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.
I like this idea. I never really liked abilities scores being linked to race as it just seemed like an unnecessary and non-fun limitation to player agency, and DMs with homebrew worlds who might want their orcs to live in remote monasteries or something. Races having skills makes more sense. I also prefer the option with tying extra ability scores to backgrounds, so long as there are a much wider range of backgrounds (there should be at least three or four for each ability score, or even also have ones with points in two scores, or a choice of which score to increase)
I really like this idea. I honestly never thought to change the ability score system. But if I was going to remove it from race i wouldn't link it to anything else but would just let them chose a +2 and +1 or +1 in three.
I'd love to see this built into D&D Beyond. I know we can hack it now by filling in the "Other Modifier" part of a sheet to subtract the innate increases and adding to others, but I'd love to have an option on the Race page of the builder to use the alternative +2/+1 ability score options. Perhaps something like "Use Recommended" or "Choose Custom Bonuses" for that section.
This is exactly why I normally role stats to avoid the same race/class combos over and over, I really like this alternative as it allows more balance within the party, will definitely use in next game.
Firstly, in Tolkien lore Orcs were actually originally elves twisted by evil and buried in the ground, not twisted versions of humans at all, and it portrayed elves as superior to humans, the guy you linked to doesn't know what he's talking about. Second, If your biggest problem with the system is it's hard to play as an Half-Orc Wizard you're really reaching to find problems with it. When I play a fictional species I'm focusing on the ways in which they have an interesting advantage on humans, humans are already portrayed in this game as "super average", the last thing it needs is to take all the differences away. Noone would play an Aarakocra who can't fly or a sea elf who can't swim, you're basically saying "lets cut all the interesting stuff out and remove any statistical incentive players would have to play anything non-human". All the species have low level super-powers in one way or another, lets just remove them and turn them into humans? We may as well take away all their languages and make everyone officially speak English.
Wow.
You know I've been thinking about this subject since I first started playing 2nd Ed back in '89, and other RPGs that aren't D&D since then. As much as I love Tolkien and his influence on Gygax's and other Fantasy world/game creators, I've never been a fan of those old 'each species must be this way' and optimised class/species limitations. Only Humans are 'versatile' and not stereotyped or being the only ones able to breed with like-biology species? Bull S***. I'll point to Dragon Age as a starting example of getting away from the horrible Dwarf and Elf stereotypes at least. (My Dwarven character had a kid with the Human Morrigan, in DA1 and shown in Inquisition. Sure there was blood magic involved, but it still happened the old fashioned way.)
I played a Dwarven wizard twice, once in AD&D and once in 3.5, and they didn't have beards, drink ale, or talk in Taysider accents! Unfortunately, they weren't always the 'best' (But if you remember AD&D, being a sturdy wizard was a blessing, with those d4 hp, lousy AC, no attribute score increases as you level, and horrible THAC0), but damn did I love breaking the mold, and pre-existing stigmas. I think I was blessed with amazing GM's (I use Game not Dungeon, because I play a few other RPG system and genres.) over my 3 decades of time playing, give or take a handful, because they rewarded my outside the box attempts at being different, yet not breaking the game's inherent mechanics. We did heaps of homebrew 'templates' for custom species back in 2nd and 3rd as well. So, what I'm trying to say is...this concept is not new, of trying to allow for species that aren't limited in what they can do best. It just was never widely accepted back in the days when we had no communication with the larger community, and as you can see, some people are very, very stuck with their first-impression of lore and definitions as if they were set in Adamantine. And even the new players seem to be doing that, as they have no experience with how all of this came to be in the first place, or how different the game was.
Small, racial mechanical differences help keep some flavour and justification for them even existing. After all, just like a sci-fi setting, I don't expect any species we encounter to be exactly Human in biology or mindset, although with fantasy worlds, most common species exist and came from the same planet (but that's where planeshifting and spelljamming came into play for the less common ones). I do expect them to not be pigeon-held into just one area or way of thought, and just as varied in physical diversity and upbringing as we Humans are (-ish), unless they the opposite of individuals...say a collective, etc. That's a different subject, I digress.
