I made this thread in hopes of giving this part of the discussion it's own room to explore. The Ardling in particular has spawned a lot of debate. Part of the reason is because if it's role in the next PHB, and that ties into the Goliath and the changes to Deagonborn as well.
The next PHB will serve as the core 'starter' option for many players for years to come. WotC is aware of this, and seems to want to give players a many good choices as they can up front. That's why they considered bringing Goliaths into the PHB, for players who want a 'big beefy' option that isn't Orcs. And they are trying to make Dragonborn both appealing and different enough from the Fizban's version to not make these newer books obsolete.
I can't say what exactly they had in mind for the Ardling. It might have been inspired by world myths and legends. Or it might have just been flavor added into mechanics meant for another purpose. They didn't give us any designer notes or images to help understand them, so we were left to guess what role they were intended to fill.
But I think one of the important goals they had in mind was to give an option for new players to have a character with a Celestial origin. One that wasn't the Aasimar for whatever reason. Maybe it's because Aasimar had too narrow a focus thematically. Maybe it's because people already had preconceived notions of what an Aasimar is and is not. Maybe they just didn't want to step on the toes of the Aasimar in MoM that just got a rewrite.
But whatever the reason, we got the Ardling. Some people love the new concept of a different kind of Celestial. Some people were confused. Some people loved the idea of an animal option that let you pick any animal, but didn't care about the divine aspect. And the survey feedback showed that most people thought they were trying to do too many things. The mechanics were similar to Aasimar, and the visual flavor didn't seem to match, except for people with a specific type of character in mind.
The new UA listened and leaned into the animal side, minimizing the divine into an afterthought. I think this will probably appeal to more people, only because anthropomorphic characters are so popular. Players who want some kind of generic beastfolk will be drawn to them right away. But then players who want a broader Celestial concept are left with nothing.
So the question is, what should appear in the PHB? Do you try to cover all the bases? Try to appeal to the largest group of players? Try to force one new species to fill too many roles and please no one entirely?
Here's what I personally think would work best. These species options would give the largest number of players something to choose from. They could be named whatever works best.
Classic Fantasy Species - these are staples of fantasy stories and DnD in general. The Origins UA versions are great.
Human, Elf, Dwarf, Gnome, Halfling, Orc
Species tied more closely to DnD cosmology - these species options are based on the planes and types of creatures iconic to DnD. Not that they don't exist in other fantasy, but the DnD species are built around DnD specific versions of the themes.
(Dragons) - Dragonborn - the new UA version is good
(Giants) - Goliaths - I love the new Goliath rules, and including them in the PHB is a solid decision. They are interesting, offer another 'big' choice, and tie into DnD lore.
(Good Outer Planes) - Aasimar/Ardling/something else - we need one species option that can cover these themes in the PHB. I love the Celestial legacy options in the first UA Ardling for this - Exhaled, Heavenly, Idyllic. They make a good counterpoint to Tieflings and show a larger variety of planes then the old Aasimar. Whatever species fills this role, it needs art and descriptions that show a broader interpretation of good planar beings, that aren't all just 'angels.'
(Evil Outer Planes) - the Origins UA Tiefling is great for this. Again, they need a wider range of art and descriptions to inspire more than the typical 'devil' look.
(Neutral Outer Planes) - not as important, but if we got some modrons I'd be happy. Maybe a variant on Warforged/Autognomes.
(Inner Planes/Elementals) - we need Genasi in the PHB
(Beast/Primal/Fey) - Ardling/Shifter/something else - beastfolk are very popular. The PHB doesn't need 15 different species for this. One generic beastfolk option would be nice. Let players pick whatever animal they want. Give them Primal spell list options the way the first Ardling and Tiefling had Divine spells. Or make them Fey.
(Others - Aberrations, Oozes, Undead, Etc) - not real important, but there are other creature types that could inspire some neat new species. Would anyone want a Plasmoid in the PHB? Maybe?
From a standpoint of giving players the options they want in the PHB, I think these cover most of the broadest themes. The Ardling is in a weird position right now because no one knows what role it is meant to fill, and there are gaps in the PHB options all over. The good aligned outer planes need represented in a way that allows for a larger variety of mythical themes then the Aasimar currently provides. And beastfolk need represented in a way that allows the most animal choices. Can anyone think of more ways to provide the most common choices to players in the PHB without bloating it to 50+ species or leaving large groups of players out?
I would like to see as many species as possible in the next 1DD core rule book. If you don't want to play a specific species, you don't have to. But the more the merrier. I like having cool options to choose from.
