Nobody talked about "watering down" a race - it's just about the separation of mechanics and flavour.
E.g. I want to play a cowardly, but talkative fire sorcerer - then I could take the dragonborn, get the fitting ability boosts, change the explanation of the "Dragon Breath" to "Quickened Burning Hands"... and presto: Human fire sorcerer, without *any* of the character or personality implications of a Dragonborn.
You can phrase it or call it whatever you like, but the end result is now that instead of something unique, creative, and interesting, you have something less. And less is always less than more, meaning you're working with less.
Take your same character, lets say you want to play a cowardly, but talkative fire-sorcerer, but you also want it to be dragonborn.
Trade the +str for +int, reduce the height of your character, introduce a background that your dragonborn was the runt of a family, and so they developed smarts and a quick wit, but they were weak so they were treated as less valuable. Thus your character has a complex, based on his actual physical form, his history, and his class.
Yes, there are specific limitations in the book as to what a dragonborn
should be like, but as it also says, everyone is their own person, so just because a dragonborn
should be good and honorable and proud and strong doesn't mean they
must be.
The error in seeing humans as being able to fit into any role is a common error. They can, but so can everyone else. If you want to RP a group of "generic people" who have an adventure, great, but the most fun adventuring groups are the ones that are the most unique. Which is why IMO, instead of cutting down something interesting into something mundane, it's better to limit sheer numbers, maybe rotate out each campaign so that one guy doesn't have all the fun.
Of course, what races are "freaky" like that are dependant on the setting and playing non-humans does not necessarily means you're playing freaks - demihumans have the full range of personalities as well - and in a world like Eberron, they won't stick out very much either (depending on the exact race).
Cheers, LT.
Indeed, though I agree there are obvious places that two dragonborn, a crystal-person and a minotaur. But this can be factored into a game at the start, you're all a bunch of joes who have been talking big and someone finally told you to put up or stuff it. Maybe there's one tiefling in the group, maybe there's one drow you run into along the way.
In the end, I'd like to finish it up with saying that not everyone is good at RPing a complicated background, but still want to play an interesting race. They use that interesting race as a stepping stone to better role playing, a framework for how their character acts and sounds. So if your group is experienced, go ahead and make people play "weird people" instead of "weird races", but if not, be understanding that some people need that structure, and some people just enjoy it.