Race/Class combinations and setting implications

Angellis_ater

First Post
So, I've been thinking about a few things about how Class and Race synergize and what this "says" about a setting. Assuming that a combination of Ability Boost and Class Synergy means that one can assume a greater number of these people, what does this tell us about the "potential setting"?

Well, looking at the Players Handbook races we see the following:

Dragonborn: Sorcerers (Cosmic/Dragon Magic), Paladins (Balanced), Warlords (Inspiring)
Dwarves: Battleminds (Resilient), Druids (Preservers), Shaman (Bear), Invoker (Wrath)
Eladrin: Wizards
Elves: Monks (Centered), Avengers (Pursuit), Druid (Predator), Seekers (Bloodbond)
Half-Elves: Battleminds (Quick), Warlocks (Star), Bards (Valorous), Ardent (Elation)
Halflings: Rogues (Artful), Sorcerer (Storm/Chaos Magic), Assassin (Night Stalker)
Humans: Any (duh)
Tieflings: Warlock (Fey, Dark), Bard (Cunning), Psion (Telepathic)

Just looking at these, we can draw some interesting conclusions.

Elves seem to be solitary, but disciplined. They can act in truth as vengeful guardians and hateful assassins, targeting those who act out against them.

Dwarves on the other hand seem to be defenders of nature, more communal in nature. Unlike the "traditional" backstory, these seem to be far more 'in the woods' - ironically, such different views would be a good reason for the 'classic' elf-dwarf animosity.

Half-Elves on the other hand seem to be all about the emotions. One gets the feeling (or atleast I do), that these are wanderers, constantly in motion to experience the next emotional high.

Dragonborn come across as the Lawgivers, focusing on Balance. Some are chosen of the Dragon Lord, while others strive for a more cosmic balance.

Halfings strike me as very dangerous. (All strikers) I can see these halflings be feared, callous and sometimes wicked in their disdain for all things. Fear holds no grip over them... but they enjoy the fear they solicit in others.

Tieflings come across as true manipulators, the movers behind the scene, treating others as tools to take care of their needs. If one look beyond their traditional background, one can in truth see them as Overlords, their rage burning those who dare assault them.

Eladrin seem to form a small elite of Wizards, and that is about it. I can see them in their Spiral Towers, but that is about it.

Humans are the nobodies and the everybodies. True Jacks of All Trades and Masters of None, one can imagine that the Humans don't really fit in anywhere, but are vagrants in between the more cemented powers of the above races.
 
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Elves are also rangers(ranged/hunter)

I think halflings are less cold-hearted killers as trickster/gamblers that ride the line between bold and insane. They take great chances (dodging about, wild magic), and it tends to work for them. If anything drow fit your description better, and goblins are sort of a mix between the two.

otherwise, i guess i agree with you. Its worth it to see more races written up like this.
 

Continuing with the PHB2 races, what do we find here then?

Razorclaw Shifters: Monks (Centered), Avengers (Pursuit), Druid (Predator), Seekers (Bloodbond) - just like the elves.
Gnomes: Warlock (Fey, Dark), Bard (Cunning), Psion (Telepathic) - just like the Tieflings.
Deva: Psion (Telekinetic), Artificer (Tinkerer), Wizards, Invokers (Malediction/Retribution), Shaman (Predator), Avengers (Unity/Isolation)
Goliaths: Wardens (Earth/Storm), Barbarian (Rageblood), Runepriest (Wrathful), Fighters
Half-Orcs: Rogue (Ruthless/Brutal), Monk (Stone Fist), Rangers, Fighters
Longtooth Shifters: Paladin (Righteous), Fighters, Wardens (Wild/Life), Runepriest (Defiant), Rangers, Clerics (Battle), Seekers (Spiritbond)

Wow, this does make things even more interesting.

The Razorclaws seem to share the same "niche" as the Elves. One can see how these are somehow related - perhaps they are in truth Elves possessed by animal spirits, the vengeance of nature made manifest?

Gnomes occupy the same 'niche' as the Tieflings. Where the razorclaws are completementary, I immediately see these as rivals to the Tieflings. Feylings, with dark eyes and darker machinations, they are caught up in a Shadow War with the overlords...

Devas show up a diverse spread - but one can in essence see them as either 'balanced' seeking Arcane/Psionic answers to the mysteries of their nature, or "mystics", seeking inner answers to outside forces. Either way, contemplative and aloof is the feeling I get.

Goliaths seem to imply a warrior culture, where "might makes right", these warriors are not to be trifled with. One who cannot wield a weapon is shunned by these proud warriors.

Half-Orcs are as dualistic as the Devas, suggesting that those shunned by society become externals, living off hunting down prey (be it human or otherwise), while those who are integrated either find a peace to their inner rage or discipline it harshly.

Longtooth Shifters are an awesome change of pace. Powerful religious mystics, these guys occupy almost every Divine class, and a few primals. One can indeed view them as fundamentalist fanatics, punishing themselves for their inner beast by becoming warriors for "God" (of choice). A few however, embrace their inner monsters, letting it spill out in the form of vicious transformations.

So - what kind of setting does this imply? So far, we seem to have a definite touch of Civilisation vs Nature, or Order vs Chaos. Tiefling overlords represent law and order (and tyranny), while gnomish rebels orchestrate the freedom fighters for their own invisible plans. Some guilds feed off this strife and sell their skills to the highest bidder, be it murder or warfare. I see sprawling cities with a dark underbelly, corrupted, yet at the same time safer than the wild.
 

Lets continue with the PHB3 races, before we go into the wild places. These races carry with them variables, which makes them a little more complex to analyze. Each race will therefore get a "dual entry".

Wilden (Wis, Con) - Battleminds (Resilient), Druids (Preservers), Shaman (Bear), Invoker (Wrath) - like dwarves.
Wilden (Wis, Dex) - Monks (Centered), Avengers (Pursuit), Druid (Predator), Seekers (Bloodbond) - like elves and razorclaws...
Githzerai (Wis, Int) - Psion (Telekinetic), Artificer (Tinkerer), Wizards, Invokers (Malediction/Retribution), Shaman (Predator), Avengers (Unity/Isolation) - like Devas
Githzerai (Wis, Dex) - Monks (Centered), Avengers (Pursuit), Druid (Predator), Seekers (Bloodbond) - like elves, wilden and razorclaws...
Shardmind (Int, Wis) - - Psion (Telekinetic), Artificer (Tinkerer), Wizards, Invokers (Malediction/Retribution), Shaman (Predator), Avengers (Unity