As for what species I would want to see, I really like Dragonborn and hope Changelings, Lizardfolk, Goblinkin, and Harengon get a place in 1DD. I also like Ardlings, as long as we still get Aasimar too.
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I would like to see as many species as possible in the next 1DD core rule book. If you don't want to play a specific species, you don't have to. But the more the merrier. I like having cool options to choose from.
As for what species I would want to see, I really like Dragonborn and hope Changelings, Lizardfolk, Goblinkin, and Harengon get a place in 1DD. I also like Ardlings, as long as we still get Aasimar too.
Some sort of small folk that isn't Halfling and Gnome would be great, and Goblin is probably the best choice. I know Kobolds are popular too, but they might be too aesthetically similar to Dragonborn for the base book.
I made this thread in hopes of giving this part of the discussion it's own room to explore. The Ardling in particular has spawned a lot of debate. Part of the reason is because if it's role in the next PHB, and that ties into the Goliath and the changes to Deagonborn as well.
The next PHB will serve as the core 'starter' option for many players for years to come. WotC is aware of this, and seems to want to give players a many good choices as they can up front. That's why they considered bringing Goliaths into the PHB, for players who want a 'big beefy' option that isn't Orcs. And they are trying to make Dragonborn both appealing and different enough from the Fizban's version to not make these newer books obsolete.
I can't say what exactly they had in mind for the Ardling. It might have been inspired by world myths and legends. Or it might have just been flavor added into mechanics meant for another purpose. They didn't give us any designer notes or images to help understand them, so we were left to guess what role they were intended to fill.
But I think one of the important goals they had in mind was to give an option for new players to have a character with a Celestial origin. One that wasn't the Aasimar for whatever reason. Maybe it's because Aasimar had too narrow a focus thematically. Maybe it's because people already had preconceived notions of what an Aasimar is and is not. Maybe they just didn't want to step on the toes of the Aasimar in MoM that just got a rewrite.
But whatever the reason, we got the Ardling. Some people love the new concept of a different kind of Celestial. Some people were confused. Some people loved the idea of an animal option that let you pick any animal, but didn't care about the divine aspect. And the survey feedback showed that most people thought they were trying to do too many things. The mechanics were similar to Aasimar, and the visual flavor didn't seem to match, except for people with a specific type of character in mind.
The new UA listened and leaned into the animal side, minimizing the divine into an afterthought. I think this will probably appeal to more people, only because anthropomorphic characters are so popular. Players who want some kind of generic beastfolk will be drawn to them right away. But then players who want a broader Celestial concept are left with nothing.
So the question is, what should appear in the PHB? Do you try to cover all the bases? Try to appeal to the largest group of players? Try to force one new species to fill too many roles and please no one entirely?
Here's what I personally think would work best. These species options would give the largest number of players something to choose from. They could be named whatever works best.
Classic Fantasy Species - these are staples of fantasy stories and DnD in general. The Origins UA versions are great.
Human, Elf, Dwarf, Gnome, Halfling, Orc
Species tied more closely to DnD cosmology - these species options are based on the planes and types of creatures iconic to DnD. Not that they don't exist in other fantasy, but the DnD species are built around DnD specific versions of the themes.
(Dragons) - Dragonborn - the new UA version is good
(Giants) - Goliaths - I love the new Goliath rules, and including them in the PHB is a solid decision. They are interesting, offer another 'big' choice, and tie into DnD lore.
(Good Outer Planes) - Aasimar/Ardling/something else - we need one species option that can cover these themes in the PHB. I love the Celestial legacy options in the first UA Ardling for this - Exhaled, Heavenly, Idyllic. They make a good counterpoint to Tieflings and show a larger variety of planes then the old Aasimar. Whatever species fills this role, it needs art and descriptions that show a broader interpretation of good planar beings, that aren't all just 'angels.'
(Evil Outer Planes) - the Origins UA Tiefling is great for this. Again, they need a wider range of art and descriptions to inspire more than the typical 'devil' look.
(Neutral Outer Planes) - not as important, but if we got some modrons I'd be happy. Maybe a variant on Warforged/Autognomes.
(Inner Planes/Elementals) - we need Genasi in the PHB
(Beast/Primal/Fey) - Ardling/Shifter/something else - beastfolk are very popular. The PHB doesn't need 15 different species for this. One generic beastfolk option would be nice. Let players pick whatever animal they want. Give them Primal spell list options the way the first Ardling and Tiefling had Divine spells. Or make them Fey.
(Others - Aberrations, Oozes, Undead, Etc) - not real important, but there are other creature types that could inspire some neat new species. Would anyone want a Plasmoid in the PHB? Maybe?
