D&D 5E Random Class and Race Tables

Hriston

Dungeon Master of Middle-earth
Two thoughts:

(1) Have you ever tried to reconcile the table you used with some of the other tables found in the DMG? Obviously the ones for ranger and thief/assassin followers are very specific and hence have different spreads (although given that any race can be a thief one might think the table in that respect shouldn't depart too far from a more generic one; but it does, very significantly). And when it comes to class, there is the henchman one which is different from the encounter one, and then there is the different-again spread of adventuring classes on the city encounter table.

No, I haven’t and don’t see any reason to. The followers tables, as you said, are specifically for generating followers for upper level characters. Perhaps I should state clearly that my intention with these tables is to provide a method for PC creation. PCs aren’t generally conceived of as followers of upper level characters, although I suppose they could be. And while it’s true that a member of any race could be a thief, the fact that for most demi-humans, Thief was one of a limited number of classes available, would lead to humans being underrepresented on a list of thieves when compared to the general population of adventurers, which is what we see on that table.

The rules for henchmen are interesting but depend on the DM‘s own breakdown of races that exist in a given area, and the class distribution specifically applies only to prospective henchmen, which is a subset of characters suitable for advancement, although it does seem pretty close to the distribution given in the Character Subtable.

I did take a look at the City/Town Encounters Matrix when preparing these tables, particularly the race breakdown, but again since my purpose is to generate a PC (or NPC) member of an adventuring party, I wasn’t particularly perturbed that demi-humans are found in higher proportions in urban environments than they are in adventuring parties.

The short answer is I’m not all that interested in the larger world-building questions that these sorts of comparisons bring up.

(2) What was your basis for interpolating likelihoods for the classes and races not found in AD&D?
I tried to limit arbitrary decision making to a minimum. I’m not sure if I succeeded.

The Class table departs from the original in two respects. First, it gives half the fighter’s space to the barbarian, the basis of which was the barbarian’s history as a subclass of fighter. I had at first thought to only give the barbarian a spread equal to the ranger, but it seemed too arbitrary, so I finally settled on dividing the fighter’s spread evenly.

Second, I divided the former non-illusionist magic-user’s space evenly between the sorcerer, warlock, and non-illusionist wizard, conceiving of “magic-user” as formerly encompassing the concepts of all three 5E classes, however ineffectively. I had originally thought of giving the wizard enough of a spread that each subclass could have equal representation, but I found the result too arbitrary, especially as it impacted the space remaining to the sorcerer and warlock.

In practice, when using this table, once a class has been generated, if determining a subclass is desired and one of the two that appears on the table didn’t result, then I would make a second roll, if necessary, giving equal weight to each subclass of the resulting class. Without taking stock of how many subclasses each class has (I generally use the PHB only), I think a second roll wouldn’t be necessary for Barbarian, Wizard (Other), or Rogue (Other), but rather the spread of each result could be divided equally among the (remaining) subclasses.

The Race table was more straightforward. I kept the proportions between the existing races the same and gave dragonborn and Tieflings a value equal to the least represented race on the original table, half-orcs (coincidentally, perhaps, also a “monster race”). My thinking was influenced by the inclusion of these additional races in the PHB as “rare” races. After rounding, the extra 2% that these races take up essentially came out of the human’s share.
 

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Hriston

Dungeon Master of Middle-earth
@Lanefan, I had to look at the 1E PHB to remind myself how multiclassing (and human two-classing) works in 1E.

Yes, 10% looks right on the money if you want to extend multiclassing to humans, as 5E does. Since I’m going for the Gygaxian aesthetic, I’m tempted to just stick with the multiclass percentages given for each demihuman race, which leaves dragonborn, humans, and Tieflings out in the cold, but I guess they could still multiclass going forward (which begins to look a little like replicating the humans with two classes rule).

Either way, if starting at 3rd level or higher, I’d give any character that qualifies as multiclassed an additional 25% chance of being triple-classed.

All levels would be distributed evenly between classes, priority going In the order rolled, and the first class rolled would be treated as the character’s 1st level class.
 

Hriston

Dungeon Master of Middle-earth
(2) What was your basis for interpolating likelihoods for the classes and races not found in AD&D?

After further consideration of my answer to this question, I've found that I'm dissatisfied with how the class table came out and my decision making about that. My approach to the race table, on the other hand, was to treat the additional races (Dragonborn and Tiefling) as equivalent in frequency to the least represented race on the original table (Half-Orc). This approach allows for the in-fiction rationale for the absence of the two additional races on the original table to be that they were omitted or overlooked because of their rarity. I find this approach to be the more satisfying of the two.

So applying this approach to the class table, there are three classes and one subclass that I don't think are represented on the original table: Barbarian, Rogue (Arcane Trickster), Sorcerer, and Warlock. Giving each of them a value equivalent to the least represented classes on the original table (Monk and Bard, with 1/2 percent apiece), I got this result (and the following subtables):

Edit: These tables have been edited as per the discussion and suggestion from @pemerton down-thread

d100
Class
01-02​
Cleric (Death)
03-04​
Cleric (Knowledge)
05-06​
Cleric (Life)
07-08​
Cleric (Light)
09-10​
Cleric (Nature)
11-12​
Cleric (Tempest)
13-14​
Cleric (Trickery)
15-16​
Cleric (War)
17-19​
Druid, see subtable
20-38​
Fighter (Battle Master)
39-57​
Fighter (Champion)
58-60​
Fighter (Eldritch Knight)/Barbarian, see subtable
61-62​
Paladin, see subtable
63-65​
Ranger, see subtable
66-85​
Wizard (non-Illusion), see subtable
86-87​
Wizard (Illusion)
88​
Sorcerer/Warlock, see subtable
89-98​
Rogue (Thief/Arcane Trickster), see subtable
99​
Rogue (Assassin)
00​
Monk/Bard, see subtable

