I don't think we need to be too terribly worried about it. 'Species Feat' doesn't roll off the tongue too clumsily for me at least...
Well, if I were designing a game (Oh, I did, lol), then I might consider linking feats more to things like 'culture' (but this could be a list) and that would be a whole other facet from species. Depending on the type of PC you want, the game milieu, etc. some PCs might focus more in different areas. One PC might be a ranger, leveraging his cultural hunting tradition, and another might be a dwarf ranger leveraging inherent species dwarf characteristics to be an underground scout.Or we could opt for 'Special Feat' if we were going for that sort of consistency.
I would think that, in world, the terms 'People' and 'Folk' might often be used by the inhabitants of the world to identify themselves. However, I would expect these words to have less precision than the game term 'Species'. That is, a 'Folk' might be the inhabitants of a given region, or a subset thereof, but not be precisely exclusive to only one species (IE some humans might be part of the 'Forest Folk', which are mostly elves of the Great Boreal Forest). Mechanically they are different species, culturally and socially they might be one 'People'.I would rather use "Folk" instead of "Species."
Species feels far too Scientific and "Ancestry" makes me instead of think of hybrids instead of distinct different non-related beings.
On a mechanical level though, part of the reason D&D races work is they balance a mix of "cultural" and "biological" mechanics into a package that (in theory) is roughly balanced to one another. A lot of races would need serious rebalancing, because a race like dragonborn is ALL biological mechanics, where a dwarf is a mix of biological and cultural.Well, if I were designing a game (Oh, I did, lol), then I might consider linking feats more to things like 'culture' (but this could be a list) and that would be a whole other facet from species. Depending on the type of PC you want, the game milieu, etc. some PCs might focus more in different areas. One PC might be a ranger, leveraging his cultural hunting tradition, and another might be a dwarf ranger leveraging inherent species dwarf characteristics to be an underground scout.
I think the key is to avoid pigeonholing as much as possible. Yes, dwarves tend to be tough, elves tend to be magical, etc. Still, these are simply all advanced as positive associations that build on a core overall humanistic base that doesn't associate with specific negatives (IE orcs are barbaric violent evil thugs). Orcs may be strong, durable, capable of tapping into an unusual amount of aggressiveness (not as a negative necessarily), etc. It is OK to have Species Feats that elucidate these strengths. At the same time, a lot of stuff should go to culture, dwarves are good at stonework because the "mountain dweller culture" are stoneworkers, traditionally, but so are humans that are part of that culture.
On a mechanical level though, part of the reason D&D races work is they balance a mix of "cultural" and "biological" mechanics into a package that (in theory) is roughly balanced to one another. A lot of races would need serious rebalancing, because a race like dragonborn is ALL biological mechanics, where a dwarf is a mix of biological and cultural.
Not saying it can't be done, but you would be looking at a system closer to Pathfinder 2e where ancestry only grants a few token base traits (size, speed, vision) and the rest is handled by some other mechanic (feats in PF2)
Well, in my own game, HoML, I made a 'rule of 3 boons'. A starting PC gets three boons, of whatever type. Beyond that your race establishes basic traits, as you say. The upshot is, every PC gets to start with some stuff that they get from species, from culture, from background, and/or from class. So, not all dwarves are experts in stonework, but it is an option. Your dwarf might instead pick some sort of rock climbing expertise boon instead. He might go whole hog into his 'knight' class stuff and pick only additional fighting styles and such and skip the hard core dwarf stuff. He'll still have the dwarf movement rate and poison resistance though.On a mechanical level though, part of the reason D&D races work is they balance a mix of "cultural" and "biological" mechanics into a package that (in theory) is roughly balanced to one another. A lot of races would need serious rebalancing, because a race like dragonborn is ALL biological mechanics, where a dwarf is a mix of biological and cultural.
Not saying it can't be done, but you would be looking at a system closer to Pathfinder 2e where ancestry only grants a few token base traits (size, speed, vision) and the rest is handled by some other mechanic (feats in PF2)
You are playing semantic games when it is the fundamental idea rather than the term that is causing the issue.
"You are wandering through the woods and you see an Orc" the response it
"I make an attack roll"
Or "You see an elf"
"Is it a light skinned or dark skinned elf?"
"A dark skinned one*
"I make an attack roll"
Does it really matter what term you use for "genetic stock" when "non-whites= evil-- please attack on site" and "White skin= Good-- you can trust them unless the DM is pulling a fast one on you".
You think switching terminology is at all going to make a difference.
And-- ironically-- upon logging in to these boards after like-- 3 years ago-- I noticed that literally the last time I posted on these boards, I responded to someone who said that blacks, asians and whites should have wiped each other out with the argument that "race" was a terrible term to use in D&D and if we used "race" in the real world the way it was used in D&D that all humans would be of the same race.
For having made a post arguing against the use of the term "Race" in D&D, I received an infraction from the moderators Darkness and Morrus, the literal owner of these boards, for daring to question the appropriateness of the use of race in D&D. In which I pointed out that if we used "race" in our world for how it is used in D&D that all humans of different, what we called "races", would actually be a single race in D&D terms and actually humans brought about the extinction of all human-like peoples who would be classified as "races" in D&D terms such as neanderthals and australopithecus and homo erectus.
But anyone willing to engage in these discussions ought to be well aware of the deeply held Euro-centric views and beliefs of the moderation team of these boards and how they are willing to use their powers to enforce their world view upon others. While I imagine that they may have decided to mute their tone after the recent BLM marches, if this discussion is now considered to be perfectly fine even though it was worth giving infractions over 3 years ago-- I don't see personal apologies sent to me from Darkness and Morrus or anyone else in the moderation team from the past 3 years for having penalized me for having had such a view that opposed that of the moderation team to make me think those who run these boards have had a change in attitude about the subject.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.