From a standpoint of giving players the options they want in the PHB, I think these cover most of the broadest themes. The Ardling is in a weird position right now because no one knows what role it is meant to fill, and there are gaps in the PHB options all over. The good aligned outer planes need represented in a way that allows for a larger variety of mythical themes then the Aasimar currently provides. And beastfolk need represented in a way that allows the most animal choices. Can anyone think of more ways to provide the most common choices to players in the PHB without bloating it to 50+ species or leaving large groups of players out?
I think you're right about the Genasi needing to go in the PHB. All four of them are solid options. This is what my ideal list would look like:
A detailed system for building mixed lineage characters. Basically, I'd give each species trait a point value, and let mixed characters pick traits from their parents with a point buy system.
You've probably seen me expressing my fondness for the Aardling in other thread. I think for me, ideally, PHB species would be grouped into thematic categories that would make it easier for DM's to decide whether they want PCs of a certain theme in their world or not. My ideal options would be as follows:
"Material" options:
Human
Dwarf
Elf
Halfling
Gnome
Orc
Goblin
Hobgoblin
Bugbear
"Majestic" (i.e. draconic and giant) options
Dragonborn
Goliath
Kobold
"Planar" options
Tiefling
Aardling
If they weren't now essentially Elves, I'd suggest Eladrin and Shadar-Kai as options for the Feywild and Shadowfell. I dunno, maybe Fairy and something else for the Shadowfell?
(I'm not necessarily opposed to the Aasimar per se, but for whatever reason something about them just doesn't cut it for me...)
"Mixed Ancestry"
I would like a more robust system for creating half-species like half-elf, half-orc, etc, but I already know I'm going to hear complaints about "optimizers" gaming the system. Right now the closest I have for an actual system goes something like thus:
Choose two species, and choose one as the "Dominant" species for your base traits; the other will be the "Recessive" species.
if both species have different size options, you may choose which one to use
If both species have proficiency in skills, tools, or languages, you may choose proficiencies from the "Recessive" species and replace any proficiencies that the "Primary" species has.
If both species have spells they can cast innately and without modification, you may choose spells from the "Recessive" species and replace spells of equal level that the "Primary" species has.
I guess I'll make a short list of what I would like to see that's a little easier to read. For a well rounded group of starter options for players. Some of them I don't have a preference what species they use to fill the role, or what they call it, just that it's there.
Human
Dwarf
Elf
Orc
Halfling
Gnome
Goblin
Goliath
Dragonborn
Outer Plane Celestial
Outer Plane Fiendish - Tiefling
Outer Plane Mechanus/Robot - Glitchling
Inner Plane Elemental - Genasi
Generic Flexible Beastfolk
That seems like a manageable list that covers most of the bases. I had to look up the Modron style species name from a recent UA. I liked it. And now I finally get why they called Ardlings what they did. It was meant to be a set for the Outer Planes - Tiefling, Glitchling, Ardling. That works for me. I had wanted Firbolg to be the other 'big' option, since I think they're cute and I like that they are peaceful. But the new Goliath is so good I'm happy with them instead.
I actually like the way the Origins UA does mixed ancestry. I personally don't want to see a points system or anything more complicated. I think they are prone to abuse, hard to balance for every style of game, hard to make backwards compatible, and it just feels weird to me to 'buy' your family traits in that way. It's just a personal thing.
What I would like to see is more 1st level feats to really make the Origins UA system work. There are already some that match well, but there are also a lot of gaps. I would like some feats to cover plane-touched, along with better fits for ones like Dwarves, Orcs, Goliaths, Gnomes, etc. And something to give anyone Darkvision. I think more feats would make the system they have in place work very well while being completely balanced.
Bring back half-elf and half-orc. I'm fine with the generic option existing for rarer combinations and everything because there'd be no realistic way to have them otherwise (and the number of required entries would explode quickly), but these two deserve their own distinct entry especially with how long they've been around.
I think the list is going to be a lot shorter than petard hoping for here, if only for practical reasons of space. If the video holds, there’s going to be 12 classes with 4 subclasses for each. Then you still have all the spells, the general rules for how to play, equipment, etc. Backgrounds could be shorter than the 2014, if they just go with what was in that earlier UA. But that’s not a lot of space. And feats might actually get larger, since it see a they won’t be optional and there will be at least two kinds. The 2014 PHB has 9 species, and it seems a guarantee all of them will appear in the new one. So maybe there’s room for one more species, or the two it seems like they’re working on, but not the 4-5 more some are suggesting. There’s going to be a page budget they’ll have to meet, something will have to get cut.
