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<blockquote data-quote="Arkhandus" data-source="post: 6096862" data-attributes="member: 13966"><p>2nd Edition AD&D also had racial class/level restrictions. Dwarves couldn't become bards or any kind of wizard, gnomes could only become illusionist wizards if they wanted any arcane spellcasting at all, only a few races could become druids, only humans (and maybe half-elves) could become paladins, etc. And each race was limited to a certain maximum level in each class based on how much affinity their race had for that kind of class. Only humans were unlimited in their class selection and level advancement, though half-elves had a better selection of options and levels than other demihumans.</p><p></p><p>The 3rd Edition books for the Forgotten Realms did include some kinds of magic favored by particular races to some degree, like elven high magic and dwarven rune magic, though fairly limited in use and function. Generally, 3.x did away with race/class restrictions and any significant affinity for particular types of magic among different races.</p><p></p><p>My homebrewed Rhunaria setting for 3.0 D&D has some racial class restrictions but mostly as a cultural matter; dwarves and lizardfolk shun and persecute arcane spellcasters (though there is one isolated dwarven mage-guild for the few dwarves with arcane talents who manage to escape, hidden at the edge of dwarven lands); gnomes hardly bother with religion and only have a few philosopher-clerics in their territory with no other divine casters; orcs and goblinoids are just too primitive and low on magical affinity to have more than a few paltry sorcerers and such, though they have some divine spellcasters; etc. There are still rare exceptions allowed, like that small dwarven mage's guild, but generally only as exiles in foreign lands. So they get treated as outsiders among their adopted country and are at some risk if they run into travelers from their homeland (or will just get mistreated by others from their homeland).</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 6096862, member: 13966"] 2nd Edition AD&D also had racial class/level restrictions. Dwarves couldn't become bards or any kind of wizard, gnomes could only become illusionist wizards if they wanted any arcane spellcasting at all, only a few races could become druids, only humans (and maybe half-elves) could become paladins, etc. And each race was limited to a certain maximum level in each class based on how much affinity their race had for that kind of class. Only humans were unlimited in their class selection and level advancement, though half-elves had a better selection of options and levels than other demihumans. The 3rd Edition books for the Forgotten Realms did include some kinds of magic favored by particular races to some degree, like elven high magic and dwarven rune magic, though fairly limited in use and function. Generally, 3.x did away with race/class restrictions and any significant affinity for particular types of magic among different races. My homebrewed Rhunaria setting for 3.0 D&D has some racial class restrictions but mostly as a cultural matter; dwarves and lizardfolk shun and persecute arcane spellcasters (though there is one isolated dwarven mage-guild for the few dwarves with arcane talents who manage to escape, hidden at the edge of dwarven lands); gnomes hardly bother with religion and only have a few philosopher-clerics in their territory with no other divine casters; orcs and goblinoids are just too primitive and low on magical affinity to have more than a few paltry sorcerers and such, though they have some divine spellcasters; etc. There are still rare exceptions allowed, like that small dwarven mage's guild, but generally only as exiles in foreign lands. So they get treated as outsiders among their adopted country and are at some risk if they run into travelers from their homeland (or will just get mistreated by others from their homeland). [/QUOTE]
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