Now, I do like crunch with my fluff, not just one or the other. Having read the options I like just the plain add the +2 and +1 to wherever you like, and keep the racial trait stuff, not their ability score bonuses. I generally dislike the 'ability score arrays' (They really, really suck and I always roll higher than those.) and am indifferent to point buy, so long as it isn't a low number. So I'm still biased to roll in some form, as far as D&D goes anyways. (Some RPGs don't even give that option). It adds the random element of some people aren't born/made the same as some others, which is well, what keeps things interesting, and from making every character you play, the same cookie cutter, if you tried it again with the same species/class. Back to the species score options, as several people have stated, making them dependant on class and background still creates the artificial min-max optimisation from species and moves it to those two areas. So no more Sailor Wizards, or the like? No thanks. I get that all of this stems from D&D's core mechanics of classes and actions/skills being tied to ability scores. If that changed, I think D&D as a whole system would cease to be, and you may as well go play FATE or something where there are no hard stats and such. Yet again, I don't reckon one needs to be limited in what they play simply by a species artificial stats, so there can be a good middle ground. Reckon that's what Pathfinder 2e is going for...kind of. They still have the old Tolkien stereotypes so far, but it's a good start.
If there's a 5.5e or 6e ever down the road, I reckon if we want to make species still matter, we should make some more feats, that are species only (and return to giving them back every few levels, even say, 1 every five levels, along with attribute increases, because picking one or the other sucks and it adds more variation even between the same classes!) That way your Gnome or Dhampir (That's a species not 'canon', but homebrewed on DM's Guild, in this edition. Yet? Please?) Monk, may have similar attributes, but one may be better at moving through and be mentality fortified against an opponent, and another may know how to simply drain an opponent of their will or blood (In and out of combat, because avoiding a fight is just as valid as getting into one. Social play is just as great to have). Heck, I'd even get rid of the current ability score modifiers that we've been using (mostly) since my AD&D times (remember Strength 18/01, heh.). Right now, part of the whole species issue is that everyone wants to even out their numbers for the extra bonus and having odd numbered scores is an eyesore and a 'if only' in the back of your mind of wanting to get it increased somehow, but without killing your classes ability-tied stats. Perhaps we need to lower and adjust the score system, and just have every new number be the - or + 1? Or, another variation might be stop tying a class to a certain one or two attributes: A Barbarians' rage can easily stem from their Charisma or raw Strength, just look at one! A Bard's spells could get by with their Intelligence or Wisdom, if they aren't a good speaker or good looking. A Cleric of certain gods would certainly favour particular scores over another, depending on their domains. A Druid may need Constitution, Dexterity, Intelligence or Strength to be hardy and smart to stand amongst nature, to temper themselves and gain their spells/connection. I could go on. Maybe people would embrace playing any species/class combination if the odd numbers or specific attributes weren't an issue anymore to making a character 'the best' and optimised, without removing them completely? Again, a different subject.
Ok, that just took 2 1/2 hours to type and re-read. Sorry for the long-winded writing. Anyways, interesting topic. Love the third option as far as current 5e mechanics goes, and I'd encourage RP reasons behind them that go beyond backgrounds which don't even cover your entire life and why you're character is the way they are, both physically and mentally. (Like the questions of where are you from, how were you born and raised, family, loves, hates. big events of loss or gain, etc), along with the mechanical re-wiring, so-to-speak. If anything, having to choose your attributes bonuses increases the RP value of your backstory, as you can then explain them and add interesting moments you may not have considered with exposition, not just 'because of my class and species'. Your GM may thank you for that? *shrugs*
it would be great if they made this an option in the character creator for DnD beyond. i think this opens up a lot more character options that don't have a big drawback
All this is possible with the homebrew system. And it needs to be homebrew since it is not an official option.
I love this James. Definitely going to consider running this for my next campaign.
Of course, if there are 3 competing standards, let's make a fourth that combines all of them :)
Racial abilities give a +1 to a stat related to the race. e.g., Orcs are naturally quite powerful, and would get a CON or STR +1 bonus. Elves WIS or DEX +1. You can choose.
Class abilities give a +1 to stats related to that class (usually where they get a proficiency bonus from); finally
Backgrounds give a +1 to stats (usually 2) related to that background.
That way you still get the +3 bonuses all up, certain races have distinct differences (with options allowing for more customisation) and backgrounds finally mean something.
I have a different house rule which in many ways has the same result -- less worry about "optimal combos".
Instead of 6× 4d6, with drop-the-lowest for each set of rolls, I use 6× 3d6, but the lowest overall roll can be replaced with an 18, and if you still have two results below 10 or don't have anything else over 11 you can replace one of those with a 16. This means everyone can use an ASI at 4th or 8th level to get to 20 in their class's primary ability — and still enjoy feats. Having the "right" racial +2 might be nice but isn't really a big deal.
I have always hated racial ability scores. This is a great alternative. I like the third option and I think I will give it a shot in my next game.
I have been thinking about this same thing. The ideas presented here are pretty good. I would let the characters place there ability scores without restriction, but I like the ideas presented based on class and background.
I like the idea, my only comment on the rules is that variant human with a +3 might be a bit OP. They get +1/+1 for a reason.