So, to me, you keep the PHB lean in terms of species. There will be an expectation that species in the PHB exist in all the various D&D worlds. Yes, DMs will ban some and allow others. But there are the ones everyone will see and expect. It’s needs to be a curated list. (This is the point where we might all agree to add 2, but we’ll never all agree on which two to add.) I think it’s going to be pretty generic, nothing like a plasmid or harengon (nothing against them, just random examples). I doubt there will be any beyond these two new ones we’ve seen. And not for nothing, any species that appears in the movie you can bet will be in the PHB.
I think the list is going to be a lot shorter than petard hoping for here, if only for practical reasons of space. If the video holds, there’s going to be 12 classes with 4 subclasses for each. Then you still have all the spells, the general rules for how to play, equipment, etc. Backgrounds could be shorter than the 2014, if they just go with what was in that earlier UA. But that’s not a lot of space. And feats might actually get larger, since it see a they won’t be optional and there will be at least two kinds. The 2014 PHB has 9 species, and it seems a guarantee all of them will appear in the new one. So maybe there’s room for one more species, or the two it seems like they’re working on, but not the 4-5 more some are suggesting. There’s going to be a page budget they’ll have to meet, something will have to get cut.
So, to me, you keep the PHB lean in terms of species. There will be an expectation that species in the PHB exist in all the various D&D worlds. Yes, DMs will ban some and allow others. But there are the ones everyone will see and expect. It’s needs to be a curated list. (This is the point where we might all agree to add 2, but we’ll never all agree on which two to add.) I think it’s going to be pretty generic, nothing like a plasmid or harengon (nothing against them, just random examples). I doubt there will be any beyond these two new ones we’ve seen.
And now I finally get why they called Ardlings what they did. It was meant to be a set for the Outer Planes - Tiefling, Glitchling, Ardling. That works for me.
I feel bad, because I knew this and didn't realize others didn't, which is part of the reason I have stated from the word go that if it wasn't "Celestial" it wasn't "Ardling". It doesn't make sense for it to have the ling suffix if it doesn't come from the outer planes. It is part of the reason I felt it didn't work as a "generic beast person" or "fey beast" thing. We can have those things, but it isn't Ardling.
And now I finally get why they called Ardlings what they did. It was meant to be a set for the Outer Planes - Tiefling, Glitchling, Ardling. That works for me.
I feel bad, because I knew this and didn't realize others didn't, which is part of the reason I have stated from the word go that if it wasn't "Celestial" it wasn't "Ardling". It doesn't make sense for it to have the ling suffix if it doesn't come from the outer planes. It is part of the reason I felt it didn't work as a "generic beast person" or "fey beast" thing. We can have those things, but it isn't Ardling.
Yeah I feel silly for not putting it together. I also only recently figured out the 'Ard' part was probably from the creature Guardinals, which explains the animal head. It sure would have probably helped everyone understand what they were going for better if they gave us a little more insight into their thought processes.
But anyway... I did some work rewriting the original version of the Ardling description from the Origins UA. I think it was a very good set of celestial traits, mechanically speaking. The animal head just didn't jive with everyone. So I tried to expand the cosmetic options a little, keep it true to the DnD planar source material, and open it up to an even broader mythological influence.
So here's my rewrite, meant to be used with the first Ardling abilities. The only thing that would change is the description, and the animals listed in the Celestial Legacies section. Let me know what you think?
Ardlings
Ardlings are supernal beings who are either born on the Upper Planes or have one or more ancestors who originated there. Their bright souls shine with the light of immortal beings who call the Upper Planes home.
Ardlings vary greatly in physical appearance, resembling the diverse native beings of the Upper Planes - the animal headed Guardinals of Elysium, the Ki-Rin of Mount Celestia, the Sphinxes of Arborea, the Foo Creatures of the Beastlands, the Treants of Bytopia, and Arcadia's wonderous animals with metallic feathers and fur.
An Ardling might have vibrant colored skin, ornate feathers in place of hair, a single pearl horn in the center of their forehead, a thick golden mane, soft fur with glowing patterns, gnarled bark-like growths, fine shimmering scales, or even the head of an animal associated with a divine power. Each Ardling is an individual, and the expression of their immortal souls in their outward appearance is as varied as they are.
And now I finally get why they called Ardlings what they did. It was meant to be a set for the Outer Planes - Tiefling, Glitchling, Ardling. That works for me.
I feel bad, because I knew this and didn't realize others didn't, which is part of the reason I have stated from the word go that if it wasn't "Celestial" it wasn't "Ardling". It doesn't make sense for it to have the ling suffix if it doesn't come from the outer planes. It is part of the reason I felt it didn't work as a "generic beast person" or "fey beast" thing. We can have those things, but it isn't Ardling.
