D&D (2024) How to import "race" flavor into D&D 2024 inclusively

CreamCloud0

One day, I hope to actually play DnD.
So, not everyone is studious.

But the studious Background enjoys some "prominence" within the culture. Not everyone values academia, but perhaps a majority or a significant minority do?

In other words, there is zero benefit for belonging to a culture where academics is prestigious.

But there are benefits for individuals who take an academic Background − who are part of the academic institution.
i don't see how the benefits of coming from an academic culture are any less valuable than the benefits of an academic background, history proficiency is history proficiency no matter where it comes from, they just represent different parts of a character's upbringing and history.

and typically you don't pick elf culture for the benefits (well some people build characters mechanics first but that's besides the point) you pick the elf culture because your character was raised in an elven community, you pick the culture to reflect the character's story.
 

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Yaarel

He Mage
i don't see how the benefits of coming from an academic culture are any less valuable than the benefits of an academic background, history proficiency is history proficiency no matter where it comes from, they just represent different parts of a character's upbringing and history.
If a culture values academics, perhaps the "typical" Equipment List for that culture has high-mago-tech items available for purchase. So people often purchase and use nifty gadgets. (A nod to @Incenjucar.)

But each individual in that culture doesnt actually get Proficiency in the Investigation Skill or Nature Skill. Because. They arent part of the Backgrounds that are creating this equipment.


and typically you don't pick elf culture for the benefits (well some people build characters mechanics first but that's besides the point) you pick the elf culture because your character was raised in an elven community, you pick the culture to reflect the character's story.
The problem in the first place is, the incorrect assumption that EVERY member of the culture is gaining the same stats.


The only thing EVERY member of a culture has in common, is the Language − and even then there are many exceptions.
 

The problem in the first place is, the incorrect assumption that EVERY member of the culture is gaining the same stats.
If you were talking about culture in RL, you would probably be right. Not every member of a culture is going to be the same for a number of reasons. Each member of a given culture is going to be different economically, educationally, politically, religiously, and so forth. There will be a couple of traits that everyone in that culture is going to have in common.

But for the sake of D&D2024, we have to approach culture and background differently than we do in RL. Every member of a particular culture or a particular background is going to have the same traits for the purposes of simplicity. How we, the players, are going to role- play makes the difference. If we have two characters with the same background, they are going to be role-played differently because they are being play by two different players. It's the same story if they were to hail from the same culture.

No need to go meta here. ;)
 

CreamCloud0

One day, I hope to actually play DnD.
alternately
all elf cultures get elvish language, 1 wizard cantrip and leatherworkers tools.
studious elf culture 1 gets history and investigation, caligrapher's tools proficiency and innate comprehend language.
creative elf culture 2 gets performance, 2 artisan's tools or musical instrument proficiencies, innate disguse self and advantage on INT checks to recall information about art.
hunter elf culture 3 gets stealth or survival, herbalism or poisoner's kit proficiency and shortbow/longbow proficiency.
magical elf culture 4 gets arcana or religion, 2 wizard cantrips and innate detect magic.
ambassador elf culture 5 gets persuasion, 2 languages known, and navigator's or cartographer's tools proficiency
these were actually pretty generic culture examples cause i was just trying to pump out five different examples, in practice i'd want more traits like dwarven stonecunning, gnomish tinkering or orc's relentless enduarance(that's ones a little fuzzy if it's biologial or part of their warrior training) in there, stuff that's actually more representative of species' cultures and things that have been passed down the generations, like originally bladesinger was purely an elf-exclusive class, you could put traits of that in the warrior-focused aspect of elven culture, "you have been taught the refined art of the elven bladesong, you may use your INT modifier when wielding a dagger, shortsword, scimtar or longsword"
 

Yaarel

He Mage
in practice i'd want more traits like dwarven stonecunning, gnomish tinkering or orc's relentless enduarance ... stuff that's actually more representative of species' cultures and things that have been passed down the generations, like originally bladesinger was purely an elf-exclusive class
Here I somewhat agree: Dwarf Stonecutting subculture. Gnome tinkering subculture. Orc Endurance subculture. Elf Bladesinger subculture.

