I’d consider racial spells and damage resistances to be genetic, not cultural. And, based on the information from those links, I don’t think the Level Up version of the dwarves subraces is any less bland than the 5e versions in lore or mechanics.
I have nerve heard of anyone being taught to be less vulnerable to poison or fire. And racial spells are genetic. If they weren’t they’d be attached to a separate mechanic like Background or a new Culture mechanic.
"They were
both poisoned. I spent the last few years building up an immunity to iocane powder."
I think the point here is that the racial/subrace rules don't do anything to distinguish between aspects that are genetic, that which are the product of upbringing, or that which require both.
I understand the impulse to have rules to distinguish between these aspects, but I think it is both seriously overrated as a worldbuilding priority and
mechanically they lead to overcomplicated and implausible characters that slow down gameplay and stretch everyone's suspension of disbelief. "But what
if a little halfling baby
was raised by a tribe of bugbears?" It's possible... and if there are enough halfling communities living shoulder-to-shoulder with enough bugbear communities, it's even inevitable. But does it happen
often enough that we need to have
rules for it, especially when the existence of those rules means they're going to apply to half of our player characters?
Feel like you can draw a straight line from race-as-class (Classic) -> race-and-class with restrictions (AD&D) ->
any-race-any-class w/ "favored class" (3.X) -> any-race-any-class with no restrictions (PF 1/2 and D&D 4/5).
Likewise, from fixed ability bonuses and penalties to flex bonuses/no penalties (4e, 5e subraces, PF2) to the free +2/+1 bonuses in Tasha's.
And all of these changes, as much as they expand player choices... also reduce the
significance of those choices. "Race", or "ancestry" or "lineage" or whatever you want to call it, is less and less of a character's identity and it becomes harder and harder to differentiate between characters of different races... while subraces of the most popular races are constantly proliferating with minor differences that
should (IMO) be represented as options available to all members of their respective, more diverse, races.
And for any ability we assume as genetic, it's trivial to create a narrative where it's a learned/taught/granted by cultural rite ability. (And vice-versa!)
I really wish more people would understand this.
Really understand it, internalize it. We make these
basically arbitrary design decisions, either based on older decisions made by older designers or just our own personal assumptions... and we get
so dogmatic about them, as if the thing we just made up was the only possible answer we could have just made up.
I'm still of the opinion that halflings and gnomes should be offshoots of a common stock. It helps pull both of them back from flanderization, at the very least.
I am working on a
Spelljammer and Classic TSR/Early WotC mashup; I've been combining a lot of races/species to build connective tissue between unrelated settings. Instead of trying to fold gnomes and halflings into a common ancestor-- I mean, Hell, they didn't even get two separate PHBR books-- I combined them with two different aliens. I combined gnomes with fraal and halflings with dromites (called "hin"); they're both small, cheerful, telepathic (via ghostwise/whispergnome) like their classical counterparts, but now they feel like very different ancestries.
(For the record? Weren/bugbear, warforged/android as mechalus, t'sa/kobold, and destrachan/wyvaran as sesheyan. The
Star Frontiers aliens already got SJ conversions, so I mostly just pulled in some Pathfinder stuff and called it a day.)
Of course, this is one part of my overall effort to make a more coherent and consistent presentation for this area of mechanics. E.g. all races have four subtypes except humans, because I couldn't come up with four that made sense, I could only manage three (Earthfast, Starbound, and Dual-Bloodline).
In my Shroompunk setting, all "humans" are actually planetouched: aasimar, tiefling/fetchling, earth/fire/metal/water/wood genasi, or ganzi. They're all human, they recognize each other as human, and their planar subtype isn't really genetic so every human community and most human households are mixed.
For some folks. For others it’s part of the work of removing the undertones of racial essentialism from the game. For some folks it’s about adding more diversity and customization to the available player options. And I’m sure for a lot of folks it’s probably some combination of those factors.
If people don't want there to be
essential differences between human and nonhuman (N)PCs, there should not
be human and nonhuman (N)PCs. It is absolutely pointless, a waste of paper and ink and creative labor, to populate an
entire fantasy world with "nonhuman people" that are
just like humans in all of their thoughts, feelings, and capabilities.
There are plenty of fantasy settings that don't have D&D's proliferation of intelligent nonhuman peoples and plenty of other fantasy games that don't have rules for them... D&D does not have to
have all of these different people just to check off some box.