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<blockquote data-quote="Iosue" data-source="post: 9181618" data-attributes="member: 6680772"><p><strong>Chapter 2: Player Character Races (continued)</strong></p><p></p><p>The description of races in 2nd Edition follows a set pattern. The first paragraph describes their physical characteristics: height, appearance, and age. The next two paragraphs describe their general culture and behavior. Then a paragraph describing their typical habitat. The next paragraph details what classes they can be. Following that is the starting languages they can learn. Then come a listing of the various special features and abilities they have.</p><p></p><p>The first race described is <strong>Dwarves</strong>. Breaking it down by the above pattern we have:</p><p><strong>Physical</strong> – 4 to 4 1/2 feet tall, dark eyes and hair, live 350-450 years.</p><p><strong>Culture</strong> – This is pretty much standard Tolkien dwarves. Dour, hard-working, brave, love drinking, especially love gold and precious metals, like the earth, do not like the sea, not fond of elves, fiercely hate orcs and goblins, wary of horses, ill-disposed to magic and little talent for it, revel in fighting, warcraft, and engineering.</p><p><strong>Habitat</strong> – Live in hilly or mountainous regions, and are comfortable living underground.</p><p><strong>Classes</strong> – Cleric, fighter, thief, fighter/cleric, fighter/thief. One thing I noticed was that Class limits were not described here. I paged forward to the Class chapter, thinking it would surely be listed there. But it wasn’t there either! It turns out that level limits are described in the DMG. This strikes me as removing some essential information from the players’ access.</p><p></p><p>If I had to guess, I would say that the information was moved to the DMG because the DMG gives a number of suggestions and optional rules for removing or allowing exceeding of level limits. The idea was probably that the DM would make the decision whether to stick with standard level limits, or utilize one of the optional systems, and then inform the players.</p><p></p><p>For what it’s worth, dwarf level limits are Cleric 10, Fighter 15, and Thief 12. This is a notable change from 1st Edition, where it was Cleric 8 (only for NPCs), Fighter 9 (only with STR 18), Thief advancement was unlimited, and Assassin 9.</p><p><strong>Languages</strong> – Common, dwarf, gnome, goblin, kobold, and orc. There is also “and any others your DM allows,” which I assume is to allow for homebrew.</p><p><strong>Special Features</strong> – At least half of the entry is devoted to this laundry list of special racial features. All of these are more or less as they are in 1st Ed. First of all, due to their non-magical nature, dwarves get a <strong>bonus to saves</strong> vs Rod, Staff, or Wand, and saves vs Spell, as well as to saves vs. poison due to their resistance to toxic substances. This bonus is equal to +1 for every 3.5 CON points. Dwarves also get to add <strong>+1 to their to-hit rolls</strong> against orcs, half-orcs, goblins, and hobgoblins. Due to dwarves’ stature and combat ability, ogres, trolls, ogre magi, giants and titans get a <strong>-4 penalty to their attack rolls</strong> against dwarves. Dwarves get 60’ infravision. Finally, because of their background in mining, when they are underground, and are looking for it, they can detect certain phenomena: a grade or slope in a passage, and whether a tunnel or passage is newly constructed, both on a 1-5 on 1d6; sliding/shifting walls or rooms on a 1-4; stonework traps, pits and deadfalls, and their approximate depth underground, both on a 1-3. The only change here is detecting a grade or slope, which was 1-3 on 1d4 in 1st Ed.</p><p></p><p>Dwarves get a new disadvantage in 2nd Ed. Due to their non-magical nature, dwarves have trouble using magic items. If an item is not specifically suited to their class, there is a 20% of malfunction each time they use it. They do not explain what happens when there is a malfunction. And there is one silver lining; if an item is cursed, and it malfunctions, the dwarf recognizes that it is cursed and can dispose of it.</p><p></p><p>Next come <strong>Elves</strong>.</p><p><strong>Physical</strong> – Somewhat shorter and slimmer than humans, finely chiseled and delicate features, melodic voices, appear fragile and weak but are quick and strong, live over 1,200 years, but feel compelled to leave the realms of men.</p><p><strong>Culture</strong> – Also pretty much straight Tolkien. Seem frivolous and aloof, but are not, like natural beauty, dancing, frolicking, playing and singing, not find of ships or mines, but like growing things and the open sky. There is more in this vein, but it is as I said, straight Tolkien. I will say that the description here is more interesting than how I’ve seen them portrayed in most D&D fiction, where they are essentially haughty Vulcans.</p><p><strong>Habitat</strong> – In lieu of a specific habitat, this section notes that there are aquatic, gray, high, wood, and dark elves, although there is no mechanical difference between them. Aquatic elves live in the sea (natch), gray elves are noble and serious-minded, high-elves are the most common (and what the PCs are unless the DM gives permission to be another type), wood elves are wild and temperamental, and the subterranean dark elves are corrupt and evil.