D&D (2024) Half Race Appreciation Society: Half Elf most popular race choice in BG3

Do you think Half Elf being most popular BG3 race will cause PHB change?s?

  • Yes, Elf (and possibly other specieses) will get a hybrid option.

    Votes: 10 8.7%
  • Yes, a crunchier hybrid species system will be created

    Votes: 8 7.0%
  • Yes, a fluffier hybrid species system will be created

    Votes: 5 4.3%
  • No, the playtest hybrid rules will move forward

    Votes: 71 61.7%
  • No, hybrids will move to the DMG and setting books.

    Votes: 13 11.3%
  • Other

    Votes: 8 7.0%

A species description needs to be broad, suggestive, versatile, and open-ended.

Note. I hate setting-specific assumptions in the core rules. I need the species description and the class description to work well in almost any kind of setting, whether Euro-esque medieval or near-future high tech.

To my surprise, I am comfortable with Backgrounds being highly setting specific. A Background is self-evidently specific to a setting. For a different setting, the DM plugs in different Backgrounds. The players and the DM can agree to add other Backgrounds.



Ideally, each species gives a setting-neutral species description, about one or two paragraphs to get the gist of what a species can be about in a way that can play out in almost any setting. Then. The species also gives three examples of cultures, where the species is prominent. These cultures are where the "default setting" of Forgotten Realms can happen.

For the Elf, the three cultures would be one specific locale of a High culture (such as the Elf-majority city of Leuthilspar on a less-racist version of the island of Evermeet, where this city is also a planar Fey Crossing), an other specific locale of a Wood culture, and an other specific locale of a Drow culture (maybe Uda cultural Menzoberranzan but perhaps a less Evil locale somewhere else for the sake of the Core Rules).

Each cultural description suggests a list of Backgrounds. Some of these Backgrounds are highly specific, such as Bladesinger Military Academic in Leuthilspar, or an Adamantine Armorer in a Lorendrow mining locale where the mining activities are eco-friendly under the rainforest canopy.

Other species, including Orc, Gnome, Dwarf, Dragonborn, each comes with three sample cultures. For a Gnome culture, I have in mind a Forgotten Realms city reminiscent of Valley of the Mage, whose citizens are about equally Gnome, Human, and Elf, each functioning within an advanced magi-tech magocratic culture.

A culture should be for a specific major city and its environs. Or a comparable size for a nonurban culture. Example in the Euro-American-esque continent of Faerun the Sword Coast cities can split into separate cultures. Icewind Dales, Neverwinter, Waterdeep, and Baldurs Gate are each a locale with its own environs and its own cultural descriptions.

Honestly, I want to see Greyhawk and Blackmoor be cities in Forgotten Realms, and could be examples of Human-majority cities, each with its own cultural milieu.



Because of limited page space, it is difficult to say whether the city Backgrounds should nearby each other to give a feel for the adventuring environment − all in Euro-American-esque Western Faerun − or oppositely be cities around the planet of Toril. I lean toward Western Faerun with enclaves from around the planet because of various historical migrations.



The Human/Elf should also have three example cultures, including one where the Human/Elf is privileged and an other where the Human/Elf feels marginalized.
 
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The Background is the characters culture.
It truly is not. The overwhelming majority of backgrounds in the game are not traced to a culture. Most are professions, some describe an experience someone had, very few are linked back to a specific culture. A blacksmith from nation X is not the same cultural background as a blacksmith from nation Y or Z, but they all have Blacksmith as their background.
 

It truly is not. The overwhelming majority of backgrounds in the game are not traced to a culture. Most are professions, some describe an experience someone had, very few are linked back to a specific culture. A blacksmith from nation X is not the same cultural background as a blacksmith from nation Y or Z, but they all have Blacksmith as their background.
The Backgrounds in the 2014 Players Handbook are "generic" and "meh". But in some of the later books, there are backgrounds that are specific to a locale and flavorful.


For 2024, EVERY Background can be highly specific to a locale.

Not a "Farmer", but rather "Neverwinter Gardener" or "Ice Dale Fisher". Not "Scholar" but "Candlekeep Librarian". Not "Guard" but "Baldurs Gate City Patrol". Not "Acolyte", but "House of Corellon" who can shapeshift gender.

An Elf blacksmith is an "Elven Chain Smith", producing silky agile chain armor, or perhaps a modified version of the Mage Armor spell as part of the Background feat.


At the same time, 2024 will give rules for the player-and-DM to create ones own Background. So it is ok for the example Backgrounds to be highly specific. When worldbuilding, a DM will flesh out a community by means of notable Backgrounds. Players can work with the DM to figure out a suitable location for a Background cultural concept.

Generally, the Background cultural features should be noncombat, but there are places where combat seems appropriate, such as a High Forest Deer Hunter gaining proficiency with a longbow. If so, a Background should only have one combat-relevant trait and the rest of the features be more strictly noncombat.
 
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what i'm saying: we need to reduce the number of environmentally specialised elves that are taking up design space for niche less recognised species.
what i'm thinking: you know what would be cool? an earth elf, that burrows through the earth and makes giant artificial mountain termite-mound cities.
Erfworld (RIP) pretty much nailed this with its Superfluous Elves, who were tasked with being ready in case they were needed. Their response was something like, "Yeah, that's gonna happen."
 

A Background, is not a background.
A Background is not a culture.
A Background, is a mechanical construct that packages lore/rules.

We really need to see an end to the misuse of words that have meaning and intent and context. It doesnt improve the discussion to keep making these simple mistakes of language.
 

A Background, is not a background.
A Background is not a culture.
A Background, is a mechanical construct that packages lore/rules.

We really need to see an end to the misuse of words that have meaning and intent and context. It doesnt improve the discussion to keep making these simple mistakes of language.
He just wants the rules to be different; I can't blame him for that, even if I don't agree with the rules changes he wants. His method of requesting a rules change by misrepresenting the existing game is a little odd though.
 

Erfworld (RIP) pretty much nailed this with its Superfluous Elves, who were tasked with being ready in case they were needed. Their response was something like, "Yeah, that's gonna happen."
Erfworld had so many amazing concepts both in it's story and mechanics, it's such a shame it had to end like it did.

edit: personally i really dig 'rpg-mechanics verse' stories that actually have characters that knowingly use their rules and mechanics as a thing that exists in-universe, it was really good at that.
 


He just wants the rules to be different; I can't blame him for that, even if I don't agree with the rules changes he wants. His method of requesting a rules change by misrepresenting the existing game is a little odd though.
I want plenty of rules changed, I don't make a habit of redefining and misrepresenting language to make an erroneous argument however.
 

I want plenty of rules changed, I don't make a habit of redefining and misrepresenting language to make an erroneous argument however.
Background is cultural.

Each culture is known for various backgrounds.

It is unclear why this fact is confusing for some.
 

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