Scott Christian
Hero
I believe the player side (I really don't like that term) has piecemealed this. It might have been me even. The "I don't like it" reason is viewed as purely a personal preference. The it doesn't fit the aesthetic, is a thematic reason. Most of the player side has agreed with the thematic, that is, until they don't. Most of the DM side has agreed that the purely personal reason (meaning they don't want it for no other reason than it bothers them) is not a great move, except for one.I would feel that "I just don't like it" may be a poor reason. However, it may simply be that it's not liked because it doesn't fit the perceived aesthetic, story, or a variety of other things.
The real call here is where they fall in the "reason to ban them" category, and whether it is accepted.
Seems like a no brainer, that you as a DM, could say no changelings because it is lazy storytelling. Even if the character had a cool concept. But, you would be wrong according to some. They would pin that into "I just don't like it." I would pin it in, "story purposes." It seems legi to me. But, I doubt that is how some will see it.Personally, I'll admit to having some bias against Changelings. That's based on little more than feeling that over-use of shapeshifting becomes lazy writing in a lot of things (ah-ha! You didn't really kill the BBEG because it was actually his cousin Ned in disguise OR everybody you thought died was actually Skrulls). I think a game in which the players (and NPCs) can never be sure that who they are talking to is actually who they are talking to as a general rule (as opposed to being specific to a certain story arc or perhaps a special villain) tends to lead to a style of play in which the players tend to disengage from interacting with NPCs. Alternatively, I've also see it turn into one in which a problematic player uses their innate ability to disrupt play. Neither is something which I typically feel like dealing with, so I tend to write settings without them.
Purely thematic purposes right here. My guess is, you make this clear to new players coming to your table prior to character creation. Seems legit. But again, I am guessing there is some example that we'll see of a halfling loving player that just can't quite reach full potential happiness unless they play a halfling.For different reasons, I also often swap out either halflings or gnomes for something else. I don't feel that they both have enough of an identity to be included. In one of my home games, they're both viewed by the rest of the world around them as simply being two branches of the same race. I wouldn't say I dislike either, but I find their presentation a bit bland. I then tend to sub in grippli, woem (homebrew catfolk of small size,) or something else as a player option.