</p><p><strong>Classes</strong> – Cleric, fighter, mage, thief, ranger, fighter/mage, fighter/thief, fighter/mage/thief, or mage/thief. Limits are Cleric 12, Fighter 12, Mage 15, Ranger 15, and Thief 12. (In 1st Ed., it was Cleric 7 [NPCs only], Fighter 7 if STR 18, Magic-user 11 if INT 18, Thief unlimited, and Assasin 10.)</p><p><strong>Languages</strong> – Common, elf, gnome, halfling, goblin, hobgoblin, orc, and gnoll</p><p><strong>Special Features</strong> – Elves have 90% chance of resistance to sleep and charm spells, before any necessary saving throws. They get a +1 to attack rolls when using any bow other than a crossbow, and when using a long or short sword. If the elf is not wearing metal armor, at least 90’ away from any companions wearing metal armor, or otherwise in a party comprised of non-metal armor wearing elves and halflings, then opponents suffer a -4 to their surprise rolls. (-2 if opening a door). Elves get infravision up to 60’, and get a 1-in-6 chance to detect secret doors just by walking near them (1-in-3 chance if actively looking).</p><p></p><p>Then <strong>Gnomes</strong>.</p><p><strong>Physical</strong> – Related to dwarves, but smaller, less rotund and with bigger noses. Dark tan or brown skin and white hair. Live for 600 years.</p><p><strong>Culture</strong> – Said to be lively, with sly senses of humor and a prediliction for practical jokes. Also have a love for precious stones and are masters of gem polishing and cutting.</p><p><strong>Habitat</strong> – They live in rolling, rocky hills, well-wooded and uninhabited by humans, whom they are suspicious of. They like mines and burrows, but think Dwaves’ aversion to surface dwellers is foolish.</p><p><strong>Classes</strong> – Cleric, fighter, illusionist, thief, and any two-class multiclass thereof. Limits are Cleric 9, Fighter 11, Illusionist 15, and Thief 13. (In 1st Ed., it was Cleric 7 [NPCs only], Fighter 6 if STR 18, Illusionist 7 if INT 18, Thief unlimited, and Assasin 8.)</p><p><strong>Languages</strong> – Common, dwarf, gnome, halfling, goblin, kobold, and the simple speech of burrowing animals.</p><p><strong>Special Features</strong> – Gnomes get the essentially the same special features as dwarves, minus the resistance to toxic substances. Their +1 to attack rolls comes against kobolds and goblins.</p><p></p><p>Yeah, they didn’t exactly go all out with Gnomes to the extent they did with Dwarves and Elves. It’s almost as if the game is saying, “If you really want to play a Dwarf wizard, just play a Gnome illusionist.” To be fair to 2nd Ed., this all goes back to 1st Ed, but the Gnome was not an area where they tried to better their predecessor!</p><p></p><p><strong>Next up: Half-Elves, Halflings, and Halfmans—I mean—Humans.</strong></p></blockquote><p></p>
[QUOTE="Iosue, post: 9181618, member: 6680772"] [B]Chapter 2: Player Character Races (continued)[/B] The description of races in 2nd Edition follows a set pattern. The first paragraph describes their physical characteristics: height, appearance, and age. The next two paragraphs describe their general culture and behavior. Then a paragraph describing their typical habitat. The next paragraph details what classes they can be. Following that is the starting languages they can learn. Then come a listing of the various special features and abilities they have. The first race described is [B]Dwarves[/B]. Breaking it down by the above pattern we have: [B]Physical[/B] – 4 to 4 1/2 feet tall, dark eyes and hair, live 350-450 years. [B]Culture[/B] – This is pretty much standard Tolkien dwarves. Dour, hard-working, brave, love drinking, especially love gold and precious metals, like the earth, do not like the sea, not fond of elves, fiercely hate orcs and goblins, wary of horses, ill-disposed to magic and little talent for it, revel in fighting, warcraft, and engineering. [B]Habitat[/B] – Live in hilly or mountainous regions, and are comfortable living underground. [B]Classes[/B] – Cleric, fighter, thief, fighter/cleric, fighter/thief. One thing I noticed was that Class limits were not described here. I paged forward to the Class chapter, thinking it would surely be listed there. But it wasn’t there either! It turns out that level limits are described in the DMG. This strikes me as removing some essential information from the players’ access. If I had to guess, I would say that the information was moved to the DMG because the DMG gives a number of suggestions and optional rules for removing or allowing exceeding of level limits. The idea was probably that the DM would make the decision whether to stick with standard level limits, or utilize one of the optional systems, and then inform the players. For what it’s worth, dwarf level limits are Cleric 10, Fighter 15, and Thief 12. This is a notable change from 1st Edition, where it was Cleric 8 (only for NPCs), Fighter 9 (only with STR 18), Thief advancement was unlimited, and Assassin 9. [B]Languages[/B] – Common, dwarf, gnome, goblin, kobold, and orc. There is also “and any others your DM allows,” which I assume is to allow for homebrew. [B]Special Features[/B] – At least half of the entry is devoted to