That poll is hard to answer because I want lots of mechanical differences for race, but mechanics that aren't the domain of class or theme. If the mechanics they put into a race are stat bonuses and bonuses to attacks granted by class, no thanks. Although dipping a toe into skills isn't too bad, I don't want too much of that because that is what theme is for. I want racial abilities, primarily not having to do with killing stuff. So, lots of specific types of mechanics or otherwise don't bother.
If you like races to feel different and like lots of options, then the roleplaying game design cooperative I'm working with will have the game for you. I need to get buy-in before I can say this is how it will be, but here's how I see it. First, what not to do. You can't put the great stuff of being a Dwarf under theme, because perhaps I want to play a Dwarf Noble but if they are themes I can only pick one or the other. The other thing, though, is if we are going to have Race, Class and Theme as the pillars of character creation, then they each have a job to do. So the Race mechanics we are working on give lots of meaning and flavor to race but in such a way that it doesn't predispose you to specific Classes or Themes.
The current thought is that your character has a level, the whole character not just his class. So when you hit level 2 you see what you get for race, class and level plus the little extraneous bits like feats. Each of those categories has the "default" progression which has zero choices so as to make for really quick character design and advancement.
As to things like sub-races and half-races, I am proposing Heritage feats. This is where we really let the DM make the game his own. Each feat has a zero-rank, meaning it costs zero feats to acquire it. That level of the feat basically swaps a couple thing with the base race. Each DM can allow or disallow the "free" heritage feats on a per-race basis and that can represent rare individuals (half-elves) or an entire separate race (tieflings). Then the DM can decide to allow or disallow non-free Heritage feats also on a per-race basis. So, to make some of the base races that have appeared, you apply Elven Heritage to a human to get a half-elf. If the half-elf wants to remain more distinct from a human, they can spend feats at creation or later to increase the level of Heritage, plus they can already buy higher ranks in abilities already granted. A tiefling is an Infernal Heritage human and a dragonborn is Draconic Heritage applied to a human, or perhaps a dwarf is a better base race for that. But if you want something more like a half-dragon instead of a dragonborn, if your DM allows it in his game, you could buy the Draconic Heritage for its full feat cost and apply it to your halfling, perhaps maximizing the feat level as quick as possible to emphasize just how dragony he is.
In addition to all that, there will be feats segregated by race that can be taken any time you gain a feat, so you can really be the Dwarfiest Dwarf who ever Dwarfed.
Anyways, wait until you see it. I actually think WotC is going to screw this one up which is inspiring us to create this system.
If you like races to feel different and like lots of options, then the roleplaying game design cooperative I'm working with will have the game for you. I need to get buy-in before I can say this is how it will be, but here's how I see it. First, what not to do. You can't put the great stuff of being a Dwarf under theme, because perhaps I want to play a Dwarf Noble but if they are themes I can only pick one or the other. The other thing, though, is if we are going to have Race, Class and Theme as the pillars of character creation, then they each have a job to do. So the Race mechanics we are working on give lots of meaning and flavor to race but in such a way that it doesn't predispose you to specific Classes or Themes.
The current thought is that your character has a level, the whole character not just his class. So when you hit level 2 you see what you get for race, class and level plus the little extraneous bits like feats. Each of those categories has the "default" progression which has zero choices so as to make for really quick character design and advancement.
As to things like sub-races and half-races, I am proposing Heritage feats. This is where we really let the DM make the game his own. Each feat has a zero-rank, meaning it costs zero feats to acquire it. That level of the feat basically swaps a couple thing with the base race. Each DM can allow or disallow the "free" heritage feats on a per-race basis and that can represent rare individuals (half-elves) or an entire separate race (tieflings). Then the DM can decide to allow or disallow non-free Heritage feats also on a per-race basis. So, to make some of the base races that have appeared, you apply Elven Heritage to a human to get a half-elf. If the half-elf wants to remain more distinct from a human, they can spend feats at creation or later to increase the level of Heritage, plus they can already buy higher ranks in abilities already granted. A tiefling is an Infernal Heritage human and a dragonborn is Draconic Heritage applied to a human, or perhaps a dwarf is a better base race for that. But if you want something more like a half-dragon instead of a dragonborn, if your DM allows it in his game, you could buy the Draconic Heritage for its full feat cost and apply it to your halfling, perhaps maximizing the feat level as quick as possible to emphasize just how dragony he is.
In addition to all that, there will be feats segregated by race that can be taken any time you gain a feat, so you can really be the Dwarfiest Dwarf who ever Dwarfed.
Anyways, wait until you see it. I actually think WotC is going to screw this one up which is inspiring us to create this system.