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Originally Posted by Halycon Styxland
Originally Posted by The Red Queen
Okay, let’s disengage and move on.

The problem was not disagreement, it was the lack of common decency.

Also the lack of common sense. If you get told that what you accuse others of saying hasnt been actually said by them, normal people would be open to the idea of getting explained what was actually said.

Instead the poster doubled down on disproving things that havent been said by anyone anyway, proving that interacting with this person is an extremely bad idea.

So I stayed away.,

If anyone has any comments or feedback about moderation interventions then please PM me and do not start debating or discussing them in thread.

And definitely do not use discussing moderator intervention as an indirect way of criticising another forum member publicly, especially when the moderator has already requested that we move on.


"You may call it 'nonsense' if you like, but I've heard nonsense, compared with which that would be as sensible as a dictionary!"
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Anyway, back to the topic, I am going to rank races based on their utility and stats, how many classes they are good at, etc. Personal opinion, without taking things like overbundance of fire resist potions, etc:

F tier:

-Human

Variant Human is considered one of the most versatile races in 5e, as an early feat like Lucky can be incredibly powerful. But their BG3 implementation is horrible.

They get no darkvision, no advantages, no resistances and only a single additional proficiency. Additional carry capacity is pointless and their only use is for caster with no armour or shield proficiency like Wizard or Sorcerer.

Everything they do Half Elves do better.

-Dragonborn

One of the coolest looking races in BG3 and one of the weakest overall. They suffer from similar issuess as humans do, but worse.

Not only they don't get anything special like skill, weapon, armor proficiency, they also get a horrible breath weapon that does 2d6 damage ONCE PER LONG REST.

Their only saving grace is resistance to single element, which can be useful, when dealing with things like fireball, etc. Special mention goes to Black and Red Dragonborns, etc for their resistance, which could put them technically in C tier, but not above.

However, a paladin, Oath of the Ancients can easily protect the party and themselves from multiple sources of magical damage, without a need to play a subpar race.

C tier (situationally useful, average):

-Halflings:

Being able to reroll natural 1 is very powerful, since it's auto fail, no matter your bonuses. However, they don't have that many other impactful or interesting abilities.

Brave rarely comes into effect, as most opponents don't make you afraid, but try to kill you on the spot. Resistance against poison damage is decent, but is relatively rare kind of damage. Acid is far more common that than and none of them offer any protection to it. They are also small, which means they are slower than most other races, which combined with verticality of BG3 really hinders them, as well as other small races.

Lack of Darkvision is also annoying, as there are certain areas that punish you for the lack of it, but the game features a plethora of means to circument that + majority of the game is well illuminated, even the Underdark.

-Shield Dwarf, the weakest dwarf overall.

Dwarf overall aren't bad, but shield dwarf suffers from having the least going for them.

Sure, they get some weapon proficiencies, but these barely matter most of the time. If you are playing martial, they are wasted, if you are playing a wizard you won't be using them anyway. You get access to half plate, but no shield, making them similar to humans in some ways.

They get darkvision and poison resistance, which are fine additions on their own, but not gamebreaking and their slow speed also makes a C tier at best.

B Tier (above average, good to play, despite their weakpoints)

-Gold Dwarf

Similar to Mountain Dwarf, no armour proficiency, but extra hitpoints are nice and allows them to be put in any role.

-Druegar (High B tier, to low A tier)

Best of the dwarves. They get 2 types of resilience, superior Darkvision and 2 extra spells, enlarge and invisibility. Advantage vs charmed and paralysed is very good.

-Tieflings, all variations.

Tieflings are not a bad race on their own. They get access to some spells for free, some good, some bad, darkvision and fire resistance, which already puts them way above the Red Dragonborn.

However, their spells are not that amazing and they can only cast them once per day. Still, a good race to play.

-Forest and Rock Gnomes

While on paper they may seem similar to halflings, they get some extra bonuses like darkvision and most importantly Gnome Cunning. Gnome Cunning alone puts them in B tier, as having advantage on Wis, Int and Cha saving throws is fantastic.

Problem is, that's the only thing they offer. Rock Gnome get expertise in history, which is marginally useful, while Forest gets talk to animal for free, which is useful, but also easily obtainable through other means.

