But in that case, they’d likely want to play a class that does that thing, rather than a wizard (probably a fighter or a barbarian).
I really don't like this sort of comment...
No. The hypothetical player clearly wants to play a dwarf wizard, or a wizard that is tougher and more heavily armored than other wizards, or dwarf wizard wouldn't be what they're looking at.
And it's totally valid if some people believe that it's ok or even good for the game to be designed that way. (I disagree, but it's an entirely subjective point.)
What I find totally bizarre is that so many people seem to think:
a) The synergy, or lack thereof, between racial attribute bonuses and classes aren't enough that anybody should be dissuaded from picking the combination that appeals to them
b) And yet those bonuses are so important that their absence, or even floating bonuses, would feel "like playing a human with a mask".
Maybe the answer is to make attributes a complex number (that is, with both real and imaginary components). So your strength might be 16,3i. The imaginary component comes from your race, and isn't actually used for any mechanics, so it can be really big to differentiate pretty-strong Dwarves (2i) from crazy-strong Goliaths (6i). But it's RIGHT THERE ON YOUR CHARACTER sheet, so you can feel like you're mighty. Or superhumanly quick. Or brilliant. Or whatever.
You've missed the point, here.
The dwarf is heartier than the elf. That's a real thing that actually exists in the game as you play it. It is very minor, but it's there, and it helps inform the characters created. That is completely different from "you're stronger than a human of the same background who puts the same work into strength" but doesn't actually do anything at all.
Like...what I at least am saying, is that the ability score bonuses help inform what the norms for that race are, in a way that feels real because it has an actual consequence, and it does so in the simplest way possible. Getting rid of that means either that the orc is no longer stronger (ie, has an easier time becoming very strong) than the human, or is stronger but in a noticeably more complex way that is suitable
only for variant rules.
Oh. Maybe. I thought we had straightened that out.
What I'm arguing for (and I think
@Charlaquin agrees) is to aim for features that minimize synergy with specific classes.
IMO, in order for features that provide mechanical distinction, they will
unavoidably favor some classes over others.
Funny, I do agree that features are more complex, but not during character creation
They are objectively more complex during character creation. Maybe my meaning wasn't clear, though, based on your reply.
So, what I'm saying is that replacing ASI bumps with descriptive features makes choosing between races, and understanding how the choice of race effects the total character, is more complex than the ASI bumps.