At the same time, every Orc has Adrenaline Rush. But how an Orc avoids stress or burns off stress can evolve a diversity cultural traditions. There is no cultural predestination.


I like Elves and consider them in my play and worldbuilding. I will use them as an example. The same principles applies to other species too.

Among Elves, the Bladesinger is a prominent aspect of the High culture. High communities are highly diverse from each other, yet many have traditional institutions involving the Bladesinger.

Each species comes with its own array of indigenous cultures. Each culture includes diverse and conflictive communities. Each community includes members who are diverse and conflictive. There is no trait that "every" member of a culture shares in common. A sweeping generalization that every member of a High culture must conform to is racist to some degree, and unnecessary anyway when the 2024 background is such a powerful and versatile mechanic − while enjoying verisimilitude.

In earlier editions, the Elf species is notorious for having way too many different "subraces", because of its inflexible Elf "race" design. Every single minutest mechanical variant, even blatantly cultural trends like learning how to use a weapon, was forced to become a completely different species or subspecies. The multiplicity was absurd and derived from a reallife essentialist racist worldview.

The 2024 background ends the problem. There is only one Elf species, and it is versatile. Like reallife humans, other species can develop or join any number of cultures. A background can represent any Elf cultural concept.

Be high Strength (Grugach, Wood), high Dexterity (Drow, High), high Constitution (Wild, Athas), high Intelligence (Grey, Gold, Eladrin, Star, High), high Wisdom (Wood, Drow, MTG), or high Charisma (Eladrin, Moon, Drow). The same Elf species can grow up in different cultural backgrounds.

Not every member of a Grugach community has high Strength, but typically a majority of a Grugach community esteem, celebrate and encourage, those Elves who exhibit high Strength and Athletics. Compare reallife sports and fitness culture. Many Grugach communities employ Druids as the traditional community leaders, with Primal magic neighboring natural elements, animals, and plants.

"Prominent" is an intentionally ambiguous term. A background can be "prominent" because it is rare, exclusive, and prized. Or it can be prominent because it is common, typical, and an ordinary everyday characteristic. Either way, a majority of the population values and privileges the background.


There only ever needs to be one single simple Elf species.

(Even the way 2024 splits up the innate spells for Drow, High, and Wood, respectively, is unnecessarily inflexible. Let the player pick whatever spell of the appropriate level. Make the listed cultural spells be "typical", not mandatory.)

The 2024 background design space does the heavy lifting to diversify a species. Use the background to acquire whatever traits are "prominent" in a specific culture. There can be official default backgrounds which are distinctive to a particular culture.


The elven High culture is unlike other elven cultures. High prioritizes Arcane magic like the Fey Eladrin culture does, from which the High culture originates. But High also integrates and adapts Martial traditions from inhabiting alongside the various Human cultures within the Material world. Arcane backgrounds and Martial backgrounds, as well as Gish backgrounds that blend the two enjoy prestige and privilege within High culture.

The High culture is militaristic, much moreso than other Elf cultures. This is also because of living alongside Humans. Typically every citizen of a High community (often a town of advanced and magical treehouses across the upper branches of towering ancient trees) trains in the community militia, the local army. Besides a few neighboring High communities in the region and perhaps other allies, High communities only join their armies together for massive threats. From 5e and earlier editions, a typical High militia includes at least four military forces.

Infantry (Light): Singer (Bladesinger)
Infantry (Heavy): Knight (Eldritch Knight)
Artillery: Archer (Arcane Archer)
Cavalry: Rider (Griffon Mount)

These forces include the level zero versions of the later classes as well as the later levels, plus the Griffon riders who might typically be Rangers. Possibly Trickster Rogues are a High special ops unit. Here the forces form at least three default backgrounds that are prominent in many High communities. The Singers, namely the High elven army of Wizards, are especially feared by other cultures. The languages for all are Elven, Common, and Sylvan.

Singer and Knight: Tool (Longsword), Skills (Arcana, Athletics), Feat (Magic Missile + Elven Chain Mage Armor, or choice of slots 1 and 2)
Archer: Tool (Longbow), Skills (Arcana, Perception), Feat (Alert)
Rider: Tool (Mount), Skills (Animal Handling, Survival), Feat (Griffon Companion)

Remember a player can legally tweak a default background for ones own character concept, and to coordinate with Class benefits.

