Last month, I made a Twitter thread about racial ability score bonuses. I don’t like the way that races in D&D get numerical bonuses to their ability scores. I think it’s unnecessarily limiting. There are over 1,000 unique race/class combinations in fifth edition D&D, but only a small handful of them are worth playing from a character optimization standpoint. Not everyone feels the need to play optimal characters, and would instead rather play characters for their roleplay potential than their mechanical viability, but I don’t see why we can’t have both.
Halfling rogues are a classic class combination, for example, because they’re an optimal combo for all three pillars of D&D. Ever since The Hobbit, the idea of halflings being small and sneaky has been a staple of fantasy, giving us prime examples of how one might explore, fight, or interact with people as a halfling rogue. And D&D lets you do all that because of supremely synergistic racial ability score increases, racial traits, and the somewhat more ephemeral idea of being fun to roleplay. On the other hand, class combinations like a half-orc wizard have always been a harder sell. In previous additions, a half-orc’s penalty to Intelligence made being a wizard incredibly hard—and even in fifth edition D&D, the fact that the half-orc race doesn’t get a bonus to Intelligence makes it hard to excel as a wizard because you’ll always have a subpar spell attack bonus and saving throw DC.
This is to say nothing of the fact that linking ability score penalties (which are thankfully absent from the fifth edition Player’s Handbook, at least) to your choice of race has distasteful similarities to real-life racist ideology.
But the thing is, it doesn’t have to be this way. Ability score increases don’t have to be tied to which race you chose. They could be tied directly to your class, or more indirectly to your background, to some combination of the two options. Let’s take a look at some character creation house rules that you can use to decouple ability scores from race.
Step One: Remove Racial Ability Score Increases
The first step of this house rule is tremendously easy. Simply remove the Ability Score Increase trait from your character’s race and subrace, if applicable. In the case of the so-called “monstrous races” of orcs and kobolds from Volo’s Guide to Monsters, this removes their ability score reductions, as well.
If you’re worried about this making your character’s race irrelevant, or making the various fantasy races of D&D too homogeneous, don’t worry. Each race still has plenty of traits that help make them unique. For example, tieflings still have the Darkvision, Hellish Resistance, and Infernal Legacy traits, all of which make them unique and fantastical—and more importantly, these traits are interesting in a way that numerical stat bonuses just aren’t. Even without racial ability score increases, half-orcs are still strong and tough by virtue of their Relentless Endurance and Savage Attacks traits, and dwarves are still sturdy and martially adept, thanks to their Dwarven Resilience and Dwarven Combat Training traits.
There are few exceptions to this houserule for races and subraces that are highly impacted by their ability score increases. These are:
Human. The variant human presented in the Player’s Handbook is the default example of the human race while using this house rule.
Mountain Dwarf. Since the mountain dwarf subrace gains a +2 bonus to Strength in place of another trait, they gain a new trait in its place: Martial Aptitude. When you hit with a martial melee weapon, you roll an additional 1d4 and add it to the damage.
This trait originally appeared in a different form, which many commenters rightfully pointed out was much stronger than a +2 bonus to Strength. The older version is presented here for consistency.
Martial Aptitude. When using a martial weapon, you roll one additional damage die. For instance, when you hit with a greatsword, you roll 3d6 to determine the attack’s damage, instead of 2d6.
Half Elf. Since half elves gain more ability score increases than most other races, they gain a new trait in its place: Knowledge of the Elves. You possess one of the following traits: Cantrip (as the high elf trait), Elf Weapon Training (as the high elf or wood elf trait), Mask of the Wild (as the wood elf trait), Superior Darkvision (as the drow trait), or Drow Weapon Training (as the drow trait). Other traits, such as those from elves not in the Player's Handbook, can be used at the DM's discretion.
