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The Question of Race part 2 – comparisons

In The question of Race, or nature versus nurture, I talked about an elf who grew up on the street and wouldn’t have learned elvish proficiency, and other combinations where the character might try to claim benefits of a race without growing up among that race. I also talked about genetics versus culture across different editions of D&D, including the latest updates in Tasha’s Cauldron of Everything.

At the end, I referred to The Angry GM’s article Why Race Isn’t Broken in Pathfinder, and How to Fix It, where he splits racial characteristics into genetic and cultural components. This really made sense to me, but his article did the calculations for Pathfinder and I use D&D 5th edition. So if I’m to use this I need to do the equivalent for 5th edition.

Tasha’s Cauldron of Everything has guidelines on what can be considered culture:

So let’s take that as a starter for what can be considered cultural, and consider everything else genetic. Let’s look at the features of each race, and consider how the features split – does it balance?

Genetic or cultural by Tasha

To get an idea of balance, we need some scoring scheme. I’ll try this:

Reasoning for ability score versus proficiency:

Dwarf

Potential: Genetic +5-1, Cultural +8, subrace +3 = total +15

Elf

Potential: genetic +6, cultural +5, subrace +5 = total +16

Halfling

Potential: genetic +6-1, cultural +1, subrace +2-3 = total +8-9

Human

Potential: genetic +0, cultural +7 = total +7

Dragonborn

Potential: genetic +4, cultural +4 = total +8

Gnome

Potential: genetic +4-1, cultural +1, subrace +3-5 = total +6-8

Half-elf

Potential: genetic +6, cultural +10 = total +16

Half-orc

Potential: genetic +8, cultural +6 = total +14

Tiefling

Potential: genetic +6, cultural +1 = total +7

Tasha custom

Potential: genetic +0, cultural +7 = total +7

In review

So, based on that scoring, how do the different races fare?

RaceGeneticCulturalSubraceTotal
Dwarf+5-1+8+3+16-1 = +15
Elf+6+5+5+16
Halfling+6-1+1+2-3+9-10 – 1 = +8-9
Human+0+7+7
Dragonborn+4+4+8
Gnome+4-1+1+3-5+9-11 – 1 = +8-10
Half-elf+6+10+16
Half-orc+6+6+12
Tiefling+6+1+7
Tasha custom+7

Interesting, and feels somewhat counter-intuitive to me. I wasn’t expecting such a spread of scores. Obviously it has been affected by how I’ve rated the different attributes, but I’ve gone over it several times and nothing jumps out at me that would significantly change the balance.

Variant humans are supposed to have the most flexibility due to the choice of ability scores plus feat and skill, but actually half-elves have similar flexibility while getting additional benefits from their elven blood. Elves, dwarves and half-elves seem to get both genetic and cultural benefits, significantly more than others, followed by half-orcs. Dragonborn and tielflings I thought were pretty powerful from their blood, but it doesn’t seem to balance out that way. The Tasha complete custom race comes out level with human…as the lowest benefit. Halflings and gnomes come out slightly better than humans; halflings have a lot of genetic benefits while gnomes get a fair bit from their subraces.

There’s also variation in how the genetics versus culture is split, with Tieflings almost purely genetic and humans purely cultural.

This makes it difficult to repeat Angry’s genetic/culture split, and suggests for an optimiser, the best builds following Tasha’s rules start with an elf or half-elf and then start swapping.

I much prefer the story and setting to drive the character options to offer my players, but it doesn’t look like there’s a natural way to come up with cultures that can be swapped, so if my players come up with a character concept which seems to clash with the default attributes of their race, I’ll just have to wing it…

Next: The question of race part 3 – Volo’s Guide to Monsters

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