In another thread, the question was raised as to why nobody plays Half-Elves anymore. One explanation could be that (for general builds) other races tend to have mechanical advantages. Now mechanics are certainly not everything, but it doens't help when other races are better at everything.
Consider which race is the best for the 11 core classes (as well as close contenders). Note that for prestige classes, human have a permanent advantage because they can meet prerequisites much easier [feats and skill ranks]. Also note that I assume that races will pump up stats at the same rate so a +2 strength advantage is always there. It might be Str 17 vs Str 15 at 1st level becoming Str 32 vs. 30 at 18th but it should still be there; all things being equal.
Barbarian: Half Orc. Darkvision, speed, +2 str and penalties to unimportant stats. The key thing for this class is to hit hard and kill things before they hit you. It's worth the pain of the Half-Orc to gain this extra power on the alpha strike.
But I'd be sympathetic to arguments that dwarves are tough.
Bard: Gnome. Spell DC's on key spell group. Con bonus. Str penalty is minor. Keen senses in listen synergize with lsiten as a class skill. AC and attack bonus for being small also pay off for a ranged attacker.
Cleric: Dwarf. No speed penalty in armor, combat bonuses that enhance your melee ability, and you get a Con bonus which helps everybody. Who would not go this way?
Close contender: Human. If you want to base your cleric on a decent charisma, noticing the way that clerics are feat starved makes this an alternative.
Druid: Gnome. Post errata Con has become very important. wildshape can take care of speed if needed and a riding dog was always the best animal companion mechanically anyway. If you need strength, become a bear.
Close Contender: Human. With a strong skill list and the need for feats this isn't a bad alternative. Pre-Errata it used to be Elf for the weapons as Archery was a nice back-up for the class.
Fighter: Dwarf (no doubt). Saving throw bonuses vs. Spells (never gets old at any level as +2 is still sueful at 20th level). Combat bonuses. Con bonuses. Fighters already have lots of feats and a weak skill list.
Monk: Dwarf. Cha is almost meaningless, combat bonuses are nice, improving saves further means the monk never fails, speed won't matter as monk rapidly speeds up and the Con bonus is a major advantage given Monk hit points and the need to invest in a lot of different ability scores.
Paladin: Human (no doubt). No class (especially with supplements) requires feats so badly. Need to be strong in lots of areas works well with a skill point bonus (you can reduce INT). Dwarf doesn't work as well due to CHA penalty.
Ranger: It depends.
Human if archery specialist. Precise Shot is almost required for a goood archer and this si the only way to get it wothout waiting until 3rd level or multi-classing.
Dwarf if Two weapon specialist. You need con to survive in melee without heavy armor or a shield. You can't flank like a rogue so being as tough as possible is simply a requirement. The other dwarf advantages (like darkvision) also apply.
Rogue: [Tie]
Elf. Bonuses to skills and ability to find secret portals is just too good. Add in some nice weapon proficiencies that a medium size rogue appreciates and some decent bonuses to senses.
Halfling. Save bonus for a class with weak savings throws. Size works well with hiding and stealth. Broad range of skill bonuses. Thrown weapons are just gravy and +1 to hit at any level is useful when throwing a dagger for a ranged sneak attack while opponents are flat footed.
Sorcerer: Human. This class depends on the creative use of magic and you have few dump stats. You need several skills and the bonus helps alot (bluff, concentration, know[arcane] and spellcraft come immmediately to mind).
Wizard: Gnome (no contest). Con bonuses. Size bonuses. Illusion spell DC boost is useful unless illusion is a banned school. Str penalty doesn't matter. Bonus wizard feats make building up feats less critical and INT as casting attribute make skills points freely available.
Some of these choices could definitely be debated. However, the failure for Half-elf to show up anywhere as a serious contender for the best choice is certainly fascinating. The closest I could come is niche bard builds where every point of diplomacy matters and it's worth suffering penalties to get them.