Half-elves originally had a different trait in an earlier version of this article, which several commenters pointed out had unpleasant social implications. The older version is presented here for consistency. Supernatural Charm. You know the friends cantrip. Starting at 3rd level, you can cast charm person once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Step Two: Reassign Ability Score Increases
Now that you’ve severed ability score increases from races, it’s time to relink them somewhere else in the system. Since almost every race in D&D gains a +2 bonus to one ability score and a +1 bonus to another, a total bonus of +3 should be assigned to all characters. My preferred option is for characters to gain access to improving their ability scores based on the training they undergo to become a member of a certain class. However, while discussing this option with other D&D fans, I found a not-insignificant number of people who felt that this would make all characters of a certain class feel too homogenous, regardless of racial traits.
While I disagree with this take, I’ve nevertheless presented three different ways to reassign ability score increases. Take your pick!
Option One: Class
You gain the Ability Score Increase feature when you choose your class at 1st level. If you gain levels in another class using the optional Multiclassing rules, you don’t gain this feature again.
Ability Score Increase (Barbarian). You can increase one of your ability scores by 2 and another ability score by 1. Alternatively, you can increase three of your ability scores by 1. The ability scores you can increase using this feature are Strength, Dexterity, or Constitution.
Ability Score Increase (Bard). You can increase one of your ability scores by 2 and another ability score by 1. Alternatively, you can increase three of your ability scores by 1. You can increase any ability score using this feature.
Ability Score Increase (Cleric). You can increase one of your ability scores by 2 and another ability score by 1. Alternatively, you can increase three of your ability scores by 1. The ability scores you can increase using this feature are Strength, Dexterity, or Wisdom.
Ability Score Increase (Druid). You can increase one of your ability scores by 2 and another ability score by 1. Alternatively, you can increase three of your ability scores by 1. The ability scores you can increase using this feature are Strength, Wisdom, or Charisma.
Ability Score Increase (Fighter). You can increase one of your ability scores by 2 and another ability score by 1. Alternatively, you can increase three of your ability scores by 1. The ability scores you can increase using this feature are Strength, Dexterity, Constitution, or Intelligence.
Ability Score Increase (Monk). You can increase one of your ability scores by 2 and another ability score by 1. Alternatively, you can increase three of your ability scores by 1. The ability scores you can increase using this feature are Strength, Dexterity, Constitution, or Wisdom.
Ability Score Increase (Paladin). You can increase one of your ability scores by 2 and another ability score by 1. Alternatively, you can increase three of your ability scores by 1. The ability scores you can increase using this feature are Strength, Dexterity, Constitution, or Charisma.
Ability Score Increase (Ranger). You can increase one of your ability scores by 2 and another ability score by 1. Alternatively, you can increase three of your ability scores by 1. The ability scores you can increase using this feature are Strength, Dexterity, Constitution, or Wisdom.
Ability Score Increase (Rogue). You can increase one of your ability scores by 2 and another ability score by 1. Alternatively, you can increase three of your ability scores by 1. You can increase any ability score using this feature.
Ability Score Increase (Sorcerer). You can increase one of your ability scores by 2 and another ability score by 1. Alternatively, you can increase three of your ability scores by 1. The ability scores you can increase using this feature are Dexterity, Constitution, or Charisma.
Ability Score Increase (Warlock). You can increase one of your ability scores by 2 and another ability score by 1. Alternatively, you can increase three of your ability scores by 1. The ability scores you can increase using this feature are Strength, Dexterity, Constitution, or Charisma.
Ability Score Increase (Wizard). You can increase one of your ability scores by 2 and another ability score by 1. Alternatively, you can increase three of your ability scores by 1. The ability scores you can increase using this feature are Dexterity, Constitution, or Intelligence.
Option Two: Background
You gain the Ability Score Increase feature based on your background. This list includes the backgrounds from the Player’s Handbook. If you choose a background from a different book, consult with your Dungeon Master to determine one ability score to gain a +2 bonus in, and another ability score to gain a +1 bonus in.
Ability Score Increase (Acolyte). Your Wisdom score increases by 2, and one other ability score of your choice increases by 1.
