One of the projects I am working on involves the question of half races and D&D. Are they really an essential part of the game and a mandatory option for player characters to choose from? In my opinion, the game could do without half races and it would no effect at all on the game and how it is played.
Essential? Nope.
Most of my past campaigns have allowed them.
However, I'm leaning towards eliminating them. (The campaign I'm currently designing will not have them, but not for the reasons enumerated below.)
<Insert the bulk of fusangite's post here.>
Still, I (and others) DO like the concept of miscegenation of races in the context of remote ancestry...it IS a common fantasy trope. Hercules was half god, half mortal- the original Minotaur was the offspring of a snow-white bull sent by Poseidon (for sacrifice) and Pasiphaë, wife of King Minos, accursed with an unnatural affection. That's plenty of inspiration for a PC who had storm-giant blood in his ancestry, and is consequently larger than normal for his species...but it is impossible to do such today short of a wish. And not enough wishes exist to make a half-race viable...only repeated rejuvinations of bloodlines.
The difference? In the latter case, the miscegenation happened long ago, in a time when certain powerful magics made unions of dissimilar species viable, and on a larger scale. Such secrets are now lost.
As a result, I'm planning on "replacing" half-races with Bloodline feats, such as those you'd find in
DCv1 or
UA. The one problem with THAT is that there are a fair number of "bloodline" feats out there, with a variety of different mechanics behind them. If I go this route, I'll have to do some weeding or reclassifying them somehow.