Druid subtable
d6
Circle
1-3​
Land, see subtable
4-6​
Moon

Circle of Land subtable
d8
Terrain
1​
Arctic
2​
Coast
3​
Desert
4​
Forest
5​
Grassland
6​
Mountain
7​
Swamp
8​
Underdark

Fighter (Eldritch Knight)/Barbarian subtable
d12
Class
1-10​
Fighter (Eldritch Knight)
11​
Barbarian (Berserker)
12​
Barbarian (Totem Warrior)

Paladin subtable
d8
Oath
1-2​
Ancients
3-4​
Devotion
5-6​
Oathbreaker
7-8​
Vengeance

Ranger subtable
d6
Archetype
1-3​
Beast Master
4-6​
Hunter

Wizard (non-Illusion) subtable
d8
School
1​
Abjuration
2​
Conjuration
3​
Divination
4​
Enchantment
5​
Evocation
6​
Necromancy
7​
Transmutation
8​
Roll again

Sorcerer/Warlock subtable
d12
Class
1-3​
Sorcerer (Draconic Bloodline)
4-6​
Sorcerer (Wild Magic)
7-8​
Warlock (Archfey)
9-10​
Warlock (Fiend)
11-12​
Warlock (Great Old One)

Rogue (Thief/Arcane Trickster) subtable
d20
Archetype
1-19​
Thief
20​
Arcane Trickster

Monk/Bard subtable
d12
Class
1-3​
Bard (Lore)
4-6​
Bard (Valor)
7-8​
Monk (Four Elements)
9-10​
Monk (Open Hand)
11-12​
Monk (Shadow)

I've also come up with some tables for backgrounds, but I think I'll start a new thread for those.
 
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Shiroiken

Legend
Random character creation would be an interesting campaign idea, assuming you have full player buy-in. You could also do it as a one-shot, but honestly I think just making pre-gens would be better.

If I was going to do a set of random tables, I'd go all out. I'd have tables, followed by sub-tables, followed by more and more sub-tables. I'd go with race, sub-race, background, personality, ideals, bonds, flaws, class, sub-class, and ended with XGtE "this is your life." It would be like Traveller without the random death in character creation. Race would impact everything after it, since it would adjust many cultural aspects. The goal of this would be for someone to test the player's roleplaying ability to adapt to something that may be completely different than anything they would ever choose.
 

Lanefan

Victoria Rules
Where the random tables come in really handy IME is when a player has some specific ideas for a character but no real ideas on how to flesh out the rest.

For example, someone might have a great idea for an Elf with some specific personality traits, but no clue what class it should be and so rolls for its class and some background details on the random class table.
 

Hriston

Dungeon Master of Middle-earth
@Hriston. is there an argument that Eldritch Knight probabilities should be closer to F/MU? And Arcane Trickster could be similar to MU/Th, F/MU/Th and Il/Th.
Yes, I think there is! Initially, I hadn’t given much thought to multi-classing and had forgotten that the concepts represented by Eldritch Knight and Arcane Trickster were already present in 1E’s multi-classing rules. I think this is complicated by the fact that in 5E you can have a multi-classed Fighter/Wizard as well as a Fighter (Eldritch Knight), and the two will have different abilities and will likely play differently, the same being true for Rogue/Wizard and Arcane Trickster.

Nevertheless, I think it’s the right approach to add these subclasses to the table at the frequencies at which F/M-U and M-U/Th would be produced using the multi-classing frequencies given in 1E. I’m going to edit the tables in my post up-thread to reflect this change.

To compensate for moving these two dual-class combinations into the base table, I would reduce the base frequency of multi-class, from 1 in 10, to 1 in 12 and increase the chance of triple-class, from 1 in 4, to 7 in 20.

If rolling for chance of multi-class based on race (as I’m inclined to do), I’d use the following:
Race
Chance of multi-class
Dwarf
11%​
Elf
61%​
Gnome
18%​
Half-Elf
61%​
Halfling
7%​
Half-Orc
36%​
Then if a character is determined to be multi-classed, they have a 35% chance of being triple-classed.
 



Hriston

Dungeon Master of Middle-earth
Remember that in AD&D only elves and half-elves can be triple-classed. Dwarves, gnomes, halflings and half-elves are confined to two classes.
I think this is a good point, but I don’t see the fact that only elves and half-elves can have three classes as the result of a general rule in the same way that only non-humans can multi-class is. I see it more as the result of there being only certain allowed class combinations and that only elves and half-elves (and humans) can be magic-users.

I’ve deliberately left racial class and multi-class combination restrictions out of this conversion because I feel they go against the more modular design ethos of 5E, where, for example. half-orc paladin and sorcerer/warlock are considered valid options. I don’t want to exclude results like that, which is why I don’t share @Lanefan's concern about paladin/assassins. I could always play 1E if I wanted those restrictions. So while my preference is to limit multi-classing to non-humans, I’m not going to limit specific class options based on race or limit what combinations of classes can multi-class, which may seem like a half measure, but it’s one I feel good about.

I edited the tables up-thread to reflect bringing in AT and EK at frequencies that I figured M-U/Th and F/M-U would appear if race-based restrictions on class are ignored. My goal is a set of tables that doesn’t assume multi-classing is being used but is compatible with multi-classing, which can be applied at a standard frequency to all characters regardless of race (about 8%), to all “demihumans” (about 38%), or at the frequencies for each demihuman race I gave up-thread.
 
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