IMO, it's fine to include a ton of different races into one world, so long as most of them are separated by great distances or planes of existence. For example, my world has probably 20 something races in it, but the majority of them aren't on the Material Plane. Satyrs, Centaurs, Fairies, Firbolg, and Hexblood in the Feywild, Dhampir, Reborn, Kenku, and Shadar-Kai in the Shadowfell, Genasi, Aarakocra, and Goliaths in the Elemental Planes, and so on. So long as there isn't 30+ different races lumped into one city, it's not really a problem.I definitely think 31 different racial cultures in a single setting is way too many. I generally combine similar races into one larger group, with different racial features just being different types within the larger culture. Like dragonborn and lizardfolk are part of a larger "reptile" culture, or tabaxi and leonin.
Or I simply downplay racial cultures entirely and focus on other social divisions; in my Ravnica game, for example, guild was much more important than race.
Well, Shifters kind of come close...I have been continually shocked that there hasn't been an official dog-person race in a D&D book. People love dogs!
And even if they are, you can make abig city a hub for creatures from everywhere. Something like a Sigil/Mos Esley Cantina/Sharn.So long as there isn't 30+ different races lumped into one city, it's not really a problem.
Warforged and Changelings are beating out some PHB races like Dragonborn, Half-Orcs, and Tieflings.
Nobody. Undercounts. A. Dwarf.3 dwarves would make 1 1/2 votes!![]()
Best way to do it, really.If I was doing a homebrew setting for my game, I'd let the players make their characters first, and then decide what cultures and races I'd put in my world.
I'm a big fan of the 'Twiceling' used by the halflings in the webcomic 'Rusty & co'.You know, I could see Tallfellow being a nickname halflings, dwarves, elves, and gnomes use for humans.