D&D 5E A Compilation of all the Race Changes in Monsters of the Multiverse

Over on Reddit, user KingJackel went through the video leak which came out a few days ago and manually compiled a list of all the changes to races in the book. The changes are quite extensive, with only the fairy and harengon remaining unchanged. The book contains 33 races in total, compiled and updated from previous Dungeons & Dragons books.

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We’ve had great fun in our group with Kenku characters and their unique method of communication and I’m disappointed with the changes. Are the changes purely to stop people finding humour it what could be seen as a speech impediment or a language barrier? Not my point of view but is that WotC believe?
 

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Maybe, but I hardly think changing small creatures base move from 25 to 30 is important move towards simplifying things when it was more realistic to give them (or some anyway) a speed of 25. It is, for the most part, an inconsequential change to make so why bother doing it? Worse, it is moving in the wrong direction (no pun intended).


That is a different issue but I agree the movement rules are severely lacking in many ways.

Your child at age 3-5 would be roughly kindergarten age (depending on when he started), which according to this paper would give him a speed of less that 25 feet (50 feet was walked in a mean 13.5 second, over two rounds, would be a speed 22.2 feet), appropriate for a small creature.



By the time a child reached Grade 6, their walking speed would be nearly 30 feet (50 feet in 10.5 seconds is a speed of 28.6 feet), which also is appropriate because by then they would no longer qualify as a small creature, but a medium-size one.

At any rate, "dashing" is not a "run" IMO, for most people it would be a quick jog. So, you are entirely correct in that "You can't even run per the rules", which is why if a book came out with better rules for movement and other things, I would buy it in a heartbeat.

But the types of changes listed in the OP are entirely fluff/pointless IMO and make this release by WotC another disappointment. :(
Nice article. I didn't think about walking speeds but about maximum speed while joghing. And believe me, my son does not slow me down significantly when we really have to fetch a bus. (usually I am very lightly encumbered while he is not).

So as it would have been better to actually add useful movement rules, 30ft as combat maneuverability for adult small folk is not far fetched (and goblins had that since 3e).
 

Nice article. I didn't think about walking speeds but about maximum speed while joghing. And believe me, my son does not slow me down significantly when we really have to fetch a bus. (usually I am very lightly encumbered while he is not).
Thanks, I thought so, too. I know D&D is not a simulation, but I still like things to be "representative" when possible (so to say). I'm sure your son keeps up fine. While I don't have kids, I've worked with them as a volunteer teaching, etc. so I have been around them enough, and they can "keep up" easily enough for brief periods of time.

So as it would have been better to actually add useful movement rules, 30ft as combat maneuverability for adult small folk is not far fetched (and goblins had that since 3e).
I've never done an analysis of it, so I don't know (prior to this) how many small creatures have speeds of 25 compared to 30. Given how brief combat generally is (less than 1 minute nearly all the time), even for a smaller creature, moving at 30 instead of 25 would just mean a slightly brisk walk, not even close to a jog or run, and that slight increase would be easy to maintain for the time span of the fight.

So oddly enough, if small creatures had a speed of 30 from the get-go, it wouldn't really have bothered me much because like you say, it is "combat" movement. What annoys me is that, at this point, years later, they decide it is a change worth making.

Fixing the movement rules would have been time better spent IMO, so when I see the types of changes they are making, it is disappointing.
 
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Because it's just casually assigning them a set of racial qualities that were largely invented for elves, rather than actually coming up with something new and original for goblinoids? When it's a questionable fit? Goblinoids, of all things, surely have a long enough history and deep enough body of lore in D&D to warrant some completely new and original qualities and origins being created for them, rather than being a square peg hammered into the 'fey' hole and given some copy-pasted elf abilities?

