Dungeons & Dragons has been taking a new approach to racial stat bonuses and this improved some of the playable races in the game, as players often felt restricted to picking specific race/class combos. In the Player's Handbook, all of the races except for humans are given +2 to one stat and +1 to the other, with the choice of subrace often deciding where the +1 goes. Humans either receive +1 to all stats, or two +1s, a bonus skill proficiency, and a feat. This meant that D&D's human adventurers were the most flexible in terms of build.
The older editions of D&D (as well as games like Pathfinder) are a lot more math-heavy than 5e D&D. The numbers that players commonly use in D&D 5eincrease at a much slower rate than they used to and there are fewer abilities that provide temporary bonuses to keep track of. As such, these initial stat points can mean the difference between life and death. The number of players who have been one point away from scoring a victory will understand this. This means that players would often let their choice of class dictate their race, as they would want to squeeze as much effectiveness out of their abilities as possible.
Related: How Baldur's Gate 3's Barbarian Is Different From Tabletop D&D
Wizards of the Coast offered a new solution in Tasha's Cauldron of Everything, as there are new racial stat rules that let the player select where they want to put their +2 and +1. This rule has appeared in all official rulebooks released since, and it will likely become part of the three core rulebooks in the upcoming 5.5e D&D update in 2024. These new stat rules have made some of the races in the game a lot more attractive to players, as they aren't pigeonholed into specific classes and roles.
The genasi
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