Yeah I feel silly for not putting it together. I also only recently figured out the 'Ard' part was probably from the creature Guardinals, which explains the animal head. It sure would have probably helped everyone understand what they were going for better if they gave us a little more insight into their thought processes.
But anyway... I did some work rewriting the original version of the Ardling description from the Origins UA. I think it was a very good set of celestial traits, mechanically speaking. The animal head just didn't jive with everyone. So I tried to expand the cosmetic options a little, keep it true to the DnD planar source material, and open it up to an even broader mythological influence.
So here's my rewrite, meant to be used with the first Ardling abilities. The only thing that would change is the description, and the animals listed in the Celestial Legacies section. Let me know what you think?
Ardlings
Ardlings are supernal beings who are either born on the Upper Planes or have one or more ancestors who originated there. Their bright souls shine with the light of immortal beings who call the Upper Planes home.
Ardlings vary greatly in physical appearance, resembling the diverse native beings of the Upper Planes - the animal headed Guardinals of Elysium, the Ki-Rin of Mount Celestia, the Sphinxes of Arborea, the Foo Creatures of the Beastlands, the Treants of Bytopia, and Arcadia's wonderous animals with metallic feathers and fur.
An Ardling might have vibrant colored skin, ornate feathers in place of hair, a single pearl horn in the center of their forehead, a thick golden mane, soft fur with glowing patterns, gnarled bark-like growths, fine shimmering scales, or even the head of an animal associated with a divine power. Each Ardling is an individual, and the expression of their immortal souls in their outward appearance is as varied as they are.
Ya that is fantastic, that exactly what I think when someone says "ardling". Love it.
Core Races through 3e were Human, Dwarf, Elf, Gnome, Halfling, Half-elf, and Half-orc.
4 Edition added Dragonborn, Eladrin & Tiefling.
5 Edition moved the Eladrin to the DMG as an example to create a sub-race alongside the Aasimar as an example of a race.
Maintain these races for lore and continuity. Aasimar are the beloved celestial counterpart to Tieflings and should move to the PHB - they’ve been around since 2e. The lack of consensus on Ardlings make it a good option to replace them in the DMG for a race customization example. Goliaths are great, and I look forward to playing one, but I think they are bound for the Glory of Giants release in the Spring.
With the customization options now in playtest and the movement away from subraces, perhaps Eladrin are no longer necessary. Dwarf losing its sub races implies Elves should as well.
So that leaves: Human, Dwarf, Elf, Gnome, Halfling, Half-elf, Half-orc, Dragonborn and Aasimar.
I would include: - The classic species (Human, dwarf, elf, gnome and halfling). - Some exotic species with a long tradition in the latest editions: Dragonborn and Tiefling. - Some species that never appeared in the PHB, such as the Goliaths. I also wouldn't mind if they added the Genasi. - Some new species like the Ardling (although I would prefer something else, really).
What I would not include are Orcs. I don't care if they add them either, but I don't like that it's a playable race from the PHB.
And I would love for them to add the Gith in the PHB. They are a signature species that have been in the game since 1e.
And now I finally get why they called Ardlings what they did. It was meant to be a set for the Outer Planes - Tiefling, Glitchling, Ardling. That works for me.
I feel bad, because I knew this and didn't realize others didn't, which is part of the reason I have stated from the word go that if it wasn't "Celestial" it wasn't "Ardling". It doesn't make sense for it to have the ling suffix if it doesn't come from the outer planes. It is part of the reason I felt it didn't work as a "generic beast person" or "fey beast" thing. We can have those things, but it isn't Ardling.
Yeah I feel silly for not putting it together. I also only recently figured out the 'Ard' part was probably from the creature Guardinals, which explains the animal head. It sure would have probably helped everyone understand what they were going for better if they gave us a little more insight into their thought processes.
But anyway... I did some work rewriting the original version of the Ardling description from the Origins UA. I think it was a very good set of celestial traits, mechanically speaking. The animal head just didn't jive with everyone. So I tried to expand the cosmetic options a little, keep it true to the DnD planar source material, and open it up to an even broader mythological influence.
So here's my rewrite, meant to be used with the first Ardling abilities. The only thing that would change is the description, and the animals listed in the Celestial Legacies section. Let me know what you think?
Ardlings
Ardlings are supernal beings who are either born on the Upper Planes or have one or more ancestors who originated there. Their bright souls shine with the light of immortal beings who call the Upper Planes home.
