BECMI elves as a race
by Justin PfeilI have been churning this idea in my head of trying to a separation between race and classes as an optional rule in BECMI. With the idea that we can keep all the rules that exist already, and just have this set of optional rules, right along the lines that the rules are in the Old School Essentials rules, where they offer race as class, but also an option to split the race and class up. It works really well in Old School Essentials, but implementing the idea and an optional set of rules in BECMI runs into all the crasy class options and variant rules that are all over the place. Monstrous classes from Orcs of Thar, the crazy class options that were in Voyage of the Princess Ark. It's mind bending.
For example. you can just say, OK, for elves, you get the following:
ELF
Requirements: INT 9
Ability Modifiers: DEX +1, CON -1
Elves have infravision of 60 feet, and have keen eyes that allow them, when actively searching, to detect hidden and secret doors with a roll of 1-2 on 1d6. Elves also have a 2 in 6 chance of hearing noises when listening at doors. Because of their connection to nature, elves are completely unaffected by the paralysis ghouls can inflict.
Elves can speak Alignment, Common, Elvish, Gnoll, Hobgoblin, and Orc.
Elves may select from the following classes, with the indicated level limits.
ELF CLASSES AVAILABLE
Class Level Limit
Cleric 10
Fighter 10
Magic-User 15
Thief 12But how do you accommodate for the Alfheim Elf wizard in Elves of Alfheim? the warrior Elf from Hollow world? Elf Clerics and Druids from Voyage of the Princes Ark? It's just maddening. What about secondary classes like Merchants and Wokani? What about Paths, like Paladins and Avengers? Subclasses like from Hollow World! Arg! I'm going out of my mind trying to bring it all together into something that makes sense.