By that definition of powergaming, classes are also powergaming. This is a heroic game - these are the PCs. Those stat blocks are not the race, the mechanics of which are in the MM.Maybe at the cost of a feat? I mean I have nothing in principle against having fluffy and meaty races, but the current approach just feels like an excuse for powergaming where every race is just human+ (even humans themselves).
Which is true but entirely meaningless. People want to play these tropes in a game that is designed to allow people to play characters that aren't themselves. Being truly alien is not a prerequisite in the slightest.We cannot have races be truly alien/inhuman.
Of course we can - in a setting book that defines cultures. Take a look at Eberron. Multiple cultures of elves, multiple cultures of halflings, multiple cultures of dwarves. You complain about not truly alien but imply that a core book should push monoculture races across all settings? No, culture isn't what belongs in the base rules, except maybe a dusting for the default setting.We cannot have them have very developed culture and strong cultural views.
Of course we can. That we don't does not mean we can't. In previous editions we have. And frankly, in many cases lack of a strength is a weakness - look how the non-Darkvision races are treated right now among some groups. Even in a "no weakness" view we have small creatures who have problems with heavy weapons, we have centaurs who can't climb well.We cannot have them have meaningful weaknesses.
"Truly unique" is not a requirement either. We're looking to fill tropes and archetypes that people are looking for - truly unique is not an advantage, it's a penalty.We cannot have them have anything truly unique.
You said we can't have weaknesses, yet now you say we can make someone underpowered. Pick one side of the story and stick to it.Oh, but they can be a vehicle to gain more power where the right or wrong choice can make a character useless or overpowered!... My approach is more of a "throw the towel" gesture than anything else.
~on reading the One DnD Doc for character origins~Humans, Elves, Dwarves, Halfling, Gnome, Dragonborn, Orcs
Then
Lineages: Aasimar, Tiefling, Genasi. All can be applied to the races above.
Then
Race Specific Lineages: The preexisting subraces for the above races. Half Elf and Half Orc are also lineages now for humans, but rename them to something more in keeping with advancing sensibilities.
A rather jaundiced view of the situation. Particularly because if everything is "human+” including actual humans...doesn't that just reset where the baseline is? It sounds to me like you are passing off a normative argument ("races should always be weak and have few powers, it is wrong that 5e is not written this way") as a much easier-to-defend descriptive one ("these options are imbalanced and need to be brought back into balance in order to fit with the game.")Maybe at the cost of a feat? I mean I have nothing in principle against having fluffy and meaty races, but the current approach just feels like an excuse for powergaming where every race is just human+ (even humans themselves).
It is very nearly impossible for us to imagine truly, totally alien races, let alone roleplay them. This should not surprise you. People want characters they can relate to and enjoy. That means there will be many points in common with humanity, because the players are human. Your desire for "truly alien/inhuman" options is, frankly, silly; you are asking for things that most people will not want to play. Why would WotC make things most people definitely won't want to play?We cannot have races be truly alien/inhuman.
This is either outright false, or correct and a very good thing, depending on what you mean by it.We cannot have them have very developed culture and strong cultural views.
Why not? I genuinely don't understand the argument you're making here.We cannot have them have meaningful weaknesses.
Ah yes, because dragon breath is definitely something everyone can do. Come on, at least TRY to make an argument that isn't a CR -1 Straw Golem.We cannot have them have anything truly unique.
You have demonstrated nothing of the kind other than by assertion. Back up that assertion, if you would please. Show how this is the case. Show how choosing hill dwarf or dragonborn makes you "useless" as a Wizard or how being a halfling makes you "useless" as a Barbarian.Oh, but they can be a vehicle to gain more power where the right or wrong choice can make a character useless or overpowered!... My approach is more of a "throw the towel" gesture than anything else.
Mod Note:and I suspect arguing in bad faith.
Not so much imbalanced as power-creeping.A rather jaundiced view of the situation. Particularly because if everything is "human+” including actual humans...doesn't that just reset where the baseline is? It sounds to me like you are passing off a normative argument ("races should always be weak and have few powers, it is wrong that 5e is not written this way") as a much easier-to-defend descriptive one ("these options are imbalanced and need to be brought back into balance in order to fit with the game.")
They've been making Gnomes since the TSR days, so clearly this isn't really an issue for them.It is very nearly impossible for us to imagine truly, totally alien races, let alone roleplay them. This should not surprise you. People want characters they can relate to and enjoy. That means there will be many points in common with humanity, because the players are human. Your desire for "truly alien/inhuman" options is, frankly, silly; you are asking for things that most people will not want to play. Why would WotC make things most people definitely won't want to play?
You can have that now, only Carrot is statted out as a Human (which makes sense, as that's what he in fact is). The problems come if the system lets you stat him out as a Dwarf and give him Dwarven abilities when in fact he's not a Dwarf at all.We can have Carrot Ironfoundersson, the six-foot-plus "dwarf" who is secretly the human heir to the throne of Ankh-Morpork. Or the elf who was raised in a traditional Remnant Arkhosia enclave, carrying on the proud traditions of Lost Arkhosia. Etc., etc.
Can't speak for @MoonSong here but for my part the bolded is exactly what I want - that some species naturally trend toward some classes and away from others. If every species can be every class equally well then much of the point of even having different playable species is lost.You have demonstrated nothing of the kind other than by assertion. Back up that assertion, if you would please. Show how this is the case. Show how choosing hill dwarf or dragonborn makes you "useless" as a Wizard or how being a halfling makes you "useless" as a Barbarian.
More or less the same, as I keep saying I'm old school for mechanics, modern(pre-modern?) for flavor. I'm fine with halfling barbarians, what I'm not fine with is them working the same as a half-orc barbarian.Not so much imbalanced as power-creeping.
Human used to be the baseline. Now Human+ becomes the baseline.
Other species gained strengths and compensatory weaknesses compared to this baseline, resulting in a vaguely-balanced set of playable species. Now those compensatory weaknesses have been largely removed, the only option is to also remove those gained strengths, thus making all the species much more similar in play.
They've been making Gnomes since the TSR days, so clearly this isn't really an issue for them.
You can have that now, only Carrot is statted out as a Human (which makes sense, as that's what he in fact is). The problems come if the system lets you stat him out as a Dwarf and give him Dwarven abilities when in fact he's not a Dwarf at all.
Can't speak for @MoonSong here but for my part the bolded is exactly what I want - that some species naturally trend toward some classes and away from others. If every species can be every class equally well then much of the point of even having different playable species is lost.