They are also as slow as Dwarves and Halflings.

-High Elf and High Half-Elf

Both are similar, they get one extra cantrip each. High elves get perception skill + some weapon proficiences, while High Half-Elf gets militia training. They also get advantage againt charm and are immune to magical sleep.

The reason they aren't higher is because compared to other elves and half-elves they come up short. Still, they are the top of the B tier and still decent to play.

A tier:

-Deep Gnome

Similar to the two other gnomes, it comes with Gnome Cunning, Superior Darkvision and advantage on all stealth checks. This gives them an edge over other two subraces and makes them solid for any class. Sure, they may not have armour proficiency or shield, but they easily make up for it.

-Wood Elves and Half Wood Elf

Each of them offers addtional movement speed and proficiency in stealth. Compared to having one extra cantrip, Wood Elves come out on top. Other than that, they are similar to High Elves.

-Drow and Half Drow

Not surprising here at all. Similar to other elves, they get superior darkvision and some good extra spells like Fearie fire and Darkness, which are great for Warlock and few other classess.

S tier

-Half Orc

To nobody's surprise Half Orc is one of the top tier races. They get to cheat death once per long rest, which means they don't lose an action, when getting knocked out, savage attacks are fantastic with crits and intimidation proficiency is a cherry on top.

-Githyanki

They may not have Darkvision, but they more than make up for it. Access to medium and light armour, swords, extra spells and an ability to become proficient in all stats of one type lands them top tier choice here. If you make a character that takes no charisma based skills, this race alone can get you more than Bard's Jack of All trades in some ways. Very good race indeed.

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For Martials, full elf beats half elf, as free perception matters more than other stuff. My Paladin having stealth as a full wood elf is hilarious, but I'll take it over anything half elf has.

Last edited by Angelalex242; 12/09/23 07:51 PM.
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Since my Halfling Lore Bard is progressing at glacier speed because I dont want to miss any content on him, I have started a Half-Orc Champion and I'm playing that guy now, because I want to finish the game for the first time in faster speed.

And all I can say while I'm very happy with the sheer damage output of the dude - I regularily miss my Halfling. The ability to reroll critical misses is just uber, and helps not only in combat, but also in dialogue and trickery.

So nope, no way I would rate the Half-Orc better than the Halfling. By the way the Halfling advantage also helps ALL classes; though being Bard, the jack-of-all-trades class, makes their advantage especially obvious. While Half-Orcs are only really good at being warriors. The moment you no longer use a weapon you no longer get a benefit from the extra crit damage.

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Two notes,
1) It's not even just that you need to be a warrior (though there are spell crit effects, to be fair) for the Half Orc to add value, you need to be a specific flavor of Warrior where dice make up a significant portion of your damage in a game with Sharpshooter, GWM and Tavern Brawler, with Bracers of Archery and Rings of Acid and so forth. Which means specifically a Rogue or a Paladin, really, that or something like a crit fishing warlock with Eldritch Blast, or some other very specific build. That's part of why I personally rate Half Orcs rather low mechanically, despite them being a lot of fun (who doesn't love huge numbers after all, and if you can make bigger numbers, in a lot of people's minds bigger = better). Consistency is less "flashy" than huge numbers once in a while, but often far more impactful.

2) It's exactly that, the broad applicability of full elf proficiency in perception that gave them the edge in my book as well. It's not just Martials, some classes don't have heavy armor proficiency and don't really want it anyways, and in other cases you're looking to multiclass and will get it from the multiclass, and in other cases you need a half feat for stat gain anyways and may as well pick up the armor gain. So while half elf has certain builds where it has a strong edge, it has far more builds where it's suboptimal.

Both of those are also fine examples of why generalized rankings shouldn't ever discourage someone from playing something someone might consider "worse", if the benefits are uniquely applicable to their build. If you are indeed playing a crit fishing Warlock / Champion Fighter with Spell Sniper and other Crit enhancing effects, it makes total sense to consider Half Orcs #1. If your build is one which benefits hugely from the Half Elf proficiencies, of course for you it's better than full Elf. It's cool though that we have some who rank a certain race pretty high others have them pretty low, and vice versa, it makes it clear there's not universal agreement on the "best" race. Once there are 10+ rankings I'll get the average rankings of each, it'll be interesting to see how that shakes out.

