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  The Race Problem
Posted by: Carl on 2/2/2010 4:45:06 PM

In AD&D you're given 7 playable races: Dwarf, Elf, Gnome, Half-Elf, Halfling, Half-Orc and Human. These don't really fit into any historical context. That leaves me with two options. One, I allow only human characters. Of course, if I head into this level of realism, I need to ditch 90% of the Monster Manual, too. Alternately, I can hand-wave their inclusion into the world, and so this is what I've opted to do.

The Dwarves, Elves, Gnomes, Halflings, Humans and Orcs are cousin races. The theory here being that they are all descended from Homo Australopithecus Afarensis. They just went in a different direction in their evolutionary progression from that point. Why? Well, why did the bodhidharma come out of the east? Because. Which is kind of how evolution works anyway. It's not really survival of the fittest. It's more like, survival of the survivors.

Let's now fast-forward a few million years, and assume the existence of actual gods and magic (apart from those actual gods). I'll even skip Lake Toba, or better yet, we'll take for granted that it happened and that all these descendents of Lucy somehow survived. That could even give us a "first age of man" kind of a thing if we wanted to explore that. The Drow went underground for a reason, right? Maybe that reason was the sky turning black and the Earth freezing for a thousand years or so. That would be a good reason for me to seek my fortunes elsewhere, had I the means. Aside from the obvious biological problems with living away from the sun, this neatly explains Deep Dwarves, Deep Gnomes, and Drow Elves. As to the sun issue? Abracadabra Alakazam! Magic, bitches! (Fantasy can be so easy sometimes!) However, this explaination opens up a discussion of why we can have Half-Elves and Half-Orcs, but not Half-Gnomes, Half-Dwarves and Half-Halflings?

Well, mister super-smart mouth DM? Where's your magic now?

I think the best way to approach this problem is to introduce those races. I'll just take the same track that Gygax and Arneson took with the other Halfs. That is to say, reduced racial characteristics from the demi-Human parent (partial infravision, reduced resistances to magic, etc.), slightly increased ability score maximums from the demi-human parent and slightly increased level limits and class selection (namely Cleric) to reflect the human parent. Thoughts on this? Anyone want to play a Half-Halfling? You can be a cleric/thief/magic user... :-)

This brings me to racial ability score maximums. For the most part, I'm OK with these with one exception. I'm going to remove the ability score limits based on sex. They may be representative, and they may not be, but they certainly aren't fair. Those are out. Also, I think Half-Orcs may have more of a strength limitation than I'd like, but I don't have the book with me right now.

At this point, I'm feeling pretty good about things, but here's where AD&D shows it's other face, the ugly face. Class and level restrictions based upon race are something that almost every DM I've known and pretty much every player hates. Why can Dwarves only get to 7th level as fighters? Why can't they be druids? I don't know the metagame answer. I suspect it's because only demi-humans and the halfs are allowed to multiclass. Because they can do this, they can achieve a very powerful character without having unlimited levels in all but one class (which is thief, for some reason). Humans may dual-class, but this is an entirely different deal, albiet with similar results. It smells like game balance, but is it fair? Again, I don't know. If you're reading this and have an opinion, please state it and include justification. Personally, I think that removing all the controls (unlimited levels, unlimited multi-classing for all races) would mean that no one would play a human and I think that makes for an unbalanced game. Why play some human schmuck when you could have 60' infravison and a 90% resistance to sleep and charm? There have to be some kind of limits to balance things out between the races, but are the ones in the Player's Handbook the right ones?

I'm going to retreat from the field for today. Tomorrow, I'll see about posting some information on how all these weird-ass races showed up in Rome, and a further justification for why I'm going to have have a "half" for every race.

Thanks for your time.



 
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Posted by: Jason on 2/4/2010 1:29:03 PM
                One thing I liked in a previous campaign is the use of training time and cost for leveling. It adds a bit of realism (LoL) to the idea of leveling, while helping with inflation and aging of characters.  No more infinitely rich 18 year old 20th level barbarians.  In that campaign you could earn up to mid point of your next level before you had to train to keep gaining xp.  Also, it cost 1k gold per level for training so level 2 required 2k gold, level 3 3k, etc. and it took a week of training per level also.

