D&D (2024) No Dwarf, Halfling, and Orc suborgins, lineages, and legacies

I like to think the Dwarves developed a resistance to poisons because of their love for forging. Think about it, in RL the forging of metals creates poisonous by-products. While there are ways in RL to protect yourself from these poisonous by-products, the Dwarves in a fantasy setting don't really have them. They had to build up a resistance to them over the course of several Dwarven generations. And it's a possibility that this resistance eventually spread to other kinds of poisons.
I assume it is more their environment has plenty of toxic elements in it thus they developed a very efficient system to deal with the natural hazards.

also dwarven strong drinks should be utterly toxic to humans, pure ethanol level toxic
 

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I assume it is more their environment has plenty of toxic elements in it thus they developed a very efficient system to deal with the natural hazards.

also dwarven strong drinks should be utterly toxic to humans, pure ethanol level toxic
Well they are capable of drinking everyone else under the table in a drinking match. 😋 "Hah, I win! Maybe next time you give me something a tad stronger. The drinks you gave me didn't even give me a proper alcoholic buzz."
 

Well they are capable of drinking everyone else under the table in a drinking match. 😋 "Hah, I win! Maybe next time you give me something a tad stronger. The drinks you gave me didn't even give me a proper alcoholic buzz."
I also assume like medieval europe they drink so much as the fermentation process makes the water safer to drink as the list of random toxic stuff in a dnd world would be far larger
 

Well some subraces were not played because their mechanics were so bad and their lore nor lock were not good enough to overcome that.
Sounds like a good reason to delay them for a bit to see where needs shake out in the new edition so they can come back with the purpose 3.x elf variants once carried.

For those who were not around or don't remember... Practically every other book had some new flavor of elf that did little more than be mechanically great for some class/PrC theme
 

Sounds like a good reason to delay them for a bit to see where needs shake out in the new edition so they can come back with the purpose 3.x elf variants once carried.

For those who were not around or don't remember... Practically every other book had some new flavor of elf that did little more than be mechanically great for some class/PrC theme
elaborate on the elves I need a laugh to keep the misery at bay.
 

Business still has to make money.

Like in all the threads about it, if your customer base contains new players some of the game should be tailored to them.
Many of the games in the D&Dverse have better origin systems but could never work as gateways as their systems are too high of an information introduction to work as a gateway. They most run on having WOTC teach fans the game for them.

Can't have it both ways. Cant have a complex core and a simple core.
I've known two people who were casually interested in Warhammer be turned off by both the price and the wall of Lore needed to understand the game. There is a lot to digest before you even sit down to play.
 


elaborate on the elves I need a laugh to keep the misery at bay.
See, I personally think 2E is worst with its elves. Buuut...

3E started with just Elf and Half Elf, Monster Manual brought in Grey Elf
Forgotten Realms campaign setting gave us Drow, Moon Elf, Sun Elves, Wild Elves and Wood Elves
OA had elves again, though just an alteration of the PHB ones
Races of Faerun gave us Aquatic Elves and Avariel, plus two more half elves
The last 3.0 elf was the Star Elf, from Unapproachable East

3.5E's where the wheels come off

Monster Manual 1 gives us Aquatic, Drow, Grey, High, Wild and Wood
Dragonlance Campaign Setting gives us Kagonesti, Qualinesti, Silvanestia, Dargonesti and Dimernesti. I don't remember the stats but I'm fairly certain the first 3 can just use other elf stats, the last two are Dragonlance's famous "We added more aquatic elves"
Underdark has Drow, again
Frostburn gives us Snow Elves
Sandstorm gives us Painted Elves
Stormrack gives us Aquatic Elves, again, plus half-aquatic elves
Dragon Magic gives us Deepwyrm Droow and Forestlord Elves, plus half-elf options. Note these were like... Half dragon elves?
And finally, Drow of the Underdark gives us what is probably the most 'is this really necessary' in the Szarkai, the albino drow
 

I think that the real issues with proliferation of elven subgroups are that they're represented as subspecies instead of just cultures and that no other species gets similar variety. But that a non-human species is not a monoculture, but contains numerous different subgroups is in itself a good thing. Humans can have staggering amount of different cultures, so non-humans should too. There just really is no need to tie mechanics into this any more than with human cultures.
 

i think you could probably cut down on a whole bunch of the environmental elven variants if you just made a single elf subspecies that was essentially worked in the same way that druid circle of the land worked, 'when young this elf subspecies hyper-adapts to their environment creating pseudo sub-sub-species to arise within the group', functioning similar to the colour variants of dragonborn

so sure maybe high elf and drow and avariel are all their own subspecies but now you can have wood, ocean, cave, plains, mountain, swamp ect... elves condensed a bit.
 

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