It's interesting though that while in general rankings are somewhat all over the place (especially for Gnomes, Halflings, Half Orcs, and Githyanki), I'm not seeing anyone come to the defense of Dragonborns for example, or saying that Dwarves are the best option out there (highest rank they've gotten so far is 7th, and I'm surprised they got that high despite it being below average). It seems clear that those two in particular could use a little extra love, regardless of anything else.

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Dwarves need stonecunning back. Advantage to find anything related to stone. Dragonborn need to have better than draconic sorcerer. And breath weapons that scale like cantrips and refresh on a d6 roll

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Originally Posted by Halycon Styxland
Since my Halfling Lore Bard is progressing at glacier speed because I dont want to miss any content on him, I have started a Half-Orc Champion and I'm playing that guy now, because I want to finish the game for the first time in faster speed.

And all I can say while I'm very happy with the sheer damage output of the dude - I regularily miss my Halfling. The ability to reroll critical misses is just uber, and helps not only in combat, but also in dialogue and trickery.

So nope, no way I would rate the Half-Orc better than the Halfling. By the way the Halfling advantage also helps ALL classes; though being Bard, the jack-of-all-trades class, makes their advantage especially obvious. While Half-Orcs are only really good at being warriors. The moment you no longer use a weapon you no longer get a benefit from the extra crit damage.

I totally agree about halflings, especially lightfoot haflings, which have advantage on stealth checks on top ( which the dude totally forget to list).
My first playthrough is a halfling lore bard too and so far she is just really good. I started some other playthroughs too, to see, what will be my next, but nothing is that much fun than this halfling.

Last edited by fylimar; 13/09/23 10:59 AM.

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I would argue that you having fun with a race does not suddenly make that race good. In BG3 critical failure on a roll is really annoying, especially in skill checks, but you get plenty of inspiration points, you can get advantage with enhance ability and advantage on stealth doesn't matter that much because line of sight in Baldur's Gate 3 is the way detection works. In tabletop, when you roll for stealth, you roll for getting hidden all around, not just walking behind a dude and crouching.

And if you want to have someone else rank different races, here is a good site that goes into detail with races for each class, feats, etc:

https://rpgbot.net/dnd5/characters/classes/

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Originally Posted by Annoyed Player
I would argue that you having fun with a race does not suddenly make that race good. In BG3 critical failure on a roll is really annoying, especially in skill checks, but you get plenty of inspiration points, you can get advantage with enhance ability and advantage on stealth doesn't matter that much because line of sight in Baldur's Gate 3 is the way detection works. In tabletop, when you roll for stealth, you roll for getting hidden all around, not just walking behind a dude and crouching.

And if you want to have someone else rank different races, here is a good site that goes into detail with races for each class, feats, etc:

https://rpgbot.net/dnd5/characters/classes/

I would argue that fun is the only thing that matters.

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Originally Posted by Annoyed Player
I would argue that you having fun with a race does not suddenly make that race good. In BG3 critical failure on a roll is really annoying, especially in skill checks, but you get plenty of inspiration points, you can get advantage with enhance ability and advantage on stealth doesn't matter that much because line of sight in Baldur's Gate 3 is the way detection works. In tabletop, when you roll for stealth, you roll for getting hidden all around, not just walking behind a dude and crouching.

And if you want to have someone else rank different races, here is a good site that goes into detail with races for each class, feats, etc:

https://rpgbot.net/dnd5/characters/classes/

Agree with Myth: fun is the only thing that matetrs. If people would play according to most efficient races, Gith and half orcs would be much higher on the played races list. My point was just, that you forgot the racial of the lightfoot halflings: advantage on stealth checks, which is actually pretty good in game.
But generally, I think, people should play, what they like.

Edit: Oh and I'm not looking for even more race ranking.

Last edited by fylimar; 13/09/23 12:33 PM.

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Anyone can advantage on stealth checks though, you just need a level 3+ spellcaster with Enhance Ability.

And Enhance Ability: Dexterity aka Cat's Grace also gives you Advantage on Sleight of Hand and Acrobatics, too.

The advantage of Lightfoot Halfling and Grey Gnome is just -- they have it always.