Ardlings vary greatly in physical appearance, resembling the diverse native beings of the Upper Planes - the animal headed Guardinals of Elysium, the Ki-Rin of Mount Celestia, the Sphinxes of Arborea, the Foo Creatures of the Beastlands, the Treants of Bytopia, and Arcadia's wonderous animals with metallic feathers and fur.
An Ardling might have vibrant colored skin, ornate feathers in place of hair, a single pearl horn in the center of their forehead, a thick golden mane, soft fur with glowing patterns, gnarled bark-like growths, fine shimmering scales, or even the head of an animal associated with a divine power. Each Ardling is an individual, and the expression of their immortal souls in their outward appearance is as varied as they are.
Steg, I gotta say that is a FANTASTIC bit of flavor text and makes Ardlings sound way cool as a concept. That's a character type I want to play.
Hopefully, someone from WotC is watching this thread.
I made this thread in hopes of giving this part of the discussion it's own room to explore. The Ardling in particular has spawned a lot of debate. Part of the reason is because if it's role in the next PHB, and that ties into the Goliath and the changes to Deagonborn as well.
The next PHB will serve as the core 'starter' option for many players for years to come. WotC is aware of this, and seems to want to give players a many good choices as they can up front. That's why they considered bringing Goliaths into the PHB, for players who want a 'big beefy' option that isn't Orcs. And they are trying to make Dragonborn both appealing and different enough from the Fizban's version to not make these newer books obsolete.
I can't say what exactly they had in mind for the Ardling. It might have been inspired by world myths and legends. Or it might have just been flavor added into mechanics meant for another purpose. They didn't give us any designer notes or images to help understand them, so we were left to guess what role they were intended to fill.
But I think one of the important goals they had in mind was to give an option for new players to have a character with a Celestial origin. One that wasn't the Aasimar for whatever reason. Maybe it's because Aasimar had too narrow a focus thematically. Maybe it's because people already had preconceived notions of what an Aasimar is and is not. Maybe they just didn't want to step on the toes of the Aasimar in MoM that just got a rewrite.
But whatever the reason, we got the Ardling. Some people love the new concept of a different kind of Celestial. Some people were confused. Some people loved the idea of an animal option that let you pick any animal, but didn't care about the divine aspect. And the survey feedback showed that most people thought they were trying to do too many things. The mechanics were similar to Aasimar, and the visual flavor didn't seem to match, except for people with a specific type of character in mind.
The new UA listened and leaned into the animal side, minimizing the divine into an afterthought. I think this will probably appeal to more people, only because anthropomorphic characters are so popular. Players who want some kind of generic beastfolk will be drawn to them right away. But then players who want a broader Celestial concept are left with nothing.
So the question is, what should appear in the PHB? Do you try to cover all the bases? Try to appeal to the largest group of players? Try to force one new species to fill too many roles and please no one entirely?
Here's what I personally think would work best. These species options would give the largest number of players something to choose from. They could be named whatever works best.
Classic Fantasy Species - these are staples of fantasy stories and DnD in general. The Origins UA versions are great.
Human, Elf, Dwarf, Gnome, Halfling, Orc
Species tied more closely to DnD cosmology - these species options are based on the planes and types of creatures iconic to DnD. Not that they don't exist in other fantasy, but the DnD species are built around DnD specific versions of the themes.
(Dragons) - Dragonborn - the new UA version is good
(Giants) - Goliaths - I love the new Goliath rules, and including them in the PHB is a solid decision. They are interesting, offer another 'big' choice, and tie into DnD lore.
(Good Outer Planes) - Aasimar/Ardling/something else - we need one species option that can cover these themes in the PHB. I love the Celestial legacy options in the first UA Ardling for this - Exhaled, Heavenly, Idyllic. They make a good counterpoint to Tieflings and show a larger variety of planes then the old Aasimar. Whatever species fills this role, it needs art and descriptions that show a broader interpretation of good planar beings, that aren't all just 'angels.'
(Evil Outer Planes) - the Origins UA Tiefling is great for this. Again, they need a wider range of art and descriptions to inspire more than the typical 'devil' look.
(Neutral Outer Planes) - not as important, but if we got some modrons I'd be happy. Maybe a variant on Warforged/Autognomes.
(Inner Planes/Elementals) - we need Genasi in the PHB
(Beast/Primal/Fey) - Ardling/Shifter/something else - beastfolk are very popular. The PHB doesn't need 15 different species for this. One generic beastfolk option would be nice. Let players pick whatever animal they want. Give them Primal spell list options the way the first Ardling and Tiefling had Divine spells. Or make them Fey.
(Others - Aberrations, Oozes, Undead, Etc) - not real important, but there are other creature types that could inspire some neat new species. Would anyone want a Plasmoid in the PHB? Maybe?