this laundry list of special racial features. All of these are more or less as they are in 1st Ed. First of all, due to their non-magical nature, dwarves get a [B]bonus to saves[/B] vs Rod, Staff, or Wand, and saves vs Spell, as well as to saves vs. poison due to their resistance to toxic substances. This bonus is equal to +1 for every 3.5 CON points. Dwarves also get to add [B]+1 to their to-hit rolls[/B] against orcs, half-orcs, goblins, and hobgoblins. Due to dwarves’ stature and combat ability, ogres, trolls, ogre magi, giants and titans get a [B]-4 penalty to their attack rolls[/B] against dwarves. Dwarves get 60’ infravision. Finally, because of their background in mining, when they are underground, and are looking for it, they can detect certain phenomena: a grade or slope in a passage, and whether a tunnel or passage is newly constructed, both on a 1-5 on 1d6; sliding/shifting walls or rooms on a 1-4; stonework traps, pits and deadfalls, and their approximate depth underground, both on a 1-3. The only change here is detecting a grade or slope, which was 1-3 on 1d4 in 1st Ed. Dwarves get a new disadvantage in 2nd Ed. Due to their non-magical nature, dwarves have trouble using magic items. If an item is not specifically suited to their class, there is a 20% of malfunction each time they use it. They do not explain what happens when there is a malfunction. And there is one silver lining; if an item is cursed, and it malfunctions, the dwarf recognizes that it is cursed and can dispose of it. Next come [B]Elves[/B]. [B]Physical[/B] – Somewhat shorter and slimmer than humans, finely chiseled and delicate features, melodic voices, appear fragile and weak but are quick and strong, live over 1,200 years, but feel compelled to leave the realms of men. [B]Culture[/B] – Also pretty much straight Tolkien. Seem frivolous and aloof, but are not, like natural beauty, dancing, frolicking, playing and singing, not find of ships or mines, but like growing things and the open sky. There is more in this vein, but it is as I said, straight Tolkien. I will say that the description here is more interesting than how I’ve seen them portrayed in most D&D fiction, where they are essentially haughty Vulcans. [B]Habitat[/B] – In lieu of a specific habitat, this section notes that there are aquatic, gray, high, wood, and dark elves, although there is no mechanical difference between them. Aquatic elves live in the sea (natch), gray elves are noble and serious-minded, high-elves are the most common (and what the PCs are unless the DM gives permission to be another type), wood elves are wild and temperamental, and the subterranean dark elves are corrupt and evil. [B]Classes[/B] – Cleric, fighter, mage, thief, ranger, fighter/mage, fighter/thief, fighter/mage/thief, or mage/thief. Limits are Cleric 12, Fighter 12, Mage 15, Ranger 15, and Thief 12. (In 1st Ed., it was Cleric 7 [NPCs only], Fighter 7 if STR 18, Magic-user 11 if INT 18, Thief unlimited, and Assasin 10.) [B]Languages[/B] – Common, elf, gnome, halfling, goblin, hobgoblin, orc, and gnoll [B]Special Features[/B] – Elves have 90% chance of resistance to sleep and charm spells, before any necessary saving throws. They get a +1 to attack rolls when using any bow other than a crossbow, and when using a long or short sword. If the elf is not wearing metal armor, at least 90’ away from any companions wearing metal armor, or otherwise in a party comprised of non-metal armor wearing elves and halflings, then opponents suffer a -4 to their surprise rolls. (-2 if opening a door). Elves get infravision up to 60’, and get a 1-in-6 chance to detect secret doors just by walking near them (1-in-3 chance if actively looking). Then [B]Gnomes[/B]. [B]Physical[/B] – Related to dwarves, but smaller, less rotund and with bigger noses. Dark tan or brown skin and white hair. Live for 600 years. [B]Culture[/B] – Said to be lively, with sly senses of humor and a prediliction for practical jokes. Also have a love for precious stones and are masters of gem polishing and cutting. [B]Habitat[/B] – They live in rolling, rocky hills, well-wooded and uninhabited by humans, whom they are suspicious of. They like mines and burrows, but think Dwaves’ aversion to surface dwellers is foolish. [B]Classes[/B] – Cleric, fighter, illusionist, thief, and any two-class multiclass thereof. Limits are Cleric 9, Fighter 11, Illusionist 15, and Thief 13. (In 1st Ed., it was Cleric 7 [NPCs only], Fighter 6 if STR 18, Illusionist 7 if INT 18, Thief unlimited, and Assasin 8.) [B]Languages[/B] – Common, dwarf, gnome, halfling, goblin, kobold, and the simple speech of burrowing animals. [B]Special Features[/B] – Gnomes get the essentially the same special features as dwarves, minus the resistance to toxic substances. Their +1 to attack rolls comes against kobolds and goblins. Yeah, they didn’t exactly go all out with Gnomes to the extent they did with Dwarves and Elves. It’s almost as if the game is saying, “If you really want to play a Dwarf wizard, just play a Gnome illusionist.” To be fair to 2nd Ed., this all goes back to 1st Ed, but the Gnome was not an area where they tried to better their predecessor! [B]Next up: Half-Elves, Halflings, and Halfmans—I mean—Humans.[/B] [/QUOTE]
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