By the way the Halfling ability applies always. You also have far less critical misses in combat, for example. Basically if you can get your attack high enough its far less likely to ever miss.



Of course thats all childs play compared to the Rogue level 10 ability to always roll at least 10 on skill checks.



Either way I'm not unhappy that people think the Halfling special is weak, because that means its likely to stay.

We already have people demanding in other threads that Halforcs need to be nerfed.



Originally Posted by fylimar
Edit: Oh and I'm not looking for even more race ranking.
Well then maybe dont answer this thread ? ;-)

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Originally Posted by Halycon Styxland
Well ... you asked, so please dont be insulted. Some races downright insult my common sense and I dont look kindly upon that.

1. Halfling
2. Gnome
3. Drow
4. Elf
6. Half-Orc
5. Human
7. Half-Elf
8. Dwarf
9. Tiefling
10. Githyanki
11. Dragonborn


Halfling - OP. Just OP. In a very skill focused game they reroll a critical failure. And then Lightfoots get Advantage for Stealth. So everyone else gets a 1:20 chance to have a critical failure on a Hide check, a Stout Halfling (that I dont play) has a 1:400 chance, and a Lightfood Halfling has a 1:160,000 chance. Not to mention they will roll higher on average anyway due to the Advantage. Why would you ever use anybody else for Stealth but a Halfling Rogue ? And it works in all kinds of other places including combat, too. You also reroll critical failures on attack rolls. As long as you can hit the opponent on a roll of 2, you have only a very minor chance to miss.

Gnome - Well on the plus side they get a kickass advantage. Much less universal though than Halfling, since it is only relevant in battle. On the negative side male Gnomes look just abhorrent in BG3.

Drow - They look cool, and they get Rapier as racial weapon, so even a Wizard or Sorcerer can melee just fine (Longsword, which is what regular Elves get, would need Strength instead). Not anywhere near as powerful in the past, but still great looking, and their racials arent bad.

Elf - They look good and their specials aint bad. My Paladin for example is a female High Elf. Just the purest race I can get. I wished I also could get an Unicorn mount to ride.

Half-Orc - Cool special ability, if you want to play tank. Very tempted to use them for a Fighter/Champion for maximum effect. In BG3 they look less ugly that in other games, too. I mean they look ugly, but in a heroic/manly way, as they are supposed to. But many games get that part wrong and make them just look ugly, with no chin etc.

Human - The carry capacity part is cool. Fancy them for a Wildheart Bear Barbarian for maximized carry capacity.

Half-Elf - I liked them in the past but in BG3 they just never come up as my race pick when I design a new character. The whole can use polearms part offers little additional functionality beyond that Shadowheart can use her goddesses weapon of choice.

Dwarf. Well, they always look so ugly. And in BG3 they are big time underpowered. Unless you want to be a mage in medium armor, I guess. Which is all I see people playing them as.

Tiefling horns are literally attached to the most fragile part of the skull. So the functions their horns serve ... is to make the skull, the most important part of the body, more fragile. Real horns would attach near the base and would increase, not decrease, protection of the skull. So yeah I dislike Tieflings with a vengeance for being a stupid concept.

Githyanki literally look like insects. Their nose is simply too small to function properly. Basically the moment they can no longer breathe through the mouth for some reason they would suffer from Asthma. Their racials are very powerful and I hear that the itemization for Gith Fighters is OP.

Dragonborn. So they're a sentient race ... but they cant smile or do anything else with their face. Begone.

As a biologist, I had a very good laugh. Thank you.

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Hey my dragonborn's lips move. And she can smile. You're just not paying enough attention. ><

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For my Ancients Paladin, I looked on all the races and picked full wood elf. The only other reasonable option was half orc.

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Originally Posted by Halycon Styxland
Anyone can advantage on stealth checks though, you just need a level 3+ spellcaster with Enhance Ability.

And Enhance Ability: Dexterity aka Cat's Grace also gives you Advantage on Sleight of Hand and Acrobatics, too.

The advantage of Lightfoot Halfling and Grey Gnome is just -- they have it always.

By the way the Halfling ability applies always. You also have far less critical misses in combat, for example. Basically if you can get your attack high enough its far less likely to ever miss.



