Site icon Melestrua's Musings

The question of race part 7 – looking back

In The question of Race, or nature versus nurture I looked at races in Dungeons and Dragons, starting with BECMI and AD&D, and then moving onto 5e, with a view to developing cultural traits which could be swapped about for a character with a certain genetics raised by a different race.

In The Question of Race part 2 – comparisons I looked at the standard races from the Players Handbook, with reference to Tasha’s Cauldron of Everything to try to compare them and start to build up culture packs…and ended up concluding that the balance across genetics and culture for different races was too different to allow sensible balanced swappable culture packs. I was also struck by how imbalanced the different races appeared, and so I switched my attention to working through all the playable races to come up with ratings for each. This led to the following posts:

Now that I have worked through all the races, it seems appropriate to look back. As I have rated more of races I have found my ideas shifting a bit. I have also had discussions in a couple of communities about my ratings, with various people disagreeing with my choices for scoring. So I thought it worth explaining the thinking behind my scoring, discussing some of the objections I have received, and looking back at the scores to see whether, knowing as much as I now do (having gone through the whole process) I want to tweak the scores I have assigned.

Initial rationale

As a reminder, my original goal was to split the racial attributes between genetic and cultural depending on whether Tasha’s Guide allows them to be swapped about, and then come up with “racial culture” bundles which were equivalent in benefit which could be taken to reflect an upbringing different to the one associated with the genetic race of the character. For this I was aiming for a fairly simple rating scheme which would be easy to calculate and apply.

I came up with the following guidelines:

My rationale was as follows:

This sort of set a baseline of +1 for minor features, and +2 for features with more benefit.

I decided not to rate age ranges or differences in size, since realistically they’re not going to affect most campaigns, and to completely ignore suggested features like alignment which are ultimately a player choice.

Updates from later books

As I worked through the other sourcebooks, other features started to emerge, and I rated them in a slightly (but not very) methodical manner.

Ultimately, however objective I try to be there’s going to be a degree of subjectivity…

From around the web

As the series continued, I started to get feedback, and unsurprisingly I’m not the first to have thought of this. After all, it was all inspired by a post by The Angry GM – Why race isn’t broken in Pathfinder, and how to fix it. There he does actually come up with balanced splits for the main races between genetics and culture (for Pathfinder, not 5e).

Then there’s Bruce Heard’s recent series developing classes for the BECMI ruleset. You will remember that originally elf, dwarf and halfling were actually classes in those rules rather than races which could have classes layered on top. Bruce has continued this with his gnome and half-orc, although he has also added a paladin and a (Calidar) ranger among others. Now BECMI already has a built-in mechanism for balance – the more highly-featured the class, the more experience it takes to go up a level. So thieves and clerics go galloping ahead with 1200 and 1500 as the basic increment for level 2, magic users toil behind with 2500, and elves (both magic and less squishy) need a full 4000XP for level 2.

So Bruce has worked out a spreadsheet to allow him to calculate the relevant experience thresholds based on the features of the class. This is fairly coarse-grained. You rank the class on ten attributes on a 3-5 step scale, and it adds XP to the threshold appropriately. The attributes are hit die (the size of die for rolling hit points, where their combat abilities fall, how good their saving throws are, whether they have cleric spells or magic user spells (and if so whether full-blown or limited), whether they have unique class or racial abilities or special skills, and what limits (if any) they have on weapons and armour. The lowest level in each scale costs 0XP and it goes up from there.

Detect Balance, a 5e homebrew race guide

But neither of those address D&D 5e. What does is this Google spreadsheet, apparently originally created in 2016 but updated only yesterday (as I write in July 2021). This is incredibly detailed with scores ranging from 1 to 20 for different attributes, and seems to be quite widely used for home-brew races. In this Reddit thread, jwbjerk comments about how unbalanced the different Volo races are, so they’ve obviously been struck the same way as me. In looking at the spreadsheet, though, I do find myself disagreeing with some of the ratings and in particular with how fast things can scale. Because the numbers can get large, it feels a bit like the values coming out are precise but not necessarily balanced. It does also try to allow for synergies and in particular areas where races get features which wouldn’t combine well in practice.

It starts off with a much wider scoring range, from +1 to something not likely to make much difference, through +2 for a sometimes useful feature and +4 to a frequently useful or powerful feature to +8 for an unusually powerful feature. This feels like too much of a swing. And then looking down there are things which are worth 12, 16 or even 20. I don’t see that one feature can be 8-16 times as useful as another.

Things I notice looking at this:

Time for review

Now I’ve gone through all the races, had feedback and seen Detect Balance, I think it is worth revisiting my weightings and reviewing the scores. But I think this post has already waited long enough, so that’s a topic for the next post in this series…

Here are the ratings as they stand at the moment, including the corresponding Detect Balance ratings. My ratings run from +5 (kobold) to +16, Detect Balance ratings run from 16 (kobold) to 47

RaceGeneticCulturalSubraceOverallDetect Balance
Aarakocra+5-1+5+10-1 = +941
Aasimar+5+4+3-4+12-1331-32
Bugbear+4+8+1230
Centaur+6-1+6+12-1 = +1127
Changeling+2+9+1128
Dhampir+10-2+4+14-2 = +12
Dragonborn+4+4+821
Dragonborn – Draconblood+4+5+9
Dragonborn – Ravenite+4+5+9
Dwarf+5-1+8+3+16-1 = +1529-30
Elf+6+5+5+1627-28
Elf (Wildemount)+6+5+5-7+16-18
Firbolg+2+7+926
Genasi+0+3+3-7+6-1019-25
Gnome+4-1+1+3–5+9–11 – 1 = +8–1023-24
Goblin+2+7+926
Goliath+4+6+1024
Half-elf+6+10+1629
Halfling+6-1+1+2–3+9–10 – 1 = +8–9
Half-orc+6+6+1224
Hexblood+4+6+10
Hobgoblin+2+7+925
Human+0+7+717-33
Kalashtar+8+5+1328
Kenku+2-2+9+11-2 =  +921
Kobold+2-4+7+9-4 = +516
Leonin+6+6+12
Lizardfolk+7+9+1629
Loxodon+5+6+11
Minotaur+4+6+1020
Orc+4+6-2+10-2 = +818
Extended Orc+4+8+12
Reborn+10+4+14
Satyr+7+9+16
Shifter+6+0+5+11
Simic Hybrid+6+4+10
Tabaxi+6+8+1425
Tasha custom+0+7+7
Tiefling+6+1+723
Tortle+6+6+1228
Triton+6+7+1328
Vedalken+2+12+14
Warforged+8+8+1639
Yuan-Ti Pureblood+8+8+1647
Exit mobile version