From a standpoint of giving players the options they want in the PHB, I think these cover most of the broadest themes. The Ardling is in a weird position right now because no one knows what role it is meant to fill, and there are gaps in the PHB options all over. The good aligned outer planes need represented in a way that allows for a larger variety of mythical themes then the Aasimar currently provides. And beastfolk need represented in a way that allows the most animal choices. Can anyone think of more ways to provide the most common choices to players in the PHB without bloating it to 50+ species or leaving large groups of players out?
I would like to see as many species as possible in the next 1DD core rule book. If you don't want to play a specific species, you don't have to. But the more the merrier. I like having cool options to choose from.
As for what species I would want to see, I really like Dragonborn and hope Changelings, Lizardfolk, Goblinkin, and Harengon get a place in 1DD. I also like Ardlings, as long as we still get Aasimar too.
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HERE.Some sort of small folk that isn't Halfling and Gnome would be great, and Goblin is probably the best choice. I know Kobolds are popular too, but they might be too aesthetically similar to Dragonborn for the base book.
I think you're right about the Genasi needing to go in the PHB. All four of them are solid options. This is what my ideal list would look like:
Aasimar
Ardling
Centaur
Changeling
Dragonborn
Dwarf
Elf
Genasi
Gnome
Goliath
Goblin
Halfling
Human
Orc
Tiefling
Warforged
A detailed system for building mixed lineage characters. Basically, I'd give each species trait a point value, and let mixed characters pick traits from their parents with a point buy system.
My old school roots are showing with this. My preferences for "core" PC species:
Aasimar
Dragonborn
Dwarf
Elf
Gnome
Goliath
Goblin
Halfling
Human
Orc
Tiefling
+ A workable (good) system for building mixed lineage/species characters.
You've probably seen me expressing my fondness for the Aardling in other thread. I think for me, ideally, PHB species would be grouped into thematic categories that would make it easier for DM's to decide whether they want PCs of a certain theme in their world or not. My ideal options would be as follows:
"Material" options:
"Majestic" (i.e. draconic and giant) options
"Planar" options
"Mixed Ancestry"
I would like a more robust system for creating half-species like half-elf, half-orc, etc, but I already know I'm going to hear complaints about "optimizers" gaming the system. Right now the closest I have for an actual system goes something like thus:
I guess I'll make a short list of what I would like to see that's a little easier to read. For a well rounded group of starter options for players. Some of them I don't have a preference what species they use to fill the role, or what they call it, just that it's there.
That seems like a manageable list that covers most of the bases. I had to look up the Modron style species name from a recent UA. I liked it. And now I finally get why they called Ardlings what they did. It was meant to be a set for the Outer Planes - Tiefling, Glitchling, Ardling. That works for me. I had wanted Firbolg to be the other 'big' option, since I think they're cute and I like that they are peaceful. But the new Goliath is so good I'm happy with them instead.
I actually like the way the Origins UA does mixed ancestry. I personally don't want to see a points system or anything more complicated. I think they are prone to abuse, hard to balance for every style of game, hard to make backwards compatible, and it just feels weird to me to 'buy' your family traits in that way. It's just a personal thing.
What I would like to see is more 1st level feats to really make the Origins UA system work. There are already some that match well, but there are also a lot of gaps. I would like some feats to cover plane-touched, along with better fits for ones like Dwarves, Orcs, Goliaths, Gnomes, etc. And something to give anyone Darkvision. I think more feats would make the system they have in place work very well while being completely balanced.
Bring back half-elf and half-orc. I'm fine with the generic option existing for rarer combinations and everything because there'd be no realistic way to have them otherwise (and the number of required entries would explode quickly), but these two deserve their own distinct entry especially with how long they've been around.
I think the list is going to be a lot shorter than petard hoping for here, if only for practical reasons of space.
If the video holds, there’s going to be 12 classes with 4 subclasses for each. Then you still have all the spells, the general rules for how to play, equipment, etc. Backgrounds could be shorter than the 2014, if they just go with what was in that earlier UA. But that’s not a lot of space. And feats might actually get larger, since it see a they won’t be optional and there will be at least two kinds.
The 2014 PHB has 9 species, and it seems a guarantee all of them will appear in the new one. So maybe there’s room for one more species, or the two it seems like they’re working on, but not the 4-5 more some are suggesting. There’s going to be a page budget they’ll have to meet, something will have to get cut.
