D&D 5E Human Standard vs Variant

What sort of human do you make?

  • Standard

    Votes: 14 17.1%
  • Variant

    Votes: 56 68.3%
  • No clear preference.

    Votes: 12 14.6%

Just because you don't get a +2 Str doesn't mean you can't be a barbarian of a certain race. I hate this argument, because it's rooted in optimization, and I am very strongly setting-first rather than player's-convenience-first. That said, I recognize that I am an outlier on this one.
Sometimes it is optimization, yes. Sometimes it is a desire to not feel penalized just because your character is unusual compared to others of their class or race. Outliers exist, and in fact are much more common than most folks realize. There is no such thing as an "average person" even if you ignore the whole "the average human has 1.01 testicles and 0.99 ovaries" side of things. The US Air Force discovered this in the 50s when they realized that, even if you take an extremely broad definition of what "average" means, most people won't actually meet it if you go beyond four or five measures of averageness. E.g. if you take the middle 50% of males as average men, and just six measures of their body measurements, you're extremely unlikely to find a single man who is average on all six dimensions even if you examine thousands of men. (Information taken from analysis of Anthropometry of Flying Personnel, an excellent demonstration of how science can defy expectations and thereby improve human lives.) I mention this specifically to say: "Averages" exist in the sense that you can calculate them, but they do not translate well to what real people are or look like. Real people are much, much too variable to be usefully described by averages in most cases. (Note the word "usefully"; averages are factually correct, but need not have any relationship to what is useful or meaningful, hence the ovary/testis thing.) It is always possible to find some kind of average all people meet (e.g. all living adult humans are shorter than 20 feet tall), but in general an average (formally, a mean or "central tendency") only gives you a very loose idea of what a creature is like, and there are almost always VERY broad distributions around those centers. Your intuitions about how important central tendencies are can very easily lead you into incorrect assumptions about what populations are like.

So yes, there are central tendencies. The central tendency of male human strength is higher than the central tendency of female human strength. But the two heavily overlap, and in the upper echelons the differences are comparatively not that dramatic, particularly if you control for body mass differences; women's weightlifting records are only a very recent phenomenon and changing quickly, hitting about 70% to 80% of equivalent male strength in the same weight class twenty years ago (the most recent study I could find on the topic on short notice). So yes, men are stronger than women...but only by a relatively small amount. One small enough that we consider it appropriate to ignore these factual average differences in favor of supporting diverse characters and a broad range of options, not simply because doing so avoids the issue of sexism but because it is more interesting to do this.

The exact same logic is then applied to these fictional races, for which the only "statistics" that exist are the ones we choose to make. This is a creationist exercise, not the product of evolution. Is it more interesting to ensure that all gnomes are penalized for Strength and all elves are penalized for Constitution? Does enforcing these differences actually bring about a richer experience? Or is it like the difference between male and female strength, where yes differences do exist, but they are either not significant enough to matter, entail undesirable implications, or discourage characters or archetypes (or even players) who might otherwise see the light of play?

The answer from WotC appears to be either "no, it is not a more interesting nor richer experience" or "although these things might add interest or richness, the cost is too great for the benefit."

Again, I am making a multiple pronged argument here. Inclusivity is one prong. The fact that averages can be VERY misleading, giving an incorrect understanding of a population, is another. The fact that even when differences DO exist, it may not be useful or beneficial to account for them is a third--something we already recognize with the lack of gender differences in D&D rules. Popularity is of course a further prong, though it overlaps heavily with inclusivity (people tend to like being included!) and to some extent with the utility argument (if it adds extra limitations but provides benefits that many consider irrelevant or minimal, it will not be very popular). And, yes, optimization is another possible argument, but I am not intending to invoke it here. These other reasons all exist separate from the question of optimization.

Like I said, this is why I favor the 13A method. By having races give a limited but guaranteed selection of stat boosts, but also having classes do the same (so long as they don't overlap), you get a reasonable compromise. Every Wizard can be smart if the player chooses it, but does not need to be if the player does not wish to be (unless you're playing a race that gets exactly the same stat boosts as the Wizard offers). Every half-orc will be strong or dextrous (or both, if their class "plays to type" as it were.) There is still a loose archetype for each race (elves are clever and quick, dragonborn are persuasive and strong, etc.) but individual characters can and will express individual variation that reflects their idiosyncrasies, the ways their personal deviations have shaped them, and the path they have chosen to walk.
 

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Sometimes it is optimization, yes. Sometimes it is a desire to not feel penalized just because your character is unusual compared to others of their class or race.
That is optimization. The whole notion that not getting an extra +2 to an ability is a penalty is allllll about optimization.

So yes, there are central tendencies. The central tendency of male human strength is higher than the central tendency of female human strength.
Human vs. gnome is more akin to horse vs burro than male human vs female human.
The exact same logic is then applied to these fictional races, for which the only "statistics" that exist are the ones we choose to make. This is a creationist exercise, not the product of evolution. Is it more interesting to ensure that all gnomes are penalized for Strength and all elves are penalized for Constitution?
Again, that phrasing- "penalized". We aren't in the days when elves got a -2 Con- there is no penalty here. But to be honest, there should be. In the olden days, ability score modifiers were there to show you how your race compared to humanity. Elves were more dexterous but frailer. Now they've lost much of their original purpose and being shifted entirely to "how can I optimize my character?"

The fact that it's a creationist exercise matters not a dingo's kidneys. We're talking about nonhumans, and I am pretty firmly on the side of "Make them less like humans, not more". The new lineage rules are explicitly all about filing off the differences. Using them, anyone of any race is about the same size, lives about the same lifespan, etc.

