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So what races and classes do we consider core?

Core:

Human
Elf
Dwarf
Halfling

Fighter
Cleric
Rogue
Wizard

Optional:

Dragonborn
Gnome
Half-elf
Half-orc
Goliath
Tiefling

Paladin
Ranger
Warlock
Bard
Druid
 

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Races
- Human
- Dwarf
- Elf
- Halfling

Classes
- Fighter
- Cleric
- Mage
- Rogue

While I love races like the Genasi and Shifters, I can live without them as core. I'd add back gnomes if they have a more interesting 'hook" like they do in Golarion.

I'd like see things like the elf\eladrin split and barbarian and druids handled via an architype-like system that builds off the core races/classes.
 

One thing of irritation, when people suggest multiple Elven types, is that it highlights how stereotyped Humans are, by comparison. I mean, there are a multitude of different Human cultures that could be refered to, but aren't.

I'm not necessarily suggesting going the whole hog and RuneQuesting the game, but it is worth noting (in passing) that 'Race' isn't a particularly PC term in any case.
 

I would go with the following:

Races: human, dwarf, elf and halfling.
Classes: fighter, ranger, paladin, thief, bard, mage, cleric and druid.

Nothing else is desperately in need of being core, but additional slots could be used by these:

Races: gnome, half-elf and half-orc/orc.
Classes: barbarian, monk and maybe either warlock or artificer.

Cheers,
 

Looking through this thread makes me happy, because I am seeing a lot of "orcs" as options, even as just a possible alternative for half-orcs.
 

One thing of irritation, when people suggest multiple Elven types, is that it highlights how stereotyped Humans are, by comparison. I mean, there are a multitude of different Human cultures that could be refered to, but aren't. .

Hey, I would love to have cultural templates for humans. For example:
Arctic
Desert
Desert, mounted nomad
Forest
Island
Jungle
Mountains
Plains, mounted nomad
Swamp
Urban, noble
Urban, street
Special: monastic training
Special: wizard apprentice
Special: Temple upbringing (customizable by deity)
 

Races:
Eladrin
Drow
Dragonborn
Created
Tiefling

We want the races people are going to want to play.

Classes
Warrior - Classic
Warlock - Magic
Psion - Psionics
Ninja - Cause they are awesome.
In most campaigns i've run, people tend to play mostly humans and elves. A few timnes dwarves and a lot of gnomes. If you're marketing to knew people, they will have no idea what those things are and be utterly confused as to why a ninja and psion is.

I remember the first campaig ni attempted to run, and i had a bunch of vets who wanted to play githyanki. I'd only ran in campaigns with the traditional races. After 3 sessions i stopped and didnt dm for a year. Strange races scare away players and make new DMs cringe.
 
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I say screw it, let's have a sacred cow barbecue.

Races: What is the purpose of different races? Stat adjustment, powers, favored class?
Small race: example dwarf options to trick out halfling, gnome, dromite, vegipygmy or goblin
Medium race: example human options to trick out elf, eladrin, half-elf, githyanki or drow
Large race: not really large but imposing example orc options for gnoll, goliath, warforged

Dump stat adjustment. Give a 'spell list of racial abilities' to pick from. I want to make a feral fey gnome I can do it. I want an OD&D halfling I can do that too.

Classes: again I smell holy beef a cookin'
Fighting Man
Magic user
Kill the Divine/Arcane Divide All the classes can be boiled down to: uses mystical arts or martial arts. Feats, skills and powers all decouple from their associated classes and float. Multiclassing become a matter of dipping your toes in another tree of abilities.

5E won't go this route but it would shake a lot of the crepitus and rot in the system.
 


Races
Human
Dragonborn
Dwarf
Wood Elf
Halfling

Classes
Man-at-Arms
Rogue
Mage


I would leave cleric out and instead have some sort of divine template which you could ad to a class. Likewise, some of the other classes would be covered in similar ways. Things like rangers, bards, paladins, and warlords would become something akin to what 3.5 calls Prestige Classes.

The divine template could be taken at level 1 in exchange for trading out some of the other available options to your chosen class. As you gained more character points, you could then later choose to pick up more divine options. A man-at-arms who dabbles in some clerical ability might turn out similar to the current idea of a strength based cleric. A mage who trades out a lot of arcane options in favor of divine power would be a cloistered priest.

Also, I would give more coherent meaning to stats. Regardless of what initial class template you chose, melee damage would still be determined by strength. This would be balanced by the idea that the base classes are loose guidelines; yes, you do get a set of traits from them, but everyone would have the same freedom to branch out of that base class into things like the divine templates and prestige class options and stuff like that. I would attempt to find something of a middle ground between the idea of class and the concept behind many class-less systems.

Charisma would no longer be a core stat. It would be something you could purchase in a manner similar to feats. A man-at-arms with enough charisma would fill the role of a warlord. Charisma would be used -as it is now- to help influence others.

Skills would also become more important. Whether you would be swinging a sword, trying diplomacy, or casting a spell, it would all be handled via skills. The combat system and the skill system would be merged together.

Saves as we now know them would disappear. Instead, you could resist things by making attribute rolls. It would still work pretty much the same way; I'd just like to eliminate the added steps while also seeking my goal of giving ability scores actual meaning. Instead of making a fort save against poison, you might instead be required to roll against your constitution.

In addition to class and race choices, you would also have the choice to choose a cultural background which would grant certain skills (and perhaps abilities.)
 

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