Well, basically, your average human would be more akin to a Commoner NPC from the basic rules. Same for a dwarf. But you are not playing a commoner you are playing an adventurer, with whatever backstory got you here, so you by default don't conform to what it typical in your race, species, or whatever you like to call it.
I have no problem with the Tasha's changes. I actually like them a lot. I get to play the character I want to play and not be "held back" by static stat bonuses. I can recall hearing stories of most monks being Wood Elves, because the ASI's lined up for that class. Same can be said of other class/race combos. Sure, you can play "off-type" and not be "optimized" (which I hate when people use that term like it's an insult. If you play a cleric and put your best score in WIS, guess what? You just optimized) and if that's what you want to do, that's great.
I have no problem playing a character with less than optimal scores, and as an old AD&D'er I was quite used to it as we rolled 3d6 six times in order (Str, Int, Wis, Dex, Con, Cha) and then figured out what kind of character we could play from the rolls we ended up with.
But I like the option to play what I want to play. I can understand people feeling that the changes make races feel basically the same (just a few differing traits), but the same argument could be made with static ASI's but flipped with X class mostly being paired with Y race.
In the end, it's optional...for now (will see what 2024 brings).
I actually like this. I can be a bit of a perfectionist with my characters not just purely for gameplay ability, but rather for what I want in a character. By having more freedom to customize my characters, I have the ability to tailor make my perfect character.
I like it because you can create new backstories that give the right benefits (for example an elf who was a bodybuilder gets a benefit to strength) while still giving those racial features that are great for in game allowing races to be used for more classes than they previously could
I'd like people's opinion about the options to customize your origins introduced in Tasha's Cauldron of Everything that allows a player to swap "Ability score increases" and proficiencies at character creation. I confess that I'm divided about it.
On one hand, from a gameplay standpoint, I get why it's a good idea, First, it simplifies character creation which can be a good or bad thing depending of the type of player (some like crunchy systems and others prefer simplier things) and second it allows more flexibility when you create your character. From a narrative standpoint, it also allows characters with more varied backgrounds (a dwarf who was not raised in a dwarvish culture shouldn't have the same proficiencies than a dwarf raised in a dwarvish culture). From an ethical standpoint, it also makes sense as it is more inclusive and goes against the (racist) cliché of "everyone from that race is the same". So, I get the idea behind it and I support everything that is inclusive and encourages diversity.
On the other hand, I'm not sure that I like it in game. I mean, it's fun to play a barbarian elf that relies on their strength and has dexterity and charisma as their lowest abilities. It's fun to play against type and this new rule, in a way doesn't allow it because there's no type anymore to play against. Choosing a race at character creation becomes a cosmetic choice that as few or no impact on the gameplay.
Personnally, I think I'll allow it, if it makes sense for the character created depending on their background but I'll still give the choice for a player to go for the "typical" choice. So what's your opinion about it ? Do you plan to use it in your future campaigns ?
I think I would let it happen for proficiencies, depending on if they were raised typically for that race or not, but not for stats
I'm glad it's going to be the baseline in the upcoming new edition.
Because here's how it would usually go for character creation for me:
I have an idea for an interesting character; so I start with the class. Then I can choose between the few options that will synergize with that idea or a bunch of species/races that sound really fun but that I'm disincentivized to select because they'll be relatively inefficient.
And while stats and optimizing aren't everything, it definitely feels like a let-down to have that drawback exist. (Fully acknowledge that players can and do make non-optimized builds all the time. I've seen plenty of halfling barbarians, etc.)
Eliminating that inconvenience only means that you'll end up with more interesting and creative combinations of species and class. The builds are on a more even footing. And that's very good for the game, for my money.
I quite like being able to choose stats that match the backstory. Surely there's an outcast orc who is a little smarter and a little less strong than the rest of the village who started studying magic and decided to leave home. Every half-elf can't be charismatic.
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Well, basically, your average human would be more akin to a Commoner NPC from the basic rules. Same for a dwarf. But you are not playing a commoner you are playing an adventurer, with whatever backstory got you here, so you by default don't conform to what it typical in your race, species, or whatever you like to call it.
I have no problem with the Tasha's changes. I actually like them a lot. I get to play the character I want to play and not be "held back" by static stat bonuses. I can recall hearing stories of most monks being Wood Elves, because the ASI's lined up for that class. Same can be said of other class/race combos. Sure, you can play "off-type" and not be "optimized" (which I hate when people use that term like it's an insult. If you play a cleric and put your best score in WIS, guess what? You just optimized) and if that's what you want to do, that's great.
I have no problem playing a character with less than optimal scores, and as an old AD&D'er I was quite used to it as we rolled 3d6 six times in order (Str, Int, Wis, Dex, Con, Cha) and then figured out what kind of character we could play from the rolls we ended up with.
But I like the option to play what I want to play. I can understand people feeling that the changes make races feel basically the same (just a few differing traits), but the same argument could be made with static ASI's but flipped with X class mostly being paired with Y race.
In the end, it's optional...for now (will see what 2024 brings).
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
I actually like this. I can be a bit of a perfectionist with my characters not just purely for gameplay ability, but rather for what I want in a character. By having more freedom to customize my characters, I have the ability to tailor make my perfect character.
I like it because you can create new backstories that give the right benefits (for example an elf who was a bodybuilder gets a benefit to strength) while still giving those racial features that are great for in game allowing races to be used for more classes than they previously could
I think I would let it happen for proficiencies, depending on if they were raised typically for that race or not, but not for stats
I'm glad it's going to be the baseline in the upcoming new edition.
Because here's how it would usually go for character creation for me:
I have an idea for an interesting character; so I start with the class. Then I can choose between the few options that will synergize with that idea or a bunch of species/races that sound really fun but that I'm disincentivized to select because they'll be relatively inefficient.
And while stats and optimizing aren't everything, it definitely feels like a let-down to have that drawback exist. (Fully acknowledge that players can and do make non-optimized builds all the time. I've seen plenty of halfling barbarians, etc.)
Eliminating that inconvenience only means that you'll end up with more interesting and creative combinations of species and class. The builds are on a more even footing. And that's very good for the game, for my money.
I quite like being able to choose stats that match the backstory. Surely there's an outcast orc who is a little smarter and a little less strong than the rest of the village who started studying magic and decided to leave home. Every half-elf can't be charismatic.