Separating Class and Race in Classic D&D
by HåvardFirst, I want to say that I like racial classes. I think much of the criticism comes from people starting with other editions (or other types of games) and then struggling to wrap their heads around the different philosophy of early D&D. As I see it, the idea is that you don't need to define everything through the rules. If you want to make your elf a little different, you should handle that through roleplaying instead. If you get on board with this line of thinking, then that could actually encourage more roleplaying and new character types beyond what any edition forces you to choose between. However, since the question keeps coming up, it is also very easy to fix.
A couple of other ways to balance Classed Demihumans vs human options in Classic D&D that I have toyed with:
1) Demihumans who have selected a class will be assigned a second Prime Requisite Ability. For those who don't know how this works, characters who have a 13 or higher in their Prime Requisite get a +5% XP bonus while those who have 16 or higher get a 10% bonus. The Demihuman Classes described in the official rules have two prime requisite abilites and need to have both at 13 or higher to get the 5% bonus etc. In my proposed version Halflings who select the Fighter Class will need to meet the STR requirement of Fighters and also get a Dex requirement based on the Halfling Race. Halfling Thieves get the DEX requirement of the Thief, but will also get the STR requirement from their race. Halfling Clerics will get WIS and DEX etc.
Yes this is effectively an XP toll, but formulated a bit differently. Also, since per core BECMI there are no ability score modifiers, this encourages certain characters to get higher ability scores of certain categories while any character can still retain any class.
2) Increase HD type by one category for humans (and racial classed demihumans). So Human Fighters will now get d12 HP per level and Human Thieves and Magic Users will be using d6s. The downside of this is that it requires changing all of the classes, not just the demihumans with a class. Note also that I am sticking with the BECMI rules of HD type being based on class, with a minor variation described here.
Why is such a balancing mechanic (1 or 2 above) required? The idea is that the races will bring with them a set of advantages that needs to be balanced so that humans will be as viable an option as demihumans.
I will post my ideas for advantages for each race in my next post.
Players deciding to use the Dwarf, Halfling or Elf race classes in the standard rules can ignore all of the below. If option 2 in my post above is used to balance these races, players using the standard rules for demihumans gain the same benefits as humans. Option 1 is used, players using the standard demihuman classes will ignore the restrictions.
Dwarf
- Infravision 60'
- Detection Ability: Can detect traps related to stonework or heavy construction*
- Weapon restrictions: Cannot use Longbows (NOTE: As per Gaz6, I allow Dwarves to use Polearms and 2H Weapons)
- Languages: A dwarf knows Dwarven, Common, Gnome, Kobold in addition to extra languages gained from a high INT score.
- Extended lifespan: May live to an average of 400 years
*= If General Skills are used, replace this ability with Engineering Skill
Elf
- Infravision 60'
- Detection Ability: Higher chance of detecting Hidden or Secret Doors.*
- Immunity to Ghoul Paralysis
- Languages: elf, gnoll, hobgoblin, and orc in addition to extra languages gained from a high INT score.
- Extended lifespan: May life to an average of 800 years
*=If General Skills are used and the DM permits it, this ability can be replaced with a Perception (WIS) skill reflecting an elf's heightened senses.
Halfling
- Hide Ability 90% Outdoors/ 33% Indoors (Halfling Thieves may decide to use Thief Abilities instead)
- Halfling Combat Abilities
- +1 to attack rolls when using missile weapons
- -2 to AC when attacked by creatures larger than man-sized (+2 if ascending AC is used)
- +1 to individual initiative
- Weapon restrictions: Cannot use two handed or large weapons. Cannot use long bows or heavy crossbows.
- Languages: A Halfling knows Common in addition to extra languages gained from a high INT score.
- Extended lifespan: May live to an average of 200 years