As for the other comments, some folks feel very strongly about races being prototypical and that the bonuses reflect not just physiology but culture. And some folks feel constrained by the idea that race tends to push a character in a specific direction and hate the tropes of fantasy races.
I see both sides of this commentary. I personally LOVE the tropes of classic fantasy and I love playing characters that reinforce them. I feel no joy or need to 'break the mold'. When I am being cantankerous and no my most kind self I think that those folks are incapable of role playing a classic stereotype character well and need it to be 'unique' and 'different' as a crutch. It is a lot harder to RP a memorable halfling rogue than a Goliath wizard IMO. When I am in a more generous mood I remember that everyone gets different things out of the game and that not everyone has the same level of tolerance for tropes I do.
I guess my point is that having a preference does not make your argument more or less valid than someone elses. That's the beauty of D&D, it can be different things to different people. AND THATS OK.
I would simplify it to just step one, just remove them from the game. Done. nobody need them, they are boring static and just a limiting optimizing mechanic. Just give player more points to buy from instead or just ignore it entirely. Don't tie them to classes or backgrounds that just limiting in another way. Another problem is that the other racials often are tied to combat/other optimization as well. Make them feats and have ppl pick a feat to start with. Race is RP/Lore only. Alternatively you roll for race :)
I love this idea. I'm absolutely going to pitch it the next campaign I run.
Coupling it to background is not quite as restrictive as coupling it to race IMO. But I do tend to agree that if you're going to split it that just tying it to class or nothing at all makes the most sense.
Personally I like the +2 form class and +1 from background. Sure it leads to some background choices that are predictable, but if you have enough backgrounds you can avoid that for the most part. I also think this is a much bigger issue if you are using standard array. That +1 is going to go on the 15 most of the time which means you HAVE to choose a background in your main stat. You can avoid that completely with a point buy by going 14/14/13/whatever. You still end up with 16/14/14 and since the +1 goes to your 3rd stat it can have a lot more options.
Edit: I was just playing around with point buy and the idea some folks had of just allowing people to put 3 points anywhere has a big flaw. +1/+1/+1allows you to go 14/13/13/13/ with the last two being 13/8, 12/9, or 11/10). That gives you 4x14's to start. You are effectively gaming the point buy system to avoid having to pay 2 points into any stat. For MAD classes like Monk or Barb this would be a useful advantage to have. Not all classes would benifit from it, but some would definitely.
This is fascinating. I think for my next campaign I'm going to take this into consideration but with a twist. Here's my idea - 1 point for race, 1 for class, and 1 for background:
For race, you get +1 in whatever they normally get a +2 in (tritons can pick which of the three to take)
For class, you get +1 in whatever the quick build says to take first (or choose if it gives two options like fighter can take dex)
For background, you get +1 in a stat that corresponds to a skill proficiency you get (acolyte can take WIS(insight) or INT(religion))
Thoughts? Obviously this may add significant time to character creation so maybe I wouldn't put first-timers through this but I think it will allow for more interesting characters and less half-orc barbarians, elven rangers, and tiefling warlocks. For example, just picking at random, I just made a Kenku Warlock with a Sailor background. Made them a Hexblade so that their sentient weapon can speak for them. They get +1 DEX, +1 CHA, and +1 STR or WIS. Or if you want a +2 in something you could double up in something like a Gnome Barbarian with a Marine (ghosts of saltmarsh) background and have +1 INT and +2 STR.
Okay... so offer up an alternative or just don't use it.
The solution would be that you pick one culture that reflects the melding of your parents cultures the best. For example, say your father was originally a priest, and part of a Pious culture (+2 Wis +1 Con) and your mother was a part of a nomad tribe that was very warrior-centric (Honor Culture, +2 Str, +1 Con). I would then choose the Traditional Culture (+2 Con +1 Wis), saying that my mother taught me how to be tough and show a stiff upper lip, while my father taught me how to be discerning and be a good judge of character. Just stand by the choose 1 rule and it'll all be fine
I'm intrigued by these ideas, thank you for working through the kinks, Mr. Haeck.
I wonder if there is an argument for keeping the RAW but making players use the Point Buy system to help them arrive at the character they want. I know it's not a one-for-one tradeoff (the value of one point of ability score varies as it goes higher or lower) but if you want to make a weak Mountain Dwarf, you could take the racial +2 Str and sell it back in Point Buy to get a better Int, for example. There's math here, or more likely statistics, but it is beyond me, so I'm just throwing it out there as an unscafolded argument! And yes, some people don't like Point Buy, and there's probably some house rule that involves rolling random points to use in Point Buy so you still have a chance at the equivalent of rolling 18 on 3d6, but that seems beyond the scope?
Anyway, I'll probably play around with some of these ideas, thanks again!