Some High military units assist Human allies, or Eladrin allies on the other side of the nearby Fey Crossing.

In addition to the military backgrounds, the traditional High culture includes many other backgrounds that a player can choose or create. Most High communities form their own Fey Court, with its magocratic political families, pages, squires, Feywild emissaries, Material diplomats, etcetera. There are homebuilders who magically the grow the treehouses by shaping living wood, Fey Crossing specialists and mappers, the alchemical researchers doing high-mago-tech such as the special Elven Chain Mage Armor, Elf Cloaks and Elf Boots, the librarians of the great magical libraries, the historians of the past and the seers of the future, the great High wizard schools, the facilitators of the Mythal community magic rituals, the wildfarmers who simulate natural ecology to appear as if a fertile wilderness but with abundant crop harvests, Bard colleges with sacred communities and artistic communities, the House of Corellon genderfluid sacred community, and many other aspects of High culture.

These are all backgrounds.


A player can modify or create a background. But I especially love the 2024 background as a DM for worldbuilding. It can be, a DM might want a particular Drow Elf community in a regional setting to mainly have a +1 Dexterity and a choice of +2 Wisdom, Charisma, or Intelligence depending on a Cleric, Warlock, or Wizard academy. A finesse Fighter academy takes the +2 Dexterity. There can be many exceptions, and any Drow players dont need to conform to these Score Improvements, but the "prominent" "trends" can help flavor and vivify the region.

The background design space is extremely useful for culturebuilding and worldbuilding.
 
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Incenjucar

Legend
I don't really see a need to simplify fantasy species. Their distinctions as people can be just as rich as humans, and no fiction or non-fiction covers every single element of human cultures. They will typically have traits and histories distinct from humans, but that's just something to work with. Hairstyles are a big deal for many human cultures, but we are not about hair.
 

Horwath

Legend
These are all backgrounds.


The background design space is extremely useful for culturebuilding and worldbuilding.
Sometimes I really wish they combine racial, background and 1st level class proficiencies(skills, tools, armor, weapons, cantrips, saves) into one pool and one and only step for character creation before "real" class features.
 

CreamCloud0

One day, I hope to actually play DnD.
Sometimes I really wish they combine racial, background and 1st level class proficiencies(skills, tools, armor, weapons, cantrips, saves) into one pool and one and only step for character creation before "real" class features.
care to elaborate how and why you think those should be implemented that way? i say this as someone who is generally dissatisfied by the fact that class is such a monolith of a character's creation, species and background are pretty much window dressing in comparison most of the time, you're not the DRAGONBORN RANGER ACOLYTE you're the DRAGONBORN RANGER ACOLYTE, i don't exactly expect species and background to be an equal third each of character creation but i'd prefer it if they were given a little more design weight rather than just being written off before the 'real features' are picked as you put it.
 

care to elaborate how and why you think those should be implemented that way? i say this as someone who is generally dissatisfied by the fact that class is such a monolith of a character's creation, species and background are pretty much window dressing in comparison most of the time, you're not the DRAGONBORN RANGER ACOLYTE you're the DRAGONBORN RANGER ACOLYTE, i don't exactly expect species and background to be an equal third each of character creation but i'd prefer it if they were given a little more design weight rather than just being written off before the 'real features' are picked as you put it.
You've got me wondering if the character creation process in Level Up has placed more design weight on heritage, culture, background and destiny or not. The classes in Level Up have a little more design weight added to them than their 5e counterparts. But I would like to think the character's origin is better too because it's more versatile than what's in 5e.

As for pooling race, background and 1st level class proficiencies together, we already do that in 5e. First level is where everything you picked for your character comes together on your character sheet. ;)
 

CreamCloud0

One day, I hope to actually play DnD.
As for pooling race, background and 1st level class proficiencies together, we already do that in 5e. First level is where everything you picked for your character comes together on your character sheet. ;)
the way i interpreted horwath's suggestion is that they were all pulled from as part of the same pool of options, that, for example you could invest so heaviliy in species traits that you wouldn't be able to pick anything to represent your background traits
 

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