OMG... you aren't *HUMAN*!!!

To me, good party concept trumps almost all. If the players wanted to be a group of tiefling rogues, muggers and con men who end up saving the world, I would try to make a campaign around that, even if I had to modify what I was planning.

I will also generally allow the character to pick what he wants. There are limits, like I dont do alot of the 4e races, but then again, neither do my players.

Once you reach the limit tho, I am pretty unmoveable. If you came to me and said 'I want a shardmind battlemind!' I would say 'No'. Even if it meant you wouldnt play.

I look at it this way, as the DM, I have to make a place for everything, and then I have to use it. If it is a concept I really do not like, I am just not going to go through the effort of running the game.
 

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@Nemesis Destiny: How do your players feel about the 25 point-buy for humans? I personally don't think its that big a deal, but does the 3 extra points make everyone typically go for human in your experience?
[MENTION=822]Cyronax[/MENTION]
Most of my players pick what suits them best either for concept or for mechanics. The 25-point-buy hasn't really affected that much.

One guy will only play a race if he gets the +2 in both prime stats, but still wants his characters to appear human (and for all non-mechanical purposes be human), most of the time. This is what has caused the most tension with my co-DM; I don't have a problem with that and she does.

Everyone else pretty much picks for flavour, or a combination of flavour and mechanics. We did feel though, that humans could use a little something extra. We had tossed around the idea of a double-plus-two, but I thought it might make them too good. 25 points seemed a good compromise.

Our groups often have a lot of humans, but that might be preference and concept more than mechanical reasons. We don't have a problem with other races, but the game world we use is fairly human-centric, the time of other races' zenith has passed.
 


Second, in my view, the DM does have a say on what classes and races are in the party. Specifically, the DM decides up front which classes and races are available in the campaign world. The players are free to choose from the menu of options the DM offers, and the DM shouldn't try to dictate who picks what; but the DM chooses what goes on the menu in the first place.

I prefer to approach it as a much more collaborative problem. In my game, I told my players that my version of the Nentir Vale was populated primarily by humans, dwarves, and tieflings, which are the cultural remnants of my Bael Turath, so they should consider those races in particular. However, there's also a large orc and half-orc population in Hammerfast. Elves live in a not-too-distant region, and are common enough to not be exotic but still be obvious foreigners. Eladrin live off in the Feywild, but most people can't tell the difference between a visiting one and an elf anyway, and if one of their gnome slaves escaped, the mortal realm seems like a great place to run to. Halflings are nomadic, so they could turn up. If they wanted to be a dragonborn, we could work out a backstory as to why they're here from the southern continent that once housed Arkhosia. If there was anything else they had their heart set on, such as other near-humans like shifters and goliaths, we could talk to work something out, but I frowned on bizarrely alien things like shardminds.

The end result is a party with two dwarves, a human, a tiefling, and a elf. My wife wanted to play a dwarven swordmage, so her dwarf is mechanically an earthsoul genasi. I've now developed backstory about caste divisions between dwarven nobles like her and commoners like the other dwarf, and they occasionally have a bit of friction over that. Meanwhile, the tiefling actually looks more like a firesoul genasi, after the player waffled around a bit during creation, which I've worked in as one of the lesser-well-known houses of Bael Turath, descended from flame devils; the commonly-known tieflings are from House Tief, which survived the fall of Bael Turath better than the other houses, having previously relocated to the captured dwarven city of Bael Modan, which became a secondary capital afterwards until its eventual fall (not unlike Rome and Byzantium).

4E stepped back from this, which I find sad. Essentials has given humans a significant power-up with Heroic Effort, but I would have preferred to see them get a second floating stat bonus instead. The fact that you can't get +2 to both your primary and your secondary stat is a significant drawback for humans; if they had two floating stat bonuses, humans would once more become the "do-anything" race suitable for almost any build.

Even before Essentials, humans were still really good. A lot of classes don't care that much about their secondary attribute, and the +1 to all NADs humans get often more than makes up for it, before considering their extra feat, extra trained skill, and extra at-will. At the game's release it wasn't so impressive, but the value of that extra feat continues to go up as the number of must-have feat taxes increases. Being able to drop that not-always-useful third at-will for a per-encounter retroactive die boost makes them even better. Unless you're considering a class and build who wears light armor and whose secondary attribute is their armor attribute, humans are usually a top choice for every class. People just underestimate them because they have a large number of small bonuses, instead of one big amazing thing to point to.
 



As long as it is something they are happy with, I don't care what my players want to play as. The exception being Dark Sun, where I vigorously enforce what racial options and classes are available (but I don't worry at all in FR/Eberron).
 

Well, first of all, I don't care if an adventuring party is mainly composed of non-human when the most of the "gentle folks" in the world are human. PCs are very special heroes anyway. Thus, can be "special" in various aspect, including one's race. So IMHO an adventuring party don't need to represent the average racial distribution of the world.

By the way, I see good amount of human PCs around me.

Now I am running 2 campaigns as a DM and attending 2 campaigns as a player.

Amongst those 4 parties (22 PCs), racial distribution is like,

Human ... 4
Deva ... 1
Dragonborn ... 2
Drow ... 1
Dwarf ... 3
Eladrin ... 2
Elf ... 1
Goliath ... 1
Half-Elf ... 3
Halfling Rogue ... 1
Kalashtar ... 1
Kobold ... 1
Minotaur ... 1

It seems that Human is still the most popular race around me. Though 3 of those 4 are in one party and thus 2 parties don't have human PC at all.
(or maybe I can say we have about 5.5 human PCs as half-elf is indeed half-human. And Kalashtar is almost human. If so, I can say that more than one fourth of our adventurers are human)

Game-mechanic-wise, human is still in the relatively stronger side of races IMHO. And there are people who feel comfortable to play a human than to play some alien race.
 
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That makes sense. I find it to be enough of a departure just to play someone with a character class (other than 0th level commoner) most of the time, human or not! :)

You sound like me. My non-human characters probably end up seeming pretty human to the other players, though honestly that is usually the case with their characters as well. Only those who can do good "character voices" seem to be able to convey the otherness of the non-human.
 

We did feel though, that humans could use a little something extra. We had tossed around the idea of a double-plus-two, but I thought it might make them too good. 25 points seemed a good compromise.
I think humans need a little boost too. I give humans the option of a second +2, though all of my players still play demihumans exclusively.

I play a human in my real life; in my imaginary life I like to try different things.
This is the attitude of just about every single gamer I've ever met. I can't remember playing in a group that was even half human, except for that Exalted campaign I ran where nobody had a choice.

I don't fight it though; my current campaign is a metropolitan kitchen sink setting, where nobody bats an eye at a tiefling or a draconian. Shard minds, warforged and wilden get a few stares but nobody runs for their torch and pitchfork. As far as I'm concerned, if a player can play it, it's not terribly exotic to NPCs.
 

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