Mearls on The Core Game

Something being discussed on another forum I'm a member of is the idea of half-bred races as feats or templates. Ideas that allow for a simple core with added on complexity.

It seemed appropriate to this conversation. :D
 

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Rechan said:
Or they could have also asked other people what they felt was D&D's core elements.

Well, they're doing that, too. :)

I think the reason they didn't START there, though, was because looking at what the game has actually included gives you a bit more of an objective perspective on what makes D&D, D&D, mechanically. Once you've whittled away 40 years of cruft, and whittled away the bits and knobs that have become rotten for one reason or another, you're left with the guts of what D&D is on a pretty functional level.
 

I sincerely hope races as classes, if they do happen, are not part of the core. Then Wizards will have to keep supporting them for the entirety of the new edition. And I think the number of people who will be nostalgic over them will be outnumbered by the number of people who go WTF. And having both options in the core will be way too confusing for new players. I would be okay with the race-classes as an optional add-on, though.
 

Races as classes is an example of something that is way too specific to a certain iteration of D&D (BECMI) to be considered a viable candidate for core 5E. Rather, it could be part of a supplement, a Mystara sourcebook with modular options to recreate the feel of BECMI-style D&D.
 

I sincerely hope races as classes, if they do happen, are not part of the core. Then Wizards will have to keep supporting them for the entirety of the new edition. And I think the number of people who will be nostalgic over them will be outnumbered by the number of people who go WTF. And having both options in the core will be way too confusing for new players. I would be okay with the race-classes as an optional add-on, though.

The nice thing about race-classes is that they can be used to make the choice of playing a non-human race more special than in a separate race & class system. Traditionally in D&D, the choice of race in a separate race & class edition doesn't covey much more than a couple of mechanical bonuses/penalties and some roleplaying fodder. In a race-class edition, like BECMI, choosing to be an elf, for example, gives the character unique mechanics that really separate it from the human classes and make it feel more "alien". This wasn't always done to maximum effect (the dwarf is too similar to a fighter), but there are reasons to consider implementing race-classes beyond mere nostalgia.

My guess is that the core (non-optional) rules will just tell players to pick a class and ignore race altogether. There will be two optional sections later in the main rulebook that will introduce both race-classes and separate race & class rules. Groups would then be free to use either, both, or neither. New players wouldn't be confused because the issue of character race would be deferred until they are ready to use the optional rules.
 

Races as classes is an example of something that is way too specific to a certain iteration of D&D (BECMI) to be considered a viable candidate for core 5E. Rather, it could be part of a supplement, a Mystara sourcebook with modular options to recreate the feel of BECMI-style D&D.

I don't think that "core" 5e will look anything like "core" 3e or "core" 4e. According to the quotes we've seen from the developers so far, core 5e is going to be very small and lightweight. It might actually only be a section in a larger main rulebook that's chalk-full of modular, optional rules. Anything that isn't absolutely essential to the D&D experience (like character race) is likely to be moved out of the 5e core rules entirely and placed in an optional rules section.
 

I think they'll provide options for both race-as-class and separate race & class. Since there are multiple options to choose from, it won't technically be part of the "core" - each group will decide if they want to use race-as-class, separate race & class, both, or neither (humans only).
I am wondering if the base core will be races as a class. Then by adding some kind of series of feats or templates you make a traditional class.
 

The nice thing about race-classes is that they can be used to make the choice of playing a non-human race more special than in a separate race & class system. Traditionally in D&D, the choice of race in a separate race & class edition doesn't covey much more than a couple of mechanical bonuses/penalties and some roleplaying fodder. In a race-class edition, like BECMI, choosing to be an elf, for example, gives the character unique mechanics that really separate it from the human classes and make it feel more "alien". This wasn't always done to maximum effect (the dwarf is too similar to a fighter), but there are reasons to consider implementing race-classes beyond mere nostalgia.
Sure, so long as there is a human-as-class that pigeonholes them into a narrow professional vision for the entirety of their species.
 

Sure, so long as there is a human-as-class that pigeonholes them into a narrow professional vision for the entirety of their species.

You're obviously missing the point. Or maybe your comment is just a lame attempt to be witty.

D&D is a game about archetypes. There are a lot of human archetypes in fantasy and they make up the vast majority of characters. When non-humans show up as characters, they're usually the supporting cast. Just as not all human character archetypes are available, not all non-human archetypes are available either. More emphasis is given to human classes since the assumption is that they make up the bulk of the game world.

Race-class versions of D&D like BECMI are designed to encourage the bulk of characters to be human. The non-human characters are special cases. Some groups like playing with this assumption since it more closely models the bulk of fantasy literature and makes non-humans more special than separate race & class systems do.
 

I don't think racial classes will be part of the lightweight core rules of D&D. I do think they will be one of the earliest modular options to build off of the D&D kernel. The idea of an elf class seems archaic now, but it lends itself to a certain human centric narrative that can be immensely entertaining. As many people above have said the 'elf' or 'dwarf' fills a role that might not be easily filled without a multiclassing option. I also think the basic and od&d style lends itself to a very family friendly game style that Ryan Dancey was discussing in December. A pick up and play for a nights entertainment without a lot of prep time. You can have a deep and immersive roleplying experience but with the leaner kernel.
 

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