How do you handle age?

BelenUmeria said:
Simple: I redesigned the elves to live only a 150 years.

Insteresting. You must (?) start them out at a younger age? Right?

There are no age old legends that have living wittnesses in your campaign?

The GURPs campaign I mentioned has an Elven leader named Titian (his name is hugely long and thats what the PCs call him), in any case he's over a thousand years old, and recalls when the Humans weren't genetically engineered, clones that wanted to rule the universe and tried to battle every other race. He remembers old friends that were human- needless to say he has a long history and in the end that history makes that man.
 

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Not the amount of responses I was hoping for, but it helps me to understand.

I have decided that Elves, Gnomes, Dwarves and "long living races" (in my up and coming campaign) shall start at or near the human ages. Should the players want their characters to be older, then they will be.

Thank you all for your thoughts and your time. :cool:
 

IMC, elves are very whimsical creatures. Although they mature physically only half as fast as humans (meaning they look teenage from 30 to 40, adolescent from 40 to 50, and adult thereafter), their emotional maturity is much slower.

Simply put, elves are, naturally, barely above animals mentally. They don't think about consequences, and are preoccupied only by whimsy, curiosity, and the search for instant gratification. True sentience needs time -- and a lot of education -- to form.

By the age they're 60, they're mentally about like 10YO humans. Able to work and to be serious, but unwilling to. At this time, the elves start learning -- a difficult process -- those things that are essential to elven civilization. Trance, and martial training.

The trance is necessary because elves still have short memories. They live in the present, and are extremely oblivious to everything more than a week old. Through trance, they learn to remember lost memories, and to rekindle enthusiasm in old project, allowing them to fulfill them. The first trances of an elves are not a mean of relaxation, but are, to the contrary, exhaustive in the extreme. Only through time will they be able to master it until it can replace sleep entirely. (This is also this mental training that let them resist enchantment and sleep effects.)

Martial training is also an obligation. With all those devious but witless elven children around, being alert and vigilant is a necessity; to intervene in time when a foolish young gets threatened by a predator or a mob of orcs. Archery is especially great because arrows run faster than people.

For dwarves and gnomes, the explanation is different. Their physical maturity is only slightly slower than humans, however dwarves are required to do community services for a long time until they have symbolically repayed their debt toward the society. For 20 years, their community has taken care of them and given them education, food, shelter, and goods. For the next 20 years, they are required to provide the other dwarves with goods (crafting various stuff first, then leaving the sheltered halls for the first time and going on mining duty), food (working outside to hunt game, tend shrooms, or sometime work on the surface in some fields and orchards), shelter (joining the militia and protecting against marauders and beasts of the deep), and education (once they've done their time in all other duties, they prepare the next generation to perform the same duties).

Through these 20 years, the dwarf learned the bases of his trade (first class), as well as the various racial abilities -- stonecunning, combat techniques, etc.

Then, the dwarf is free to do what he wishes to, including leaving the dwarven halls and explore the wide world, or stay and enter a trade.

For gnomes, the deal is close to what it is with dwarves, but less spartiate. Rather than mining, gnomes spend time searching for alchemical plants and ingredients, learning to identify ingredients through its look and its scent; rather than crafting they learn the rudiments of arcane magic (I've kept the gnome cantrips as spells rather than SLA, they get three extra 0-level slots and spell mastery of dancing lights, ghost sound, and prestidigitation). They spend more time than dwarves gathering and preparing food (dwarves rely on trade a lot, and import about half of their food; while gnomes prefer to avoid depending on others), and they also learn the SLA to understand the animal language of burrowing mammals. Gnome family usually have a few foxes and/or badgers as pets; sometime even rats. (Given the gnomes' sensitive nose, they also spend a fair amount of time washing these odorous pets.)
 

Piratecat said:
I let people start wherever they want. I have one player whose character now has a 6 strength due to aging penalties.
Annoyingly, I had a DM who absolutely refused to let me do this in a previous campaign. I wanted to play a middle-aged man who had been a complacent priest (non-spellcasting) for most of his life. But when his family is killed in a goblin raid on his village, he would have a religious experience in the ruins of his former church, and take responsibility for his own protecting, and that of others, by becoming a paladin and setting off to grow strong enough and skilled enough to save other families as his own family was not.

But the DM shot me down, insisting that a man of that age would already have levels of cleric, or expert, or commoner, or farmer, or whatever. I felt like pulling my hair out. Arrrgh!

*ahem*

As a DM, I let the player determine his character's age.
 
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Factoid: Cockatoos take a couple of years to grow up. Cockatoos have been known to live up to a century.

Observation: The age of maturity for a species depends not on how long it takes them to grow up, but on how much growing up they do before reaching maturity. There's a good reason, after all, why chimpanzees are often compared to 12 year old humans.

The changes I made: Elves, dwarfs, half-elves, gnomes, and halflings all reach full maturity at the age of 25. Why? Because they don't grow up any more than a human does. They kept the long lives, only now they have longer adulthoods.

And yes, a 100 year old elf is dang good at what he does. Elves are also convinced they run things from behind the scenes, a conceit that amuses the dragons no end.
 
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I go the 'long adulthood' model, personally. But I also tend to avoid extremely-long-lived races in general. I leave living long enough to have seen old legends for dragons and serpents and spirit beings.
 
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Gez- kinda curious and I mean no offense to you when I ask- how long are elves in diapers. I mean if they take 60 yrs to get to 10 then that tells me they're in diapers- what 15-20 yrs? Just curious, perhaps I misunderstand what you meant please, take no offense to this, but this is why we house ruled the ages in our campaigns.
 


Tumbler said:
I don't think elves would even use diapers, not wood elves at least.

:) Why wouldn't they? Keep the nasty waste off of everything that a baby touches, keep them from "streaming" into the ol' spellbook collection. An undiapered babe who hasn't been potty trained is a messy afair.

BTW- we're not talking Pampers here, in the old days they use to use cloth diapers, use and wash, use and wash, etc.
 
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Or, if they were like certain Native American groups, they'd use the fluff from giant cattails or similar plants. I don't see wood elves picking cotton all day.
 

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