Of course thats all childs play compared to the Rogue level 10 ability to always roll at least 10 on skill checks.



Either way I'm not unhappy that people think the Halfling special is weak, because that means its likely to stay.

We already have people demanding in other threads that Halforcs need to be nerfed.



Originally Posted by fylimar
Edit: Oh and I'm not looking for even more race ranking.
Well then maybe dont answer this thread ? ;-)


I was referring to the list that person linked, not the thread. I must spread the halfling love.


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its depends of class, human can be good for any caster for shield using

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Originally Posted by GiantOctopodes
In general, few of the choices made at character creation are permanently impactful. Stats. skills, class can all be respecced at nominal cost. You can freely switch from a Monkbarian to a Bardlock or vice versa. You can take your Oath of the Ancients Paladin and temporarily 'forget' their oaths as you switch them to a Thief or Assassin Rogue, embarking on a crime spree across the land, only to switch them back to the Oath of the Ancients Paladin once you are satiated, with their oaths apparently intact and unbroken. With adequate gold, you can have your character be a 'master of all trades' and have them be the ideal build for any given environment and situation. One of the few things you cannot change and are stuck with after choosing it at character creation is their race.

Given that, Rank the Races! I'll start, but I encourage everyone to not just critique my rankings but more importantly to supply their own. Judge them by whatever criterion you see fit. For myself, I'm grading them on 3 primary criterion: Appearance, Flavor, and Mechanics, all of which in my opinion matter for your primary character and avatar in the campaign. Without further ado, here we go!

1. Drow
(Appearance A, Flavor S, Mechanics A)
Elves, Humans, Half Elves and Drow all have more body types available than any other races. This includes the 'lithe and attractive' and 'swol beefcake' varieties. They also work well with any hairstyle and generally have the most and best customization options for appearance of anyone. Mechanically, Elves don't have the best abilities ever, but they do have a *ton* of them. Darkvision, Sleep Immunity, Charm Resist, a bonus proficiency in the always useful Perception, potentially useful or useless weapon proficiencies, and that's without even adding in what they get from their subraces. Drow get all of that, then trade high elves' cantrip for a cantrip and 2 2nd level spells and also superior Darkvision, with absolutely no downsides whatsoever. They also have the most unique interactions and flavor of any race in the game. They are, in every way, the complete package.

2. Githyanki
(Appearance F, Flavor S, Mechanics A)
It says a lot about how dominant Drow are that you can drop so far, from the best appearance set in the game to the worst, and still be in the #2 spot. Githyanki are central to the story and from a lore perspective have the most reason for being there and interacting in the plot. They also have a nice set of spells, proficiencies of variable usefulness, and most importantly the absurdly useful Astral Knowledge. The ability to gain proficiency in up to 5 skills until a long rest, and swap it as needed, is the equivalent to a feat and a half if not more, and it can literally double a character's skill coverage before even considering its flexibility. Sure they lack Darkvision, but unlike some races without it, they *absolutely* make up for it. The main thing holding them back is how absurdly gangly and ugly they are in my subjective opinion. If you're into that more power to you, of course, and in that case they might even hit the top spot. But for me they're #2.

3. Gnome
(Appearance D, Flavor C, Mechanics S)
Gnomes are in this spot for basically one reason and one reason only - Advantage on *all* saves for Int, Wis, and Cha is just that good. Those saves are the ones which typically 'suck' the most (spells targeting them are typically "save or suck" effects taking you out of the fight or worse), and it's nearly guaranteed a character has one or more of those stats as a dump stat. To then gain advantage on them, which is better than a +5 to those saves mechanically, for not just one save or type of effect but all 3, is crazy powerful. The subraces gain useful things as well, either setting them up to be a great scout (deep gnomes) or unlocking bonus flavor (forest). Their appearance is unlikely to be particularly inspiring for most, and they certainly aren't as central to the plot as some others, but nonetheless you can never go wrong, with any character of any type, by rolling with a Gnome.

4. Elf
(Appearance A, Flavor C, Mechanics B)
I've pretty much said all that needs to be said in the Drow entry. It says something that even after losing a ton of flavor and being substantially worse mechanically "normal" elves are still #4, they're just so favored in terms of appearance options and the raw number of benefits thrown at them. Of the subraces Wood Elves have the most unique and useful benefits.

