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    Re: Races of the Flanaess for Classic D&D - Humans (Score: 1)
    by chatdemon on Sat, July 09, 2005
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    Well, as a warning, there was no detailed and strict scientific methodolgy for determining the XP modifiers. I went more with a gut feeling like "well, Suel are obviously known for their wizardry, so give them a bonus XP if they are magic-users, but they aren't known for their brave and righteous knights, so a penalty is in order if they want to be a paladin". I also attempted to give each race a general balance when compared to generic humans, but again, no hard rules were used. The beauty of Classic D&D, IMO, is that you can apply minor tweaks like this without overly breaking down the game balance as written. In AD&D 1e, 2e and 3e, the mechanics are more intertwined with other aspects of the character that can lead to unforseen problems when tweaks are made.

    More articles like this are in the queue, as well as on my harddrive awaiting final edit before I post them, and all the major races of Greyhawk will be available. In all cases I kind of went with the assumption that each race will be treated as a variant human, with access to different classes varying by race. Some races get bonuses or penalties to some classes or are barred from other classes (dwarves cant be wizards, for example) Also, the "demi-human classes" from Classic D&D are available to the demi-human races only. So your elf can take the elf class as normal, or he can be a cleric or thief or whatever, possibly with XP penalties applied.

    To me, this allows the variety and flavor of all the races of Greyhawk, without adding the complexity of having race and class as separate aspects of the character.


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