Herremann the Wise
First Post
I'm at the exact opposite end of the spectrum to you on this one (I voted "Very" by the way). I don't like it when I'm playing at a new table and by the end of the session, I have no idea what race the other characters are because their players had not brought this aspect into their roleplay perhaps because it had no mechanical significance.Unless they are dramatically different than humans, I don't think they should be different mechanically from humans.
What is an elf, really? A human with pointy ears and probably slightly skinny.
A dwarf is someone short and stout. A gnome is a short guy with a big nose.
Halfings pose a problem, but someone that tiny being an adventurer requires a handwave anyway.
More exotic stuff should be in a class, IMHO.
Perhaps though, I would expand racial features and take it a step further:
1) Race: Only genetic abilities tied to race should be featured in "racial abilities". Dwarves have an average genetic advantage in fending off poison - cool. Dwarves get bonuses to hit goblinoids... not so cool.
2) Themes (Social): I think when you start talking social things, these are the things that a character's theme should be good at. How have they lived, and under what social structure. [I'd have to say that themes are most likely my favourite mechanic of 4th edition!] In terms of race, this allows you to bring in a neglected element of race which is "age". Living so many years gives certain races a different outlook and it is a good thing if the mechanics can help shape this. A "racial" theme such as "Silverbeard Dwarf" would be the best place to represent this important yet typically neglected aspect of race.
If themes are "optional", then this becomes a neat way of catering to both ends of the gaming spectrum.
Best Regards
Herremann the Wise