5. Tiefling
(Appearance B, Flavor A, Mechanics C)
They have some major plot interaction early, and the appearance of Tieflings may not have as much flexibility as Elves do but it's certainly a unique and interesting appearance, which many folks will be pleased with. They just don't have a ton going on mechanically, just a package of spells, darkvision, and fire resist. Certainly not as bad as some, but compared to what Drow or Githyanki get offered it's almost insultingly little.

6. Half Elf
(Appearance A, Flavor C, Mechanics B)
Generally you're trading an Elf's always useful proficiency in Perception for a sometimes useful set of armor and equipment proficiencies. For some builds, the tradeoff is worth it. Thankfully for them they're more elf than human mechanically. It can also be a way to cheat those proficiencies onto a Drow, which *can* be very useful and in which case it's a totally different scenario from a flavor standpoint. Still, for other builds those proficiencies are totally useless, and as such they're generally less flexible and thus overall worse mechanically on balance vs a "full" elf.

7. Half Orc
(Appearance B, Flavor B. Mechanics C)
Like Tieflings, they may not have a ton of variety in appearance, but there are many who will be pleased with the appearance you're given nonetheless. Okay flavor, and mechanics which look awesome at first glance. Triple damage on crits seems incredible, and automatically getting back up when downed is potentially game changing. Of course the latter is purely reactive, and does literally nothing if you're not downed. And the triple damage on crits *can* be good, in certain contexts and builds, specifically crit fishing Rogues or Paladins with lots of bonus dice added in. However since it doesn't impact non-dice damage, and things like Sharpshooter, Tavern Brawler, or Great Weapon Master rule the roost in damage, very often dice are much less than half the damage being dealt, and as such it's exceedingly unlikely to be better than say +10% damage overall in a fight. That's before even considering the high potential for overkill, or the countersynergy with effective target prioritization which would dictate targeting an enemy you *know* you can down without relying on a crit. Overall they're not bad, but not great.

8. Halfling
(Appearance D, Flavor C, Mechanics A)
Like Gnomes, the appearance will certainly be ideal for some folks, in which case they likely slide higher up on this list. But generally they have few customization options and let's just call it a 'niche' appearance, and while their mechanical ability of rerolling 1s is quite good, it's not as good as what Gnomes have going on. This is both because they're one of the few races without Darkvision (along with Githyanki, Dragonborn, and Humans) and more importantly because the usefulness of their ability is tied to rolling in a neutral state or even better yet with disadvantage. If you're rolling with advantage in the first place, you only have a 1/400 chance of getting a 1 in the first place, rendering their ability effectively moot. Still, rolling a 1 is enough of a feels bad, and having an automatic reroll on *everything* whenever that occurs is simply fantastic, preventing them from sliding further down this list.

9. Dwarf
(Appearance C, Flavor B, Mechanics C)
Of all the races, none lose out from their Pen and Paper equivalents more than Dwarves. Appearance wise, their bodies are suitably Dwarven, but the most important element of their appearance customization, the beard, is woefully slim pickings. You can't customize the jewelry or braiding, and if you want a nice, full, dwarven beard you really only have one or two options. Mechanically, they lose their Stonecunning and Tool Proficiencies with absolutely nothing to replace them, though they still get darkvision, poison resist, proficiencies of extremely questionable value, and some goodies from their subclass, none of which though are particularly impressive. They're still not terrible, they're just not what they could be and what many might hope them to be.

10. Dragonborn
(Appearance B, Flavor B, Mechanics D)
Their appearance is up there with Tieflings in terms of being awesome and inspiring for many, and who doesn't want to be partially freaking Dragon, in a game set in Dungeons and Dragons. Unfortunately while Tieflings don't have much going on mechanically, Dragonborn have it far worse. They basically trade the Tiefling spell package for effectively a single spell, and can swap the fire resist for a different one, but only a different choice on character creation not on the fly, and none of the options are better than fire resist anyway. They also lose Darkvision for reasons which make no sense at all to me, given the incredible perception powers (darkvison and even blindsense) of full fledged Dragons. If Half Elves are more Elf than Human, Dragonborn are *far* more Human than Dragon, unfortunately.

