Kobold Avenger said:
So how do races from the following stack up? Whether in play or for flavor and story potential?
I can't speak for play for most of these, but I've read through most. My responses are mainly flavor/concept based
Races series: Goliaths, Illumians, Raptorrans
Don't forget the "minor" races.
Catfolk, Centaur, Gnoll, Killoren; Chaos Gnome, Dream Dwarf, Feral Gargun, Stonechild, Whisper Gnome; Aasimar, Doppleganger, Half-ogre, Mongrelfolk, Sea kin, Sharakim, Skulk, Tiefling, Underfolk.
In order: Good, Atrociously bad, Meh; No furries, awkward in dungeons, not in a normal campaign, no plants; Why?, Why?, Goliaths are better (but yetis are cool), Not bad, Munchkin-love is not a recommendation; Not appropriate for my campaigns, not in a normal campaign, power-attack heaven (so nope, so sorry), Huh?, overly limited for most campaigns, Good, No, Not appropriate for my campaigns, not for a normal campaign.
Eberron Campaign Setting: Changelings, Kalashtar, Shifters, Warforged (well I guess the question would be about outside of Eberron)
If I was going to use dopplegangers I'd allow dopplegangers, No, Maybe (but look OK), No
Expanded Psionics Handbook: Mainly interested about Dromites, Maenads, Elan and Xeph since they're completely new. The Duergar, Half-Giants, Githzerai, Githyanki and Thri-Kreen are old established races.
No bugs, Human dress-up and crystals are funky (so no), Humans in fancy dress-up (so no; especially no "created" races), Human dress-up but OK; Dwarf dress-up not appropriate for my campaign, power-gamers choice in Dark Sun (so no), No, No, No bugs.
Magic of Incarnum: Skarn, Duskling, Rilkan, Azurins.
Environment Series: I'm drawing a blank here on what belongs in what, but I guess it would be the ones that aren't an environmentally adapted version of a PHB/MM race, or appeared in previous editions of D&D (ie not the Hadozee).
I don't use these. I don't even have Incarnum or Sandstorm.