Notice, as well, with every melee class, except for Paladin, the dwarf is the MVP -- being either the best choice or a close contender. They are only a bad choice for rogues and other skill experts . . .
Consider which race is the best for the 11 core classes (as well as close contenders). Note that for prestige classes, human have a permanent advantage because they can meet prerequisites much easier [feats and skill ranks]. Also note that I assume that races will pump up stats at the same rate so a +2 strength advantage is always there. It might be Str 17 vs Str 15 at 1st level becoming Str 32 vs. 30 at 18th but it should still be there; all things being equal.
Barbarian: Half Orc. Darkvision, speed, +2 str and penalties to unimportant stats. The key thing for this class is to hit hard and kill things before they hit you. It's worth the pain of the Half-Orc to gain this extra power on the alpha strike.
But I'd be sympathetic to arguments that dwarves are tough.
Bard: Gnome. Spell DC's on key spell group. Con bonus. Str penalty is minor. Keen senses in listen synergize with lsiten as a class skill. AC and attack bonus for being small also pay off for a ranged attacker.
Cleric: Dwarf. No speed penalty in armor, combat bonuses that enhance your melee ability, and you get a Con bonus which helps everybody. Who would not go this way?
Close contender: Human. If you want to base your cleric on a decent charisma, noticing the way that clerics are feat starved makes this an alternative.
Druid: Gnome. Post errata Con has become very important. wildshape can take care of speed if needed and a riding dog was always the best animal companion mechanically anyway. If you need strength, become a bear.
Close Contender: Human. With a strong skill list and the need for feats this isn't a bad alternative. Pre-Errata it used to be Elf for the weapons as Archery was a nice back-up for the class.
Fighter: Dwarf (no doubt). Saving throw bonuses vs. Spells (never gets old at any level as +2 is still sueful at 20th level). Combat bonuses. Con bonuses. Fighters already have lots of feats and a weak skill list.
Monk: Dwarf. Cha is almost meaningless, combat bonuses are nice, improving saves further means the monk never fails, speed won't matter as monk rapidly speeds up and the Con bonus is a major advantage given Monk hit points and the need to invest in a lot of different ability scores.
Paladin: Human (no doubt). No class (especially with supplements) requires feats so badly. Need to be strong in lots of areas works well with a skill point bonus (you can reduce INT). Dwarf doesn't work as well due to CHA penalty.
Ranger: It depends.
Human if archery specialist. Precise Shot is almost required for a goood archer and this si the only way to get it wothout waiting until 3rd level or multi-classing.
Dwarf if Two weapon specialist. You need con to survive in melee without heavy armor or a shield. You can't flank like a rogue so being as tough as possible is simply a requirement. The other dwarf advantages (like darkvision) also apply.
Rogue: [Tie]
Elf. Bonuses to skills and ability to find secret portals is just too good. Add in some nice weapon proficiencies that a medium size rogue appreciates and some decent bonuses to senses.
Halfling. Save bonus for a class with weak savings throws. Size works well with hiding and stealth. Broad range of skill bonuses. Thrown weapons are just gravy and +1 to hit at any level is useful when throwing a dagger for a ranged sneak attack while opponents are flat footed.
Sorcerer: Human. This class depends on the creative use of magic and you have few dump stats. You need several skills and the bonus helps alot (bluff, concentration, know[arcane] and spellcraft come immmediately to mind).
Wizard: Gnome (no contest). Con bonuses. Size bonuses. Illusion spell DC boost is useful unless illusion is a banned school. Str penalty doesn't matter. Bonus wizard feats make building up feats less critical and INT as casting attribute make skills points freely available.
Some of these choices could definitely be debated. However, the failure for Half-elf to show up anywhere as a serious contender for the best choice is certainly fascinating. The closest I could come is niche bard builds where every point of diplomacy matters and it's worth suffering penalties to get them.
Notice, as well, with every melee class, except for Paladin, the dwarf is the MVP -- being either the best choice or a close contender. They are only a bad choice for rogues and other skill experts . . .
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