11. Human
(Appearance A, Flavor F, Mechanics F)
Last by a mile, humans are the absolute worst. Compared to Half Elves, they trade darkvision, a status immunity and resist, and subrace goodies for a skill proficiency and an almost completely irrelevant bonus to carry capacity. Compared to Drow, they trade being able to pick what their proficiency is (instead of it being Perception, which is again always useful), and having a different set of free proficiencies, and their useless carry capacity bonus, in exchange for losing a spell package, darkvision of any kind to say nothing of superior, a status immunity and advantage vs another status, and basically all of their flavor. I know folks that want to play as humans anyway because they always want to play as humans, but effectively choosing to do so is in my opinion basically like playing on a flavorless challenge mode compared to what you could be doing.

1. Wood Elf, Half Wood Elf. Fast matters. Finesse, Non-Finesse, and Ranged Weapon Proficiency. Skills aren't very important (you can win the game without ever succeeding on a skill test and get most of the good loot) but they get 2 of the most important. Female Elves looks pretty good.

2.5. Half High-Elf. They get shields and immunity to sleep, plus some other stuff that doesn't matter much. If you play a Class that grants Shield Proficiency, Half High Elves drop a slot (down to 3.5).

3. Drow, Human, High Elf. Humans get shields, High Elves and Drow get a lot of decent racials, so it kind of makes up for not getting a Shield. If you play a Class that grants Shield Proficiency, Humans drop 3 slots, all the way down to Halfling territory. Yes, it's that serious. Drow also look pretty cool, so that's a plus.

4. Githyanki, Half-Orc. You can make a pretty good STR Sorcerer out of a Githyanki or you can play a Knowledge Cleric and be proficient in every skill, though skills don't matter much. Half-Orcs have some nice racials if you want to play a Barbarian, but they also work well with Fighter and Paladin. If you play a Class that grants Medium Armor Proficiency, Githyanki drop a slot.

5. Tieflings and Dragonborn shake out about the same. They don't get much to be proud of but at least they aren't slow. I like the way Tieflings look and don't care that a biophysicist would have a problem with their horns. I guess Dragonborn look cool because everybody says so but I don't really feel it deep down. I might be prejudiced against reptiles.

6. Halfling. Slow sucks. Lucky is the single best racial ability, on par with Fast, so I was very close to putting Halflings up with Tieflings and Dragonborn. And it's not just Rogues Halflings do well. They make good anything other than Wizard or Sorcerer, for which you have clearly better options.

7. There is no 7 because you need a gap to separate the good to great from the suck to more suck.

7.5. Deep Gnome. Gnomes are slow but good at some saves you pretty much never have to make. (In theory, they are the bestest evah, but in practice they are ass. If you dump the stats, that's great because they are the worst stats, but the average improvement of a reroll from Advantage diminishes in importance if you aren't very close to the target DC.) Deep Gnomes also have just enough not-very-important stuff to put them above the pack (of Gnomes and Dwarves). If you have an overwhelming need to play a Gnome, make sure it's a Deep Gnome.

8. Forest Gnome, Shield Dwarf. Slow, but Shield Dwarf gets more hp than anyone else, plus some stuff that doesn't matter much, like weapon proficiencies you would only want if you played a class that already granted them. They make decent Clerics, though. Forest Gnomes get to talk to animals... that's fun at least. Dwarves look pretty cool, IMO. Gnomes not so much.

8.5. Rock Gnome. Rock Gnomes suck and are not fun, either. Really, the only thing going for Rock Gnomes is that they aren't Gold Dwarves.

11. Gold Dwarf. If you play a Class with Medium or Heavy Armor Shield Dwarf >> Gold Dwarf. If you play a Class with Light or no Armor, Gith > Gold Dwarf. If you play a Class with no Shield, even a Human is better than a Gold Dwarf (and that's saying something). They've got nothing to offer. Larian should just merge Shield and Gold Dwarves and give them the racials of both. That would make them as good as Halflings. As it stands, the only race they beat out is pet rock, but I don't think that's playable.

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@Totoro I'm surprised at how highly you rank shields . In my eyes shields are like Darkvision; it's more notable when you Don't have them than it is when you do. After all, Barbarians, Clerics, Druids, Fighters, Paladins, Rangers, and some bards all get them. Of those that remain, Monks either multiclass or don't want them, Rogues either multiclass and get them from that, or they have an extra feat, in which case one of the only good half feats is moderately armored and they can and should get them from that.