Ability Score Increase (Charlatan). Your Charisma score increases by 2, and one other ability score of your choice increases by 1.
Ability Score Increase (Criminal). Your Constitution score increases by 2, and one other ability score of your choice increases by 1.
Ability Score Increase (Entertainer). Your Charisma score increases by 2, and one other ability score of your choice increases by 1.
Ability Score Increase (Folk Hero). Your Strength or Dexterity score increases by 2, and one other ability score of your choice increases by 1.
Ability Score Increase (Guild Artisan). Your Intelligence score increases by 2, and one other ability score of your choice increases by 1.
Ability Score Increase (Hermit). Your Wisdom score increases by 2, and one other ability score of your choice increases by 1.
Ability Score Increase (Noble). Your Intelligence or Charisma score increases by 2, and one other ability score of your choice increases by 1.
Ability Score Increase (Outlander). Your Dexterity score increases by 2, and one other ability score of your choice increases by 1.
Ability Score Increase (Sage). Your Intelligence score increases by 2, and one other ability score of your choice increases by 1.
Ability Score Increase (Sailor). Your Strength or Dexterity score increases by 2, and one other ability score of your choice increases by 1.
Ability Score Increase (Soldier). Your Constitution score increases by 2, and one other ability score of your choice increases by 1.
Ability Score Increase (Urchin). Your Dexterity or Constitution score increases by 2, and one other ability score of your choice increases by 1.
Option Three: Class and Background
The third and final option is a combination of the two above. When you choose your class, assign a +2 to one ability score available to your class in Option One (or two +1s to two ability scores available to your class). Then when you choose your background, assign a +1 to the ability score specified by your background in Option Two. Since some backgrounds in Option Two let you choose between two ability scores to increase, you can choose either of them.
Would you use this house rule in your home D&D game? Which option is your favorite, or do you have a fourth option that you would use instead?
James Haeck is the lead writer for D&D Beyond, the co-author of Waterdeep: Dragon Heist and the Critical Role Tal'Dorei Campaign Setting, a member of the Guild Adepts, and a freelance writer for Wizards of the Coast, the D&D Adventurers League, and other RPG companies. He lives in Seattle, Washington with his partner Hannah and their animal companions Mei and Marzipan. You can find him wasting time on Twitter at @jamesjhaeck.
Not absent, just hidden. As the default race is human then compared to that, the other races do get penalties. E.g. a mountain dwarf gets +1 in STR and CON and -1 in everything else when compared to a human. Not that it matters. As the French say: vive la différence. Denying innate differences in abilities due to race (or sex for that matter) demonstrates the kind of fear and lotheing of diversity that I'd prefer to keep out of my games.
This is so boring, there's no need to politicize anything and everything. The sad reality is that some (fantasy) races simply arent supposed to be as intelligent/ athletic/whatever as others. The notion of a gnome being as physically strong as a half (or full) orc is just laughable and causes disbelief to be even more suspended. I doubt anyone outside Seattle or LA will whitewash their dnd universe/game mechanics with this dribble.
I agree, but I think ignoring the sex differences is simply pragmatic as playing DnD as a realistic female role in medieval times wouldn't be as fun as a female barbarian or some other impossible match
I really like this idea, since it opens up a lot more race options without feeling like you are losing out. Personally I'd probably prefer the background selection option over the class one, but both work really well.
Again, nowhere in the article did the author state if you use racial penalties in your D&D game you are a racist. If you cannot understand nuance, take a remedial reading class.
The sentence you reference means that assigning racial penalties in the game can perpetuate (generally subconsciously) the idea of racial stereotyping, which can carryover and amplify biases in the real world. Nothing about that sentence states or implies that if you use racial penalties in your D&D game, this means you must be a racist.
