There were several groups of elves though. The Noldor were certainly known for their intelligence and making magical things. It may have been for the Sindar (I'm not recalling). Was it true for the Silvan (Nandor) elves? How much of the Noldor knowledge came from learning from the Valar?
(Is Noldor vs. Silvan in Tolkien the High vs. Wood elves of D&D?).
I'm not a Tolkien Scholar, but I think if you have to get to the point of "but which elves were better in which ways" and "or did it all come from their personal and close relationship to their gods to get all that" I think we've moved beyond "Tolkien elves were dexterous and that was it"
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They should exist, because the racial abilities support their existence. Elves ARE more dexterous than the baseline in D&D. This is fact. Halflings ARE more dexterous than the baseline in D&D. Half-orcs ARE stronger than the baseline in D&D. These are also facts. Those facts mean that the stat bonuses to reflect them should exist. Nothing in D&D is immutable, but not being immutable is not good cause to change them.
Elves should get a +2 to Dex, because Elves are more dexterous as shown by their +2 to Dex.
Circular logic doesn't seem like a great place to go, especially since, if we want to base this back into Tolkien inspiring Gygax I would point out that Hobbits (which are halflings) were not particularly dexterous. They weren't running over snow and ice and performing the feats Legolas did.
And with this change, Elves
can still be more dexterous than the baseline. But they can also be more graceful and beautiful, or stronger, or wiser or any of the other traits that Tolkien gave his elves. If I want to emulate Galadriel, I'm not exactly looking for her parkour abilities and her being an excellent shot with a bow.
Edit: I see that you thinkthis is linear, because you start with your assumption assumed. That elves are in fact more dexterous. While this is generally true, it is not always true. I have read literature where elves are literal plant people, or in fact no more skilled than humans, just longer lived.
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It's not just that change is hard (and the game has evolved with every edition) it's that change can also have unexpected consequences and this feels like a fairly fundamental change. I haven't decided if it's going to affect my home game or not, but when we can play in person again I had planned on getting involved in AL again where this rule will be in place.
It just means that if I want to play against type (I've played dwarven wizards, half-orc monk and so on) I can't do that any more. Every race "fits" every class and archetype now. Every race becomes ever more generic, ever more just a funny accent with a different mask. I'd actually prefer penalties for every race, so that I could have the ugliest dwarf in the land* who was convinced he had a future in showbiz because he rolled a 20 on a performance check while the bard rolled a 1 in a contest.
I get that certain sacred cows should be taken out back and put out of their misery. I'm just not sure this is one of them.
*in Living Greyhawk I had a dwarf with a 5 charisma because of a curse
Okay, if you want to gimp your character to be weaker for story reasons.... you still can. You can still play that Dwarven Bard with +2 Strength and +2 Con and even put your lowest stat in charisma.
The difference is that it is your choice now, not a restriction placed upon you by the system.
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I disagree. I've seen plenty of campaigns that were all-human, and they were none the poorer for it. While Tolkien has captured popular imagination for what "classic high fantasy" feels like, it's not the ne plus ultra of it, and I feel confident that a game of D&D would still feel like a game of D&D without it.
I feel like you entirely missed the point.
The point isn't that an all-human team sucks. The point is that you can tell the difference between a human fighter and a dwarf fighter. They aren't the same character at all. Similiar? Of course, they are both fighters, but they are also very different. And if they aren't that it is a problem.
And, like Cadence said. If DnD had not come out with the ability for people to play other races, and a different game did, then DnD would have to adapt or die. Most Fantasy and Sci-Fi TTRPGS allow for the players to be one of multiple "races" because that offers more freedom to explore the most common tropes of those genres.
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I just have fun playing unusual characters. I guess the reason that dwarven wizard arcane craftsman was fun was because practically all the other adventurers encountered were fighters or clerics. So it had fun RP possibilities and part of it was probably just reactions from other players.
As Syndrome said in The Incredibles, if everybody is special then no one is.
I always have to chuckle when people quote this, because wow is there no good way for it to be taken.
For example, it is rather easy to look at that quote, and the idea that making everyone have super powers and tech that would allow them to compete with mortal gods born with power unattainable, and say that equality is evil.
After all, if everyone is equal, then no one is special and if no one is special that is bad.
I mean, that was Syndrome's "dark future" everyone has the tech to be equal to a man born with the ability to bench press trains. Everyone has the ability to defend themselves against a woman who can turn invisible or a man who can cut stone with his eyes.
Well I've played a rogue with a 12 dex, but that's not the point. Using Tasha's, a PC dwarven wizard will never be unusual or unexpected. I assume it's actually going to be pretty common (in AL). Instead of "never seen that before" it will be "gee, yet another one

".
I don't get why people don't grasp the concept, even if they don't agree. No race/class concept will be unexpected or unusual, therefore you can no longer play an unexpected/unusual race/class combination. That may not matter to you, and it's certainly not the end of the world for me it's just an aspect of D&D that I will miss.
Likely because it doesn't make sense from our perspective.
I've never seen a Dwarven Wizard. It is unexpected for me. Seeing more of them will be interesting.
But I have seen an Elven Rogue. Quite a bit. In fact, nearly all the time. High Elf rogue with Booming Blade. Yawn, boring, next please.
More Dwarven Wizards and potentially fewer Elven Rogues (because people may want to try Tiefling Rogues, or Gnomish Rogues) sounds like a win-win-win for me.
All of those "play against types" that you want to keep being able to play? I'd like to actually see them played. I'd like to finally see a Dwarven Wizard, but as things stand, no one at my tables wants to play one. If they become so common as to be boring... well, it least they are different than what is currently so common as to be boring.
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And honestly, I think this is where I differ from the detractors of Tasha's the most.
I have never seen a Gnome fighter, A Dwarven Wizard, An Elven Paladin, or a Half-Orc warlock. I think those sound like fun concepts though. Those are characters I would be interested in seeing.
And no, I'm not going to see them as is. It has been nearly 6 years, no one at my tables is going to go for playing a character with a 15 as their highest stat. We've tried that a few times, it was always an issue. Every single time, it caused the player to have less fun.
Designing around challenges might be fun for people who like the mechanical puzzle of DnD, but that isn't a concern for me. I solved enough of those puzzles a long time ago in this edition. They don't interest me. Especially since, the clear answer is not to play against presumed type.The mechanical puzzle tells me that those characters are less optimal, and therefore should not be chosen.
Tasha's gives those characters a chance to make it to the table. And maybe the future of DnD is now a grey wasteland where everyone is the same, and it is so boring to see your 8th Dwarven Wizard with yadda yadda yadda. And none of us will have fun anymore, because there is no challenge to design around.
But, not only do I think that is not the case, I think I can prove it is not the case by pointing to another game that has existed for quite a few decades. Pokemon is not a hard game. In fact, beating pokemon as it is designed is trivially easy. When fans wanted more of a challenge, they came up with the Nuzlocke rules, which increased the difficulty of the game.
So, in that grey wasteland of the future where everyone is bored because challenge no longer exists? I imagine we would invent our own challenge. Maybe by doing something radical, like not use the optional rules and have static Racial ASI's again.
Just a thought.