I have to say, while I was initially glad to see fey get some very belated love and decent lore in 4e (the poor judgement involved in shoving the Feywild into Athas being the exception that proves the rule...), and for that to continue into 5e, it's starting to feel a little bit overdone. The majority of classes have a fey-related subclass, we've had an entirely fey-focused hardback adventure, and now we're redefining goblins- possibly the most basic and fundamental D&D monster, to be fey-adjacent too? It's a bit like the epidemic of shadow- or darkness-related material that got spat out in the early 2000s when gloom and angst and black trenchcoats were all the thing and WotC hurriedly rewrote the FR so that the gothy goddess of darkness and misery was a major player and had her own private magic system, and a race of uberpowerful and elegantly black-clad worshippers in a flying city. It's a matter of taste of course, but personally I wish they'd lay off and focus on another theme for a while. Give us some lycanthropes, or celestials, or constructs, or aberrations for a bit.
This is a lot of words to ignore the question.

Fey v Humanoids not why is it simplifying to not have invented an entirely new creature type.

Goblinoids already existed. They claim is that making them Fey is 'simplifying' from what they were.
 

Ghosts and spirits aren't considered fey.
I agree with most of what you said here, but the crossover between folklore about “hidden folk” and that about ghosts or spirits of the dead in both Celtic and Scandinavian traditions is pretty significant. Ghosts aren’t explicitly considered fae, but the line between them is pretty fuzzy.
 

I agree with most of what you said here, but the crossover between folklore about “hidden folk” and that about ghosts or spirits of the dead in both Celtic and Scandinavian traditions is pretty significant. Ghosts aren’t explicitly considered fae, but the line between them is pretty fuzzy.
I feel scholars exaggerate the crossover between ghosts and hidden folk.

In British folklore, there are terms and effects that apply to both ghosts and fairy creatures − the things that go bump in the night − but the difference between human ghosts and fairy creatures is fairly clear in the minds of the people.

Likewise, in Norse heritage there is an obscure tradition where an ancestor is revered as a protective spirit of good fortune thus goes by the nickname "Alfr". But the difference between a human "corpse" and other kinds of nature beings is clear in the Norse texts.
 

Because it's just casually assigning them a set of racial qualities that were largely invented for elves, rather than actually coming up with something new and original for goblinoids? When it's a questionable fit? Goblinoids, of all things, surely have a long enough history and deep enough body of lore in D&D to warrant some completely new and original qualities and origins being created for them, rather than being a square peg hammered into the 'fey' hole and given some copy-pasted elf abilities?
Don't forget WotC made it very clear they don't care about D&D lore anymore and they don't want anyone else to care about it either.

It's just yet another legacy of the game being destroyed by WotC ever since the advent of 4th Edition. I remember back in '99 the hobby shop owner of the store I used to go to back then predicted this would happen. He said paraphrased,"Things are going to look great for D&D for awhile, but mark my words, D&D is going to not be anything it used to be eventually now that Hasbro owns it and not for the better for the game. But for the better of their pockets."

Wish I knew his last name so I could find him and tell him how right he was. :LOL:
 

Don't forget WotC made it very clear they don't care about D&D lore anymore and they don't want anyone else to care about it either.
WotC cares about the lore. Because they care about it, they relocated where the lore happens, in order develop the lore better.

The lore is now part of the setting, where the setting can expand and detail the lore as distinctive cultures and individuals.

The lore is no longer part of the core rules, which had forced every setting to use the same superficial generic lore.
 

Insulting other members
We’ve had great fun in our group with Kenku characters and their unique method of communication and I’m disappointed with the changes. Are the changes purely to stop people finding humour it what could be seen as a speech impediment or a language barrier? Not my point of view but is that WotC believe?
It's possibly something stupid like that. As progressive as I am, I do agree one can go so far left you end up going right. :cautious: Putting politics aside, none of this matters as long as people line up WotC's pockets and making them believe this is what people wanted. Those "surveys" do not capture any majority of the D&D base whatsoever, and I hope the changes aren't based on them even slightly. All they do is good marketing, sell, and when they do good they go,"See this is what they did want!" Which is false. But they got the masses so brainwashed now, it's onl the old school people that can see the BS for what it is. So the whole,"Well don't buy it and they'll get the picture" doesn't exactly work as well.

Well, guess that's what I'll be. The old gramps in the future ragging on what utter garbage D&D has become and telling true legends of the glory days of D&D, before 4e. 🧓😂
 


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