So, to me, you keep the PHB lean in terms of species. There will be an expectation that species in the PHB exist in all the various D&D worlds. Yes, DMs will ban some and allow others. But there are the ones everyone will see and expect. It’s needs to be a curated list. (This is the point where we might all agree to add 2, but we’ll never all agree on which two to add.) I think it’s going to be pretty generic, nothing like a plasmid or harengon (nothing against them, just random examples). I doubt there will be any beyond these two new ones we’ve seen.
And not for nothing, any species that appears in the movie you can bet will be in the PHB.
If space is a big issue, and species need to be cut, then I think this shorter list would cover most player's wants:
That's twelve options, the same as the classes. And I think it gives a good spread of popular character concepts.
Oh, undoubtedly. Still, one can dream...
Well, that I actually wouldn't be so confident about.
I feel bad, because I knew this and didn't realize others didn't, which is part of the reason I have stated from the word go that if it wasn't "Celestial" it wasn't "Ardling". It doesn't make sense for it to have the ling suffix if it doesn't come from the outer planes. It is part of the reason I felt it didn't work as a "generic beast person" or "fey beast" thing. We can have those things, but it isn't Ardling.
Yeah I feel silly for not putting it together. I also only recently figured out the 'Ard' part was probably from the creature Guardinals, which explains the animal head. It sure would have probably helped everyone understand what they were going for better if they gave us a little more insight into their thought processes.
But anyway... I did some work rewriting the original version of the Ardling description from the Origins UA. I think it was a very good set of celestial traits, mechanically speaking. The animal head just didn't jive with everyone. So I tried to expand the cosmetic options a little, keep it true to the DnD planar source material, and open it up to an even broader mythological influence.
So here's my rewrite, meant to be used with the first Ardling abilities. The only thing that would change is the description, and the animals listed in the Celestial Legacies section. Let me know what you think?
Ardlings
Ardlings are supernal beings who are either born on the Upper Planes or have one or more ancestors who originated there. Their bright souls shine with the light of immortal beings who call the Upper Planes home.
Ardlings vary greatly in physical appearance, resembling the diverse native beings of the Upper Planes - the animal headed Guardinals of Elysium, the Ki-Rin of Mount Celestia, the Sphinxes of Arborea, the Foo Creatures of the Beastlands, the Treants of Bytopia, and Arcadia's wonderous animals with metallic feathers and fur.
An Ardling might have vibrant colored skin, ornate feathers in place of hair, a single pearl horn in the center of their forehead, a thick golden mane, soft fur with glowing patterns, gnarled bark-like growths, fine shimmering scales, or even the head of an animal associated with a divine power. Each Ardling is an individual, and the expression of their immortal souls in their outward appearance is as varied as they are.
Ya that is fantastic, that exactly what I think when someone says "ardling". Love it.
Thanks, Aquilontune, I'm glad you like it!
I went ahead and made a thread with this version, and also what I would like to see done with the second version we got -
https://www.dndbeyond.com/forums/dungeons-dragons-discussion/unearthed-arcana/158508-fixing-the-ardling
So here is my revised dream list for the PHB.
Core Races through 3e were Human, Dwarf, Elf, Gnome, Halfling, Half-elf, and Half-orc.
4 Edition added Dragonborn, Eladrin & Tiefling.
5 Edition moved the Eladrin to the DMG as an example to create a sub-race alongside the Aasimar as an example of a race.
Maintain these races for lore and continuity. Aasimar are the beloved celestial counterpart to Tieflings and should move to the PHB - they’ve been around since 2e. The lack of consensus on Ardlings make it a good option to replace them in the DMG for a race customization example. Goliaths are great, and I look forward to playing one, but I think they are bound for the Glory of Giants release in the Spring.
With the customization options now in playtest and the movement away from subraces, perhaps Eladrin are no longer necessary. Dwarf losing its sub races implies Elves should as well.
So that leaves: Human, Dwarf, Elf, Gnome, Halfling, Half-elf, Half-orc, Dragonborn and Aasimar.
I would include:
- The classic species (Human, dwarf, elf, gnome and halfling).
- Some exotic species with a long tradition in the latest editions: Dragonborn and Tiefling.
- Some species that never appeared in the PHB, such as the Goliaths. I also wouldn't mind if they added the Genasi.
- Some new species like the Ardling (although I would prefer something else, really).
What I would not include are Orcs. I don't care if they add them either, but I don't like that it's a playable race from the PHB.
And I would love for them to add the Gith in the PHB. They are a signature species that have been in the game since 1e.
Steg, I gotta say that is a FANTASTIC bit of flavor text and makes Ardlings sound way cool as a concept. That's a character type I want to play.
Hopefully, someone from WotC is watching this thread.
Thank you CaptainThorpe, that means a lot!