I think if there is a worry about level balance, you could incorporate training with time and cost being greater for races other than humans.  Want to level beyond what "rules" say you can no problem it just costs you twice as much in time and gold to find someone to do so.  Want to train outside the classes allowed to you, that is fine also just means it is 3 times the cost.

I think by doing this you get into the long term vs short term pros and cons of being human or being non-human.   
                


Posted by: Carl on 2/4/2010 4:04:59 PM
                
Jason!  It's good to hear from you again.  Thank you for contributing.  There are a couple of points in your response that I'd like to address.

First is the idea of training to level.  In my heart of hearts I know that it takes more than experience to advance in skill.  Experience is only part of the picture.  You need to train, too.  Also, I know that if you don't continue to practice you will lose skill.  Witness my once mad Kung Fu skills now reduced to little more than knowing how to punch and the possibility of escaping a headlock.  I might be able to leg-jam a wild kick, but I'm badly out-of-practice and out-of-shape.  I think that a Magic User who stopped memorizing and casting spells for a couple of years would find himself unable to memorize and cast his high-level spells without hitting the books again for a good while.

The problem with this is that I've never found training rules which worked nicely alongside the AD&D leveling model.  Most come off as a money-sink and an unfair penalty to success.  As a DM, I like the idea of a character coming back from an adventure lean, mean and rich, with a body and mind ready learn new fighting techniques or new spell memorization and casting techniques.  They would then either seek out their old master or some other willing teacher and spend some amount of time with them after which they would emerge with an improved skill set.  This smells like reality to me.  In my academic career, my professional career and my (limited) martial arts career, this seemed to be how it worked.  I worked hard for a long period, took additional classes along the way and continually increasing my capacity to learn, or produce or fight.

As a player, I find the idea of seeking out a master and paying her or him an obscene amount of money to justify my transformation from 1st to 2nd level unfair.  I mean, I killed a bunch of orcs and goblins, right?  I hauled away a small fortune in gold and silver.  Why they hell do I have to train, too?  And why does it cost so much?

The second point, and related to the first, is the idea that a demi-human or half-human should be required to pay more and take more time to train after a seemingly arbitrary point.  From a metagame view I like this because it sharply slows the level progression of demis and halfs when they decide to exceed their Player's Handbook limits, which sort of stays faithful to the model without totally destroying it.  It's not going to slow their acquisition of experience, though, and I have a feeling that the monetary cost is not going to slow the leveling down much.

You've given me some good ideas to bat around.  I'll try to post a follow-up on this in the coming days.

Also, I looked up Half-Orcs and according the Player's Handbook, they are limited to a maximum of 18/75 for strength.  That's out, too.  I think a Half-Orc should be allowed a "natural" maximum of 19 strength.
                


Posted by: Jason on 2/4/2010 8:48:04 PM
                The cost aspect was explained in some metagame terms that it is not that you are handing over the 1k of gold to some master in a sack.  But rather it is the cost for room, board, travelling, practice equipment or components, and healing required to get you back up and going again after the spell went wrong or that blow was a little too hard.

As for the why, it is sure you just killed a bunch of orcs or goblins using swing 1 or spell 1, but now that you have used it in action and repeated it enough times you now understand the basics enough for using swing 2 that does a little more damage because of a twist at the end that would have been too difficult otherwise.  Or now by casting spell 2 so many times you now have fingers and tongue limber enough to do the more complex gesture I will show you or pronounce the key spell word better or make the appropriate guttural sound at the end, beginning, etc.

Not saying this has to be your reason, but that is what he gave for us.  Of course, he said we could roleplay it out for each person but then it would be a session to get maybe two people done so we are looking at 2-3 months just to train with everyone else in real life downtime.

Also, I am not saying there needs to be anything like this in your campaign.  Just tossing out some ideas based on what you wrote to help the wheels to spin and maybe get something to form in a way of a solution.
                


Posted by: Jillian on 2/5/2010 9:32:10 AM
                "Anyone want to play a Half-Halfling?"

I vote for the term "Quarterling".
                


Posted by: Alexis on 2/5/2010 2:43:49 PM
                Wouldn't 'farthing' be more appropriate?  Would it weigh 1/80th of a pound?
                


Posted by: Thom on 2/5/2010 7:24:08 PM
                I'm torn.  Both are good.  Maybe other races use one and only the 'folk' call themselves the other.
                



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