Vaalingrade
Legend
Because if we fix it, feats as a concept become more useful in design.Why change it away from being accurate. A feat is learned/practices. Even racial feats.
Because if we fix it, feats as a concept become more useful in design.Why change it away from being accurate. A feat is learned/practices. Even racial feats.
I really like this sort of thing. One character of mine was a child of Kord. Every level his strength went up and he grew an inch in height. The thing is, I want some of it to be represented at first level. My character started with a high strength and was close to 7 feet tall to begin with. Sure he was human sized, but you could see the extraordinary part beginning.To me it makes sense, that magical traits happen while leveling.
For example, in Norse texts, two trǫll (whether risar or þursar or mixed) can have the same two parents. One sibling might be normal human size, shy of two meters, while an other is over ten meters. The difference mainly depends on which natural feature is manifesting the quasihuman shape, such as a mountain stream tending to take a human size shape while a tall mountain cliff might be very tall. The shape is a product of magic − and the more powerful a mage is, the more wondrous a manifest shape might become − such as extreme height.
So in D&D, if a playable Giant character starts off with normal Human size at level 1, but then gains a size category at levels 8 to Large and 16 to Huge, that is fine.
I don't agree with this. Darkvision and luck don't have to be magical. Even if you do count halfling luck as magical, it's not really inherently racial, but more of a blessing from their god(s). Not all races outside of human are magical. Some are for sure, but others are not.The only nonmagical species is the Human. Everyone else has magical traits − even Orc darkvision. Even Halfling "luck" is magical. Some Humans are magically Lucky, but most arent.
Concept absolutely matters, but it also needs to conform to the framework provided by the game. If the game elves don't meet the Norse elves that you want to be doable, you'll need to homebrew some stuff to achieve that kind of elf as part of your concept.There are many different kinds of "elf". The Norse texts across passing mentions pieces together a fairly detailed concept of an "elf" that I want to make sure is doable in D&D. But Scotland witchtrial records present a fairly detailed concept of an "elf" that differs in important ways that I want to make sure is doable in D&D. Meanwhile Tolkien invented his own fictional elves. D&D can do these too.
The mechanics are fluid. An essentialist, historically racist, approach to mechanics is often wrongminded for magical creatures, and can interfere with reallife cultural concepts.
What matters is the character concept − then D&D 2024 offers several ways to express it.
Me too. At level 1, and even earlier during the background, I want to see a hint of the character concept already mechanically playable, even if the trait only becomes fully available later.I really like this sort of thing. One character of mine was a child of Kord. Every level his strength went up and he grew an inch in height. The thing is, I want some of it to be represented at first level. My character started with a high strength and was close to 7 feet tall to begin with. Sure he was human sized, but you could see the extraordinary part beginning.
With those trolls, I'd want some sort of manifestation of where the sibling is going to go, right out of the gate. The mountain troll would be like 6'10" with hard, rock like skin or something.
A nonmagical "nightvision" would be something like being able to see in black-and-white if there is any illumination whatsoever, and for mechanical purposes even a single star or a single candle in the distance means there is enough light for nightvision.I don't agree with this. Darkvision and luck don't have to be magical. Even if you do count halfling luck as magical, it's not really inherently racial, but more of a blessing from their god(s). Not all races outside of human are magical. Some are for sure, but others are not.
All in all, I find the D&D 2024 Elf sufficiently flexible. Swapping the ability improvements was crucial.Concept absolutely matters, but it also needs to conform to the framework provided by the game. If the game elves don't meet the Norse elves that you want to be doable, you'll need to homebrew some stuff to achieve that kind of elf as part of your concept.
The printed races are not going to be able to fit every elflike concept folks around the world will come up with. Tinkering will have to be done.
I don’t see why it would need to. They’re in the SRD 5.1, which is still available to use, right? And they’re in the Creative Commons now. If they aren’t in the revised rulebooks, why would they be in the system reference document for the revised rules? It’s sufficient that the revised rules say any content not replaced in the revisions is still usable alongside the stuff that was replaced in the revisions.
Telling a real life person where one parent is Korean and the other parent is African than the proper approach is to pretend to others that you're either Korean or African but not both, and if you have a sibling one of you could choose to say you're Korean and the other choose to say their African and that's "equality," is offensive. That's the heart of the issue. Nobody actually cares about what it looks like to fictional gnomes and dragonborns, the entire concept of inclusivity has meaning because of real human beings playing the game with backgrounds which might identify with game elements. And this choice might look good in "mechanics" but it's about the most offensive approach to take when considering the humans playing the game.
that very much depends on what offends those people, and I do not presume to know, but I doubt it is universal eitherHow do you handle all of these in a way that is not offensive to people of mixed heritage?
And yet we have to create a set of rules that will be used by everyone.that very much depends on what offends those people, and I do not presume to know, but I doubt it is universal either
sure, all the more reason to give it some thought and not go for the laziest solution possibleAnd yet we have to create a set of rules that will be used by everyone.
throwing your hands in the air is no solution at all, and saying it is not easy is not an excuse for not trying. They could have a decent solution and anyone not liking it could still homebrew. I'd say A5e's approach would get a lot better reception than what we got.Maybe WotC has it right: leave the mixed heritages out of the PHB and let everyone find their own solution to it.
You provide a few options (Half Orc and Half Elf) with an understanding that all of these species besides Human are fantastical with no relation to real cultures today and you let folks pick what they feel represents them.How do you handle all of these in a way that is not offensive to people of mixed heritage?
We were able to get a good set of "make your own background" rules, but can't get a good set of "make your own mixed-heritage" rules, even though there are far more background abilities to pick and choose from than species rules? I just don't think this is as complicated as people think. They're using something to balance these abilities already, just put that something in the DMG and reveal the point value system being used already by the rules creators.And yet we have to create a set of rules that will be used by everyone.
Maybe WotC has it right: leave the mixed heritages out of the PHB and let everyone find their own solution to it.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.