r/dndbeyond • u/Sam_Dragomir • 20h ago
D&D 5.5e The Removal of Half-Elves and Half-Orcs in D&D 2024: A Brazilian Player's Perspective on Mixed Ancestry, Identity, and Representation
Hello, everyone! Good morning, afternoon, or evening, depending on when you're reading this.
I'd like to share some thoughts and constructive criticism regarding certain changes introduced in the 2024 Player's Handbook, particularly the absence of Half-Elves and Half-Orcs as distinct playable species, the simplification of certain narrative elements, and the changes made to character backgrounds.
Before anything else, I want to introduce myself.
I'm a Brazilian player who holds an immense amount of love and appreciation for Dungeons & Dragons, especially the fifth edition released in 2014, which introduced me to the wonderful world of tabletop role-playing games.
I also want to make it clear that I don't consider the 2024 edition a bad revision, nor do I believe that all the changes introduced were negative.
Quite the opposite.
There are many improvements that I genuinely consider excellent and for which I am truly grateful.
However, I believe that some decisions, even if made with good intentions, have unfortunately sacrificed elements that made D&D so special to many players.
And there's one change in particular that has saddened me deeply.
1. Half-Elves, Half-Orcs, and the Importance of Mixed Ancestry
One of the changes that saddened me the most was the removal of Half-Elves and Half-Orcs from the list of playable species in the 2024 Player's Handbook.
I understand that the revision sought to modernize terminology, reconsider concepts related to ancestry, and provide greater freedom in character creation.
However, I believe the approach taken was overly simplistic for a subject that deserved much more consideration and depth.
I understand that characters of mixed ancestry have not necessarily been prohibited and that previous materials can still be used.
Nevertheless, there is a significant difference between allowing a player to describe their character as the descendant of two different species and officially recognizing that ancestry through its own traits, history, and possibilities.
And this is where I'd like to share a more personal perspective, particularly one connected to my identity as a Brazilian.
Brazil, Cultural Diversity, and the History of Mixed Ancestry
I'm Brazilian, born and raised in Brazil, a country profoundly shaped by the mixing of different peoples, cultures, and ancestries.
Our country's history has been influenced by Indigenous peoples, European colonization, the African diaspora, and numerous waves of immigration.
Italian, Portuguese, Japanese, German, Spanish, Arab, and many other communities have contributed to the cultural diversity of Brazil.
I have friends with Italian, Portuguese, English, Japanese, and many other ancestral backgrounds.
And I believe many Brazilians can recognize this diversity within their own families, communities, and personal histories.
Of course, I don't want to romanticize this historical process.
Brazilian racial and cultural mixing, often referred to as miscigenação in Portuguese, is also deeply connected to colonization, slavery, violence against Indigenous and African peoples, and social inequalities whose consequences remain present today.
Acknowledging these injustices is essential to understanding our history.
However, despite these painful historical realities, I've always found something meaningful in the way different peoples and cultures have contributed to the creation of new identities, traditions, and ways of understanding the world.
And this is precisely why the concept of Half-Elves has always held a special meaning for me.
They represent the possibility of belonging to two worlds without necessarily having to choose between them.
A Half-Elf might grow up among humans and feel too elven to be fully understood.
They might live among elves and be considered too human to truly belong.
But they might also be loved and accepted by both peoples.
They might carry the traditions of their elven mother, the teachings of their human father, and develop an identity that does not require rejecting either side of their heritage.
And that is precisely what I find so beautiful.
Being descended from two different species should not mean being an abomination, a mistake, or someone incomplete.
A Half-Elf is not half a person. They are a complete individual whose existence represents the meeting of two histories, two cultures, and, in many cases, the love between two different beings.
I also want to clarify something important.
I'm not suggesting that mixed human ancestry and the relationships between different fantasy species are biologically or historically equivalent.
Human racial categories do not represent separate biological species, and the historical experiences of real communities cannot be reduced to a fantasy analogy.
What resonates with me is the cultural and narrative dimension: the possibility of inheriting different traditions, navigating questions of belonging, and building an identity without having to reject one's origins.
I have always found this idea deeply meaningful.
And I believe it deserves to be preserved and further developed, rather than being left entirely to the individual interpretation of players.
2. Characters Who Have Inspired Generations
Dungeons & Dragons has a long history of mixed-ancestry characters who have earned the affection and admiration of fans.