And No one is insinuating that the Author is calling us racist. What he is doing is using real world racism to justify removing racial ability bonuses. This comparison has no business being used to justify anything in a Fictional Fantasy GAME. Just like no one should tell George R.R. Martin to rewrite game of thrones because of depiction of women and the various horrible things that happen to them.
I Mean the article he links to is a cringey article where some guy says J.R.R. tolken is racist because of his depiction of orcs in Lord of The Rings. There was nothing "nuanced" about it. It was a very passive aggressive social justice warrior type thing to do in order to try to shame us into agreeing with his article and it effectively derailed what could have been a productive conversation discussing his ideas on how to break up optimization metas. We don't want people bringing that kind of stuff into DnD or this community because of how toxic and unproductive it is.
If you can't understand that then you're simply dense.
You seem to be the dense one. The poster I was responding to you (it was not you) was most definitely insinuating that James Haeck was calling him a racist--see his initial post below (which he followed up with a response to me using the out-of-context quote from Mr. Haeck):
So its 2019 now, and if I'm a DM and i use racial ability score penalties in my game I'm uncomfortably close to being racist?
How very SJW game design of you...
As for your comment about fiction, I would respond quite clearly that fiction is not removed from the realm of criticism. Calling something a "GAME" (no caps needed) does not mean it is harmless, nor does it mean it cannot be judge based on the underlying messages it contains. Fiction, whether RPG games, or novels, movies, plays, tv shows, etc. frequently address real-world issues (Lord of The Rings certainly did), and fiction can, and often does, reflect real world biases and real world social and political agendas. You need to step back and ask yourself why you are getting so defensive. If you are feeling insecure, then it is time to take a breath and really dig deep and reflect on your own personal biases, instead of getting prickly (especially considering that Mr. Haeck's article is a general thought-piece about game theory, and it is not specifically addressed to you or any other specific individual). Examining ones attitudes and opinions is a healthy exercise for all of us to do on a regular basis, and it can help us better understand ourselves and other people.
Oh, Kath, I think you wandered in here from another forum since your comment seems related to a different debate. That said, no, violence in video games is quite different from explicit or implied messages of bias (including racist ideas) in literature, movies, tv shows, RPG, etc. In the real world, propaganda is used because it works. If people were not influenced by the ideas they read and see depicted, then propaganda and even its meeker cousin, advertising, would never be used because they simply would not work.
In any case, I see from your other post that you have decided to unsubscribe, so farewell. (As for your poetry attempt, I give you a C for effort, but certainly, don't quit your day job).
I read this as the author insinuating that people are racist. It's hard to not feel like your favourite hobby is under attack when WotC release a nonsense, half baked, ill thought out article.
The easy conclusion to jump to is they published it because it's political and trendy to broadcast how PC you are.
Or
They misjudged the climate and just want to have a mature discussion about tinkering with racial bonuses.
The author did not write the article on behalf of Wizards of the Coast, nor does he speak for them.
I would like to encourage the community involved in this comment section to not attack one another.
Express your opinions in a civil manner, as we all do not want to have a toxic environment.
Thank you for your understanding.
James Haeck does freelance work for Wizards of the Coast, along with other unrelated RPG companies, but he is not an employee, and certainly not their official spokesperson. Also, DNDBeyond is not owned by Wizards of the Coast, they are a separate company. More importantly, the article is simply Mr. Haeck's personal views on game theory.
No one is putting anyone's hobby "under attack." Where in the world does that notion come from in an article offering a completely optional homebrew variant rule set for handling player character racial ability adjustments? Suggesting options for handling character ability adjustments supposedly equals "attacking" a hobby? That makes zero sense to me.
On the one hand, I see a handful of people getting defensive (most people have responded positively) about a reasonable and harmless article about optional rules and loudly trumpeting that D&D is just a "game" (implying it is not meant to be taken too seriously), then I read comments criticizing the author who is simply offering optional variant rules, which implies the "just a game" is supposed to be something sacrosanct that can never be altered or changed. Not only are these contradictory positions, we all know that since its inception, the game has welcomed and even been specifically designed for rules modifications and other adjustments according to player and DM preference.
