 30 feet. A giff with Strength 5 and a giff with Strength 20 still have Hippo Build and a speed of 30 feet.

Attributes, whether high or low, do not affect movement speed. Attributes affect attacks, skills, and saving throws, and a tiny handful of other abilities.

Feline Agility and Hippo Build are great, flavorful traits, and all races should have more traits like them. I think half the problem is that people assume that WotC will remove cultural traits and not add any new biological traits. And maybe WotC won't, for 5.5, because of backwards compatibility, but I can see them doing it for 6e.

And taking away ability score bonuses and other features won't make them less boring.
But keeping fixed ASIs doesn't make races more interesting either.

If anything, I'd want to go the other direction and add more defining features given the considerably greater number of playable races that WotC has introduced. But the point of racial ASI isn't to make - in this particular example - all halflings dexterous. It's to make halflings, on average, more dexterous than other races that don't have the same ASI. It's perfectly possible to have a clumsy halfling, a halfling that never skips leg day or a halfling mastermind. But the +2 Dex means that there are fewer clumsy halflings than dwarves, and fewer halfling Schwarzeneggers than orcs.
But there will always be far fewer clumsy halflings than agile dwarfs, and far fewer strong halflings than strong dwarfs. Because the only halflings that automatically get to move around their ASIs are PCs. Every single other halfling in the world has their stats assigned by the DM. And the PCs may very well go along with the halfling norm and put at least a +1 in Dex, because of decades of tradition.

If a player wants their character to be one of the exceptions, they'll need to spend the points(or choose the appropriate array, or hope for a good roll, or whatever) to get there. Or their gaming group can decide they don't like the assigned ASI and just allow it to be put wherever. That's still a choice a group can make regardless of what's written. But taking away the defined ASI in text is limiting the options for those who prefer defined races.
How? You can always put the floating ASI in the traditional spot. With a floating ASI, you have the option of the traditional racial stats. But with a fixed ASI, nobody has the option of a nonstandard individual.

And, well, I have the sneaking suspicion that most people who prefer that their halflings have +2 Dex are still going to move that +1 to a stat they find more useful.

The reason is as simple as can be: because it supports the base premise of wanting greater definition to distinguish each race from each other.
Halflings have +2 Dex. So do aarakocra, elves, goblins, kenku, kobolds, and swiftside shifters. That +2 Dex does nothing to differentiate those races from each other.

Personally speaking, my big complaint is that D&D wants to bake its cake once and eat it several times over. If it were up to me, I'd ditch the idea of having an "official" campaign setting represented in the big three books at all. Make the PHB and MM pure classic fantasy, stereotypes on full display. Orcs are evil raiders, elves are stuck up tree huggers, all that crap. The PHB should give new players a clear and simple "this is what you're getting with this race." The MM should allow an inexperienced DM to thumb to an page, get an instant idea of what a particular monster is and how it would fit into an encounter or campaign. Simple, hyper defined, and hitting exactly the notes you'd expect of a classic fantasy setting.
Ugh. No thanks. This would immediately turn me off D&D.
 

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