To draw another analogy, what we have in D&D lineages/races are most of the aliens from Star Trek, who are basically humans with forehead ridges. What I want is more like the aliens from Niven's Known Space works, where they have fundamentally different cultures, physiologies, and mindsets that evolved together and make sense as a whole. Where aliens are alien.

Does enforcing these differences actually bring about a richer experience?
In my opinion, in my experience, not just yes, but YES, ABSOLUTELY, 200%.

Or is it like the difference between male and female strength, where yes differences do exist, but they are either not significant enough to matter, entail undesirable implications, or discourage characters or archetypes (or even players) who might otherwise see the light of play?

The answer from WotC appears to be either "no, it is not a more interesting nor richer experience" or "although these things might add interest or richness, the cost is too great for the benefit."
Yes, and it's a stance I totally disagree with.
Like I said, this is why I favor the 13A method. By having races give a limited but guaranteed selection of stat boosts, but also having classes do the same (so long as they don't overlap), you get a reasonable compromise. Every Wizard can be smart if the player chooses it, but does not need to be if the player does not wish to be (unless you're playing a race that gets exactly the same stat boosts as the Wizard offers). Every half-orc will be strong or dextrous (or both, if their class "plays to type" as it were.) There is still a loose archetype for each race (elves are clever and quick, dragonborn are persuasive and strong, etc.) but individual characters can and will express individual variation that reflects their idiosyncrasies, the ways their personal deviations have shaped them, and the path they have chosen to walk.
I've been considering a compromise position. It would work like this.

Roll 3d6 for stats, probably arrange to taste.
Add racial ability modifiers. Basically, the existing racial modifiers.
Add class-based ASIs. +2 to one stat, maybe another +1.
Add a discretionary set of ASIs- probably a +2 and a +1.

But I'm not sure how this would balance overall vs. the existing 4d6 drop 1 and racial mods.
 

Again, that phrasing- "penalized". We aren't in the days when elves got a -2 Con- there is no penalty here. But to be honest, there should be. In the olden days, ability score modifiers were there to show you how your race compared to humanity. Elves were more dexterous but frailer. Now they've lost much of their original purpose and being shifted entirely to "how can I optimize my character?"
You may think of this as optimization. Most people don't, as far as I know. "Optimization" is usually used as a demonizing word to mock people who are bonus-grubbing, chasing absolute perfection and ruthlessly exploiting every possible benefit no matter what contortions are required. "I feel like you're telling me I shouldn't play what I think sounds cool" is so far away from what "optimization" usually means, I struggle to understand why you think this qualifies.
 

Again, that phrasing- "penalized". We aren't in the days when elves got a -2 Con- there is no penalty here. But to be honest, there should be. In the olden days, ability score modifiers were there to show you how your race compared to humanity. Elves were more dexterous but frailer. Now they've lost much of their original purpose and being shifted entirely to "how can I optimize my character?"
I felt B/X demihumans with no ability score adjustments were just as evocatively fantasy non-human in feel as AD&D ones with ability score adjustments.

The art and descriptions and the concepts of the races were the big defining parts, the stat game mechanics much less so and I prefer not shaping the characters' stats to the race.

I prefer 3e and on's any class being open to any race without level limits and still feel that a dwarf is at heart conceptually a dwarf whether it is B/X, AD&D, 3e, 4e, or 5e, they just have different mechanics attached.
 

I tend to play Variant Human when I choose to play a human at all, mainly because the feat lets me flavor my character as being a human touched by some other force.

However, in my world I removed the Variant Human entirely. The Standard Human got a buff and I created a Human race that was infused with Draconic power called the Munthreks (which is Draconic for human in older editions).
 

You may think of this as optimization. Most people don't, as far as I know. "Optimization" is usually used as a demonizing word to mock people who are bonus-grubbing, chasing absolute perfection and ruthlessly exploiting every possible benefit no matter what contortions are required. "I feel like you're telling me I shouldn't play what I think sounds cool" is so far away from what "optimization" usually means, I struggle to understand why you think this qualifies.
Having an extra +2 to one's primary ability score is a pretty large piece of optimization in my opinion. I see that you have a different standard for what qualifies; I think that's a matter of playstyle. But I don't think you're correct that optimization usually meaning bonus chasing as you describe. I think that's one end of the spectrum, and my take is near the other side. But there are plenty of places you can optimize in character creation. Heck, you get to arrange your stats to taste after rolling them!

If not getting a +2/+1 to the exact right stats for a given class is enough for someone to say, "I feel like you're telling me I shouldn't play what I think sounds cool", then they are looking to optimize. If they are looking to play, say, a halfling barbarian because they like the idea of it, it shouldn't matter that the halfling's +2 isn't going to Str, because that's part of the halfling package.

(I recognize that they're moving ASIs out of the race part of character creation, but- again, that's just to enable further optimization, and that's how I have been doing it to date, though we'll see what happens in the future.)
 


I think that was before my time- the earliest demihumans I remember had +1/-1 to starting abilities.
B/X was 1981. 1e AD&D with a bunch of +1/-1 races predated it. OD&D out of the White Box did not have the stat adjustments.

B/X demihumans were cool. Dwarves could detect traps, halflings had pointy ears, and elves were magical spellcasters while still being warriors.

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I like to keep things simple, so I use the default human unless there’s something about the character concept that is best expressed with a particular skill (in addition to those from background or class) or feat.
 
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