No one is being "trendy" (and people can have sincere views with which you disagree without them being dismissed as "trendy") and no one misjudged anything. Instead, a handful of people misinterpreted a fairly routine opinion piece about game theory and have misconstrued it as some personal attack. The irony is these are the same people telling others not to take things "so seriously" and not to bring "real world" issues into a discussion forum. If this article is not your cup of tea, there is no need for drama, save your energy and channel it into your game and doing things you enjoy. It makes zero sense to get upset over someone offering their own take on homebrew rules. No one is coming into your home and forcing you to play a certain way, so there is no need to take any of it personally or get upset about.
I love this idea so much! its going right into my homebrew world. Thanks for writing this!
I really like the background changes. It really adds a bit more flavor to your backstory so I’m cool with it.
Agreed. Once you take away "Racial" Species ability stats, everyone just becomes reskins of the same thing. It takes far more away from the game in the name of some perverted and stupid sense of equality. One on One between a Player and a DM with a worked out backstory on while one stat might change is far better than all that was given this article.
Yes because lets just make the game boring and ignore the entire concept of biology and culture between these different species in some perverted sense of social justice in a make believe world...
(emphasis added)
What curious insinuations.
There's a clear suggestion that games, such as D&D, can "reflect" real-world biases? I wonder what sort of biases are being referred to there?
And there seems to be a gentle hint that maybe the reason a commenter is not in favor of this, rather than being a simple disagreement with the premise that Haeck himself presented, has something to do with his own "personal biases?" How strange. What sort of "bias" is being hinting at that would suggest someone in disagreement is "insecure," I wonder? The word eludes me. But that word I'm thinking of can't be it, since we all know its silly to think of someone being accused of enjoying the game as-is (or defending it) doing so for that reason... right?
Maybe I just need a remedial reading class.
I got rid of racial score ability modifiers as soon as I read it. I've been using the "just take an additional 3 ability score points" option and it works great. Simplifies the whole thing and gives players more options in imagining the character they want to play most without worrying about what is a now antiquated game mechanic.
Although I appreciate the dialog this article has generated, I don't think this website is the appropriate place for it.
D&D Beyond should support the rules in the product that it promotes and not create divisions.
I don't want my beloved game (in any edition) to be promoted as having racist tropes. Especially on a website that only exists because of the game. James is not loyal to the brand and I think he is trying to drive people to other publishers and Pathfinder in particular. Just read his other social media posts!
I don't want Orcs to use the same bathroom as Gnomes! There should be separate facilities. A toilet seat built for an Orc causes the Gnome to fall into waste.
I just don't understand the people who say removing the ability score bonuses from races makes them all the same. There are so many other racial traits and interesting aspects to the races than just ability score bonuses.
Can anyone with a straight face really say that they can't tell the difference between aarakocras, kenkus, and ghostwise halflings (and even House Jorasco halflings)? That all of those characters already feel exactly the same??? Or warforged juggernauts, minotaurs, and half orcs? Hill dwarves, lizardfolk, water genasi??? Ability score bonuses are just one small piece of each of these races. There are far more mechanics and flavor involved with each!
I think it's a great system and will definitely use some version of it in our next game. Although it's tempting to just go with floating bonuses that can be used on anything, I like the idea of at least a +1 coming from the background to make a little more meaningful to the character's start. As it is, backgrounds often seem to get forgotten. Also, the more I think about it, although I do like the +2 coming from the class, there's also the fact that if it's a floating +2, then the majority of the time, it would be to an ability score relevant to the class anyway. (And I would restrict from stacking them for a +3.) So not a lot to gain by making it formally only certain ability scores for each class since most would do that anyway, and it limits those who would prefer to do something else. I'll probably wind up suggesting to our group a floating +2 (or +1/+1) that just needs a reason from the player. Works for me and opens up far more interested character options!