D&D 5E (2014) PHB Races Redone

So maybe there should Be Elf and Drow races?
4e tried to split the elf into separate races, namely elf, drow, and eladrin. There was a backlash against this.

A compromise, might be to define an "elf" as a "creature type" (like dragon, angel, giant, etcetera) that include races that are very different from each other.

Then in the Monster Manual, list the "elf" with its separate races, in the exact same way, that it lists "dragon" with its very different kinds of dragon, "giant" with its very different kinds of giants, "devil" with its very different kinds of devils, and so on.
 

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4e tried to split the elf into separate races, namely elf, drow, and eladrin. There was a backlash against this.

A compromise, might be to define an "elf" as a "creature type" (like dragon, angel, giant, etcetera) that include races that are very different from each other.

Then in the Monster Manual, list the "elf" with its separate races, in the exact same way, that it lists "dragon" with its very different kinds of dragon, "giant" with its very different kinds of giants, "devil" with its very different kinds of devils, and so on.
The issue is aside from Drow the subracial difference is cultural. I suppose the big question is aside from culture, where they live and hobbies what are the biological differences. What are the non learned differences?
 

The issue is aside from Drow the subracial difference is cultural.
If I am understanding what you are saying.

It would be something like:
Elf
• Sylvan (high, wood)
• Eladrin (fey eladrin, maybe celestial tulani, etcetera, maybe shadow shadar-kai too)
• Drow (uda, aeven, loren)

Compare:
Dragon
• Chromatic
• Metallic
• Gem



That said, if the Elf is only a list of race feats to choose from, then probably it is fine if high, wood, drow, eladrin, shadar-kai, aquatic, etcetera, can all pick from the same list. Plus add cultural backgrounds for each culture separately.

The aquatic elf cultural background (!) grants waterbreathing as its special noncombat asset feature.
 
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If I am understanding what you are saying.

It would be something like:
Elf
• Sylvan (high, wood)
• Eladrin (maybe celestial tulani, etcetera, maybe shadar-kai too)
• Drow (uda, aeven, loren)

Compare:
Dragon
• Chromatic
• Metallic
• Gem



That said, if the Elf is only a list of race features to choose from, then probably it is fine if high, wood, drow, eladrin, shadar-kai, aquatic, etcetera, can all pick from the same list. Plus add cultural backgrounds for each culture separately.
That's looking about right.
 

So let's start off with Sylvan Elf:
Starvision: Can see 60ft under a clear night sky without penalty.
Sylvan Elves are by their very natures tied to nature itself all Slyvan Evles Gain the Druidcraft Cantrip
Fey Ancestry As is
Keen Senses As is
Graceful form: Dexterity Ability Checks once per short rest???
Born to Magic: Has 1 1st level spell they can cast once per long rest
 

Even if they adapted over time? Doesn't it still make it biological? I may be wrong but I think biology can be affected by enviromental factors.
There isn't a clean split between nature and nurture; practically everything has elements of both. However, drow can lose their sunlight sensitivity (and their superior darkvision) after spending a long time on the surface. That makes it a "cultural" trait for D&D purposes--whether you have it depends on your environment.

Darkvision itself, on the other hand, is biological. Humans raised in the Underdark don't develop darkvision, and elves who spend a lot of time in the sun don't lose it.

I'd be inclined to make sunlight sensitivity into a package that anyone could take:

Underdark Denizen. You were raised in the lightless tunnels of the Underdark.
  • If you don't have darkvision, dim light does not give you penalties to Wisdom (Perception) checks.
  • If you have darkvision, its range is doubled.
  • You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
 

So let's start off with Sylvan Elf:
Starvision: Can see 60ft under a clear night sky without penalty.
Sylvan Elves are by their very natures tied to nature itself all Slyvan Evles Gain the Druidcraft Cantrip
Fey Ancestry As is
Keen Senses As is
Graceful form: Dexterity Ability Checks once per short rest???
Born to Magic: Has 1 1st level spell they can cast once per long rest
Maybe define "starvision" as darkvision with unlimited range, but requires some minimal light source, such as stars.

I want every distance to simplify to either 10 (reach), 30 (move, throw), 100 (accurate bowshot), or "far".

Even the Player Handbook features, like trance-sleep-immunity, etcetera, I would like to see as a part of a race full-feat or half-feat, that a player can choose or not.



I am unsure if the following are feats or backgrounds:

I tend to associate the wood elf with Perception, Survival, and Animal Handling, plus plant magic, like a new "Shape Plant" or certain cantrips.

While alternatively, I associate the high elf with Arcana, Persuasion, History, and at-will Detect Magic.

I prefer not every elf have darkvision, nor every elf Perception. But for sure, it is a choice for some elf concepts.



Generally, I want the Athletics skill and the Acrobatics skill to merge into a single skill called Gymnastics. Gymnastics handles every kind of physical stunt. When taking this skill, the player chooses whether they want to use Strength or Dexterity, for all checks.

I want the gishy elf backgrounds to have the Gymnastics skill. So for, example, a High Elf Fey Knight cultural background might include the Gymnastics proficiency.



Not every elf should have Dexterity. (And Tashas can swap it out anyway.) So some elf race feats can work with a Dexterity concept, but a player might not choose it for their elf character.
 

There isn't a clean split between nature and nurture; practically everything has elements of both. However, drow can lose their sunlight sensitivity (and their superior darkvision) after spending a long time on the surface. That makes it a "cultural" trait for D&D purposes--whether you have it depends on your environment.

Darkvision itself, on the other hand, is biological. Humans raised in the Underdark don't develop darkvision, and elves who spend a lot of time in the sun don't lose it.

I'd be inclined to make sunlight sensitivity into a package that anyone could take:

Underdark Denizen. You were raised in the lightless tunnels of the Underdark.
  • If you don't have darkvision, dim light does not give you penalties to Wisdom (Perception) checks.
  • If you have darkvision, its range is doubled.
  • You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Balancewise, sensitive darkvision with its extra range versus normal darkvision are worth about the same. A DM can swap them back-and-forth without any worries about balance.
 


many of the Racial Feats are somewhat cultural.
I dont remember all of them, but arent they much like extension of biological traits?
Dwarves have fast healing
Elves have innate magic
Dragonborn have hardy scales and claws
Etc

I tend to see those a biological, myself.
 

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