This only leaves non-multiclassing Wizards, Sorcerers, and Warlocks who *don't* have shields and benefit from getting them from their race, along with some bards. All of which are stuck on light armor, have access to mage armor, the "shield" spell, and typically hang out on the back line. If they intend to be in the front line / need heavier armament, a dip in Cleric or Druid provides that while keeping full caster levels.

Given all of that, do you really think Shield proficiency is *that* indespensible, and a setup present which lacks it and benefits from obtaining it via a means other than multiclassing is *that* common, that it should be valued so highly? In my "recommended party" of Paladin/Warlock, Druid, Cleric/Sorc/Wizard and Rogue/Ranger for example, all of them already have it, regardless of race. In my single player game 3 of 4 have it and the 4th isn't desperate for it by any means. In my multiplayer game, 4 of 4 have it. None of those 11 require their race to provide it.

In fact I find it far more common for someone to have a shield proficiency and not use it due to using 2 weapon fighting or 2 handed fighting than for them to lack the shield proficiency they need. Far more common to have proficiencies provided by their race which double up that which they already get from their class, rendering those proficiencies useless (since in BG3 unlike 5e you don't get to sub them out for other proficiencies when duplicated) than it is for them to deeply benefit from the proficiencies their race provides them.

One other thing, you say advantage doesn't help much when you're far from the target, but the opposite is true - if you only need a 2, going from a 95% to a 99.75% isn't that impactful, it's about a 5% boost in both relative and absolute terms. If you need a 5, it's an 80% to a 96%, a 16% bonus (roughly the equivalent of a +3) in absolute terms, and a 25% bonus in relative terms. If you need an 11, that's going from a 50% chance to 75%, a 25% bonus in absolute terms (a +5, basically) but a whopping 50% in relative terms. A 15 goes from a 30% to a 51%, "only" a 21% bonus in absolute terms (a +4), but a whopping 70% increase in relative terms. The higher the value you need, the *more* advantage helps you.

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Humans need an exclusive, oddly specific, and strangely great perk. An extra 4 weaons, medium armor, shields are great. But Half Elves walk in and get that + more. Take it away from those Half Elves!

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I see a lot of emphasis on movement speed, however given that you can cast longstrider as a ritual spell on your whole group and there are other ways to improve mobility with spells and class features, I really don't put a whole lot of stock in movement speed for wood/half wood elfs nor do I ding the smaller races much for having less.

Darkvision is another stat that has a lot of emphasis seemingly placed on it but I feel like it's necessity is over-stated, especially given that the majority of races and sub-races have access to it and there are also spells, class features, scrolls, and other methods of getting this ability, and even more ways to simply provide light. That being said, Superior Darkvision is pretty good for ranged characters and you might see more use from this if you're doing a stealth heavy group/strategy. I try to approach every combat and encounter in the game "naturally" without sneaking around the whole game however. Something about premeditating every combat, unless it's obviously going that direction, just feels cheesy to me.

I think the best things races can do are provide a weapon or armor proficiency you really want that your class won't be providing, grant advantages, and boost your ability to survive (as so few class features contribute to actually doing better damage in combat).

Unfortunately humans do feel a little weak in the game, especially since half-elves just offer the best parts of Human (weapon/shield proficiency) with better additional features. I think as an improvement to humans, maybe their skill proficiency bonus should instead be the ability to choose a second background. This would still stick with and even define more the "human versatility" aspect while also giving humans the opportunity to pick up an additional proficiency and additional inspiration. Though, I suppose this is probably also a programming nightmare given that the game probably isn't built to check for multiple backgrounds. . . it would push humans up to a respectable level. I also think Dragonborn could use a little love maybe in the form of an extra ac for their tough skin.

Overall I think Lucky makes Halflings one of the best races, and an advantage on stealth and vs. frightened is a decent perk. Dueregar Dwarf is just as good with saves, superior darkvision, poison resist and two useful spells. Deep Gnome and Drow are on par and I think those 4 are the best of the best races. The next tier would prob include all the other elfs and half elfs.

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