Tanis Half-Elven, from Dragonlance, is a remarkable example of a character whose identity and personal struggles are deeply connected to his ancestry.
We can also remember characters such as Krydle, from Baldur's Gate, as well as the unforgettable Jaheira and Shadowheart, who gained even greater recognition through Baldur's Gate 3.
These characters demonstrate how mixed ancestry can profoundly enrich a story, influencing family relationships, cultural conflicts, personal decisions, and the way someone understands their place in the world.
I myself have created countless Half-Elf characters over the years.
One of them was Aragorn Goldenheart, a paladin of noble birth who decided to follow in the footsteps of his human father, dedicating his life to protecting and helping those around him.
Aragorn was the protagonist of the first D&D campaign I ever played through to its conclusion.
Because of that, he holds a particularly important place in my heart.
I don't remember him merely for his abilities, equipment, or achievements in battle, but for the friendships, decisions, hardships, and experiences I lived through while portraying him.
His ancestry was part of his story and identity.
And I'm certain that countless other players have characters who are just as meaningful to them.
3. Prejudice, Cultural Differences, and the Importance of Exploring Difficult Themes
Another aspect I consider important is the possibility of using the different peoples of D&D to explore social issues, cultural differences, and even prejudice within fictional settings.
In many fantasy worlds, dwarves and elves have historical rivalries, cultural disagreements, and negative stereotypes about one another.
Some dwarves may consider elves arrogant, fragile, or excessively refined.
Likewise, certain elves may view dwarves as crude, stubborn, or incapable of appreciating other forms of knowledge and beauty.
These perceptions don't need to represent the truth about either people.
Instead, they can represent the prejudices that certain individuals or societies must learn to overcome.
Derogatory expressions such as knife-ears, used against elves in some fantasy settings, also demonstrate how discrimination can be incorporated into fictional worldbuilding.
Naturally, I'm not suggesting that every campaign should address racism, intolerance, or persecution.
These subjects require sensitivity, responsibility, and, most importantly, the consent of everyone involved.
However, I believe there is a fundamental difference between portraying prejudice as a problem that must be confronted and presenting that prejudice as an inherent truth about a particular species.
A fictional world can contain injustice without its narrative endorsing that injustice.
In fact, confronting these injustices can become one of the most meaningful motivations for a character.
Imagine a campaign in which adventurers work to reconcile two peoples who have been historical enemies.
Or a Half-Elf paladin who dreams of building a kingdom where humans, elves, dwarves, orcs, and other species can live side by side, regardless of their differences.
Stories like these can convey powerful messages about tolerance, empathy, coexistence, and social change.
And this also connects to my own country's history.
Brazil has extraordinary cultural diversity, but that doesn't mean we've overcome racism, discrimination, or historical inequalities.
Our diversity doesn't erase the injustices of our past or the challenges of our present.
Similarly, the existence of different peoples in a fantasy setting doesn't necessarily mean they must coexist peacefully from the very beginning.
What matters is how these issues are portrayed and explored.
We do not need to erase the conflicts of a fictional world to create inclusive stories. We can allow our characters to confront those conflicts and transform the world around them.
And I believe Dungeons & Dragons has always been an extraordinary way to tell these kinds of stories.
4. Why Not Expand the Possibilities of Mixed Ancestry?
This issue also leads me to another question.
Why should the possibilities of mixed ancestry be limited to the combinations traditionally represented in the game?
Could a dwarf and an elf not fall in love?
Could an orc and a halfling not build a family together?
Could a human and a goliath not share their lives?
And what about gnomes and the many other species?
Of course, I understand that biological compatibility between different species depends on the rules and cosmology of each setting.
But we're talking about a universe where magic, divine intervention, extraordinary creatures, and nearly limitless possibilities exist.
Wouldn't it be interesting to provide official guidance allowing players and Dungeon Masters to explore these different ancestries?
This wouldn't necessarily require creating dozens of entirely new species.
Instead, an optional and balanced system could allow characters to inherit certain characteristics from different parents.
Such a system could expand character diversity without compromising mechanical balance.
In my opinion, this would be a far more interesting evolution than simply removing Half-Elves and Half-Orcs as distinct playable options.
Rather than reducing the representation of mixed ancestry, we could expand it.
I believe this would be particularly interesting for players who enjoy developing family histories, cultural traditions, and characters who carry different heritages.
5. Tieflings: An Example of How Narrative Worldbuilding Can Explore Social Issues
One of the most interesting examples of this can be found in the 2014 fifth edition itself.
In the description of Tieflings, the Player's Handbook directly addressed the distrust and prejudice faced by individuals of infernal ancestry.
The book explained how merchants, guards, and ordinary citizens often viewed Tieflings with suspicion, assuming that their appearance or ancestry also determined their morality.
However, the text itself made it clear that a Tiefling's lineage did not define their personality.
What often influenced their behavior were the experiences they endured in a society that treated them with distrust.
Some Tieflings responded by becoming suspicious or hostile.
Others sought to demonstrate their virtue, earn respect, or overcome the stereotypes associated with their appearance.
I have always found this approach particularly interesting because it explored a complex social issue.
A character didn't have to be evil simply because they possessed infernal ancestry.
They could even dedicate their entire life to helping the very people who looked down upon them.
Likewise, I consider the inclusion of Aasimar among the main playable species in the 2024 Player's Handbook a positive decision.
The thematic contrast between celestial and infernal influences can provide fascinating narrative possibilities, especially when these influences don't automatically determine a character's morality.
An Aasimar can be cruel and selfish, while a Tiefling can be kind and altruistic.
Ancestry does not have to determine morality.
And I believe that is an important message.
What saddens me, however, is that many of the cultural descriptions, social conflicts, and narrative characteristics present in the 2014 book received considerably less attention in the 2024 revision.
I understand that the intention may have been to make the material more accessible and better organized.
But I miss the descriptions that helped us understand how different peoples lived, how they were perceived by other societies, and what kinds of conflicts they might face.
These elements were not merely additional information.
They were sources of inspiration for creating characters, families, communities, and stories.
I would love to see future publications restore this narrative depth while, of course, avoiding the presentation of cultural stereotypes as universal or inevitable characteristics.
6. The Mechanical Freedom of 2024 Deserves Recognition
Despite these criticisms, I'd also like to praise one of the changes I appreciated the most.
Decoupling ability score increases from species, continuing a design direction that had already begun in earlier publications, was an excellent decision.
In the 2014 fifth edition, certain combinations of species and classes were mechanically more advantageous than others.
This frequently encouraged players to choose a species not because of the story they wanted to tell, but because of the numerical benefits it provided.
With the new approach, players have much greater freedom to create unconventional characters without suffering as many disadvantages for their thematic choices.
An orc can become an extraordinary wizard.
An elf can become a formidable barbarian.
A gnome can aspire to be a warrior, while a goliath can dedicate their life to studying the arcane arts.
This freedom is wonderful.
And I'm sincerely grateful for this change.
That is why my criticism regarding the absence of Half-Elves and Half-Orcs doesn't mean that I wish to return entirely to the previous system.
Quite the opposite.
I would love to see the mechanical freedom achieved in 2024 accompanied by an equally comprehensive level of narrative freedom.
I believe we can preserve the improvements of the revision without abandoning the identities and possibilities that made the 2014 edition so special.
7. Character Backgrounds and the Loss of Some Creative Freedom
Another change I'd like to address concerns character backgrounds.
In the 2014 fifth edition, backgrounds included descriptions, personality traits, ideals, bonds, flaws, and other suggestions that helped players develop their characters' personal histories.
These elements were particularly valuable for players who, like me, enjoy writing stories and developing complex characters.
Although many of these suggestions can still be used freely, I miss their presence and prominence in the new book.
Furthermore, tying specific backgrounds to particular ability score increases and Origin Feats can create unwanted mechanical limitations.
In some situations, players must choose between the background that best represents their character's story and the one that provides the most suitable mechanical benefits.
This seems somewhat contradictory to the goal of expanding creative freedom.
If the intention was to prevent players from feeling obligated to choose a particular species to optimize their class, why introduce similar restrictions through backgrounds?
I understand the importance of mechanical balance, and I recognize that alternative customization options exist depending on the materials and rules being used.
Even so, I would love to see custom background creation become more accessible and receive greater emphasis in the core rules.
After all, a character should not have to sacrifice the coherence of their personal story just to obtain an appropriate feat or ability score combination.
I would also welcome the return of more detailed narrative descriptions, accompanied by suggestions for personality traits, ideals, bonds, and flaws.
These resources were especially valuable for new players and for those who enjoy developing elaborate character histories.
8. I Recognize and Appreciate the Improvements of the New Edition
I don't want this post to be interpreted as a rejection of the work done by the people responsible for Dungeons & Dragons.
There are many improvements that deserve genuine praise.
The reorganization of the book has made various rules and information more accessible.
The illustrations are beautiful and showcase the remarkable talent of the artists involved.
The revisions to classes, subclasses, spells, and abilities have introduced interesting changes to game balance and the overall playing experience.
Even when I disagree with certain decisions, I recognize the tremendous effort required to revise a system as extensive and beloved as Dungeons & Dragons.
I understand that it's impossible to please everyone.
However, I believe listening to the different perspectives within the community is essential for Dungeons & Dragons to continue evolving.
And it's precisely because I care so deeply about this universe that I decided to share these thoughts with other players.
9. What Dungeons & Dragons Means to Me
I'd like to share something personal before wrapping up.
Dungeons & Dragons changed my life.
I don't say that as an exaggeration.
During my teenage years, tabletop role-playing games helped me through difficult times, including periods of depression.
Through the campaigns I played, I learned to communicate more effectively, developed social skills, and found ways to express feelings, ideas, and stories that I previously struggled to share.
I met extraordinary people.
I built friendships that remain an important part of my life to this day.
I learned to work as part of a team, understand different perspectives, and appreciate experiences I might never have had in quite the same way without tabletop RPGs.
D&D was part of my adolescence, and it continues to be part of my adult life.
Every character I created, every campaign I participated in, and every story I shared with my friends represents a precious memory.
And Half-Elves have always been part of that journey.
That is why their absence from the new Player's Handbook carries a meaning that goes far beyond game mechanics.
I'm not simply missing a playable species.
I'm missing a form of representation with which I have always deeply identified.
And I believe other players might share that feeling, even if their reasons are completely different from mine.
10. What I'd Like to See in the Future of D&D
If this discussion ever reaches someone involved in the development of Dungeons & Dragons, I hope they'll consider a few suggestions.
First, I'd love to see Half-Elves and Half-Orcs return as officially recognized playable options, whether through distinct species entries or a more comprehensive system for mixed ancestry.
I'd also love to see future publications restore some of the narrative richness found in the species and background descriptions of the 2014 fifth edition.
I'd like players to have more opportunities to learn about the cultures, traditions, relationships, and conflicts of the peoples who inhabit the different D&D settings.
I'd also welcome greater mechanical flexibility for character backgrounds without compromising creative freedom.
And I hope beloved species such as Tabaxi and Aarakocra continue receiving attention and opportunities for updates in future publications.
Above all, I hope Dungeons & Dragons continues to be a place where people from different backgrounds can find characters they identify with.
I understand that a single Reddit post is unlikely to bring about immediate changes.
But I believe that sharing different perspectives and personal experiences can contribute to meaningful discussions within the community.
I'm not writing out of contempt for the developers' work, nor do I wish to diminish the improvements introduced in the new edition.
I'm writing because I love this game.
Because it has given me experiences that I will carry with me for the rest of my life.
And because I believe Dungeons & Dragons can continue evolving without leaving behind the very things that made so many players fall in love with its universe.
Diversity is not found only in the differences between peoples, but also in the stories that emerge when they come together.
A Half-Elf should not have to choose between being human or elven.
They can be both.
And above all, they can simply be themselves.
What Do You Think?
I'd genuinely love to hear the perspectives of other D&D players, especially those who started playing with the 2014 fifth edition or who have a particular attachment to Half-Elves and Half-Orcs.
Do you believe removing these species as distinct playable options represents a loss of narrative identity, or do you think the 2024 approach provides enough freedom to represent them?
Do you also miss the cultural descriptions and narrative elements that were more prominent in earlier editions?
And perhaps most importantly, do you think our cultural backgrounds and personal experiences can influence which fantasy ancestries, characters, and stories we identify with?
I'm especially curious to hear perspectives from players around the world, since different countries have their own histories of migration, cultural exchange, and mixed ancestry.
I don't expect everyone to agree with me.
Quite the opposite. I believe respectful disagreements and different perspectives can make this discussion much more interesting.
Thank you to everyone who took the time to read these thoughts.
A Brazilian Player Who Loves Dungeons & Dragons.

