And the only type of person that I've met who think that an orc needs a +2 to int to be smart and played as such is a powergamer. Especially since the game does not even set a racial limit to int and there are ASI in the game. Even without Tasha, your orc can be as smart as any elf or gnome.
So you're defining "powergamer" as "anyone who chooses something other than fixed ASIs."
Playing D&D and denying that there are racial stereotypes is honestly really silly. When some species can read your mind (and eat it), when others can fly and others can't, when some have magical powers and others not, when some are naturally stronger and others naturally more clever. Stereotypes are there whether you like it or not. Stereotypes are a good thing in a fantasy game. Stereotypes are only bad when used for real people in the real world, which is basically stupid as ther are no human races anyway, only ethnicities. But the bad use of "racial" stereotypes in the real world is what needs to be fought, not the same thing at all.
So, because you think that stereotypes are good, anyone who chooses to go against them is a powergamer.
And exactly the reverse, if you can't play (like someone in our groups did) an orc as a bard and creating a really fine character without the +2, it just means that you are just grasping for power.
Or it means you want to be effective in your chosen class. "Being effective" and "being a powergamer" are
not the same thing at all.
Fine, where is the fantasy in this ? Where does the specific fantastical abilities and differences in species and race come in ? You are basically making the game much blander than it needs to be. As in the case in all good books of the genre, it starts with the basic capabilities of the Race/Species, because this is also what influences culture and the way the species developed. Simplest example is the Aarakocra, they can fly, so it has shaped their society and culture. And it should be the same with other races/species, including for races that are inherently stronger or more clever (or weaker or stupider).
So, coming up with unique cultural aspects for different races, or coming up with unique, non-mechanical, biological quirks for different races is somehow bland, but a +2 bonus to a stat, and basing their cultural differences around that bonus or on a mechanical trait,
isn't bland--despite making the races all one-note.
How on
earth does this make sense to you? Because right now, it sounds like you don't care about the race's culture or biology beyond what you can put on your character sheet--either that, or you don't want to bother thinking up any actual culture or biological quirks.
And after all that, I wonder why you still defend Tasha's, since mechanics do not matter...
One: I never said mechanics don't matter. I said that coming up with non-mechanical cultural and racial traits was more important than a +2 in making a race unique (especially since every stat has around half a dozen races that get a +2 in it).
Two: I
haven't defended Tasha's. I said it was
optional. I haven't even made any characters with it yet. My tiefling rogue, firbolg warlock, and kalashtar fighter were all built pre-Tasha's and haven't died yet, so no need for new characters.
Yes, it is, and it's confirmed by your rant above. Please explain how floating ASIs fit in with that nice talk...
Nice to know you think talking about making cultures interesting is a "rant."
This may be shocking to you, but if you have a race that's actually fleshed out and interesting, and players who are interested in playing that race, then it literally doesn't matter where put the bonus. Because that bonus has nothing to do with the race; it's just a mechanical benefit.
Well, in our groups, we know who the powergamers are, and yes, they would never play anything else than these combinations, but fortunately they are not the majority, and seeing all the other including me playing a halfling sorceress or warlock and having mighty fun with them without floating ASIs is also slowly convincing them that it's not mandatory.
So, if someone just wants to play a tiefling warlock because they have a cool idea for a tiefling who's a warlock, you would consider them to be powergamers who couldn't possibly have fun without that bonus. And you actively attempt to discredit other people's playstyles because you disagree with it. You sound charming.
My problem with the floating ASIs is that they make optimised characters stronger than what they were before, therefore widening the gap between powergamer and casual. There was already a small gap, but there is no call for widening that gap, and actually no reason to if I follow your argument above.
An elf fighter who chooses to put +2 in Strength is the same, from a dice-rolling perspective, as an orc fighter who was forced to put +2 in Strength, who is also the same, from a dice-rolling perspective, as an orc fighter who chooses to +2 in Strength.
Please tell me where the optimization is. Because I haven't seen an uptick in mountain dwarf wizards, which may literally be the only example of optimization due to a floating ASI I've ever seen.
All the more, by the way since floating ASIs only concern PCs anyway, so it has absolutely ZERO effect on culture. Orcs in general stay as they were, more stupid than humans as they have a general species int of 7. So it's not even doing anything for that...
Which is even more of a reason why
fixed ASIs are dumb. The average orc PC has an Int of 10.
This, however, strongly suggests that you aren't understanding what I wrote because I have never talked about floating ASIs affecting culture.