Race as class,
another argument I see both sides of, and agree with both
alternately. I prefer the Human-centric implied setting of early D&D,
Demi-Human racial classes and level limits help enforce this. I'd
actually prefer a completely human world, but most players balk. It
seems the Tolkien-esque multi-racial paradigm won over a more
Conan-esque setting for fantasy adventure games. I run a lot of
“historical” settings, so it really isn't a problem,
particularly, for me, but “standard” D&D settings are always
multi-racial, and later editions of the game make them the absolute
equals of the Human characters.
I kind of like the
idea that they are maybe fading races, their age has passed, and they
are relics and anachronisms, leftovers from a more magical time; now
is the age of man. I can get behind that implied setting and run with
it. This also makes racial classes and/or Demi-Human level limits
make more sense.
In my Garnia
campaign setting this is almost what's going on, the Elves are a
defeated species, Dwarves are exiles, and Halflings and Gnomes are
not noteworthy enough to have any real history of their origins.
Half-Orcs exist, as do Half-Elves, but I came up with a reasonable
explanation as to why both Orcs and Elves could breed with Humans,
but not with each other. The age of man is certainly happening there,
the age of the Orc is impending. Garnia is, other than the Celtic
veneer, a pretty standard AD&D setting though. Garnia was
designed, from the get go, as a standard AD&D setting, with all
the bells and whistles, all the melange that implies.
So I guess what I am
saying is that, while I might actually prefer the “standard” D&D
racial classes for Demi-Humans, I will not go further than the AD&D
multi-class capable, level limited versions; that's where I draw the
line.
None of this is new
from me, I just need to re-state it from time to time. I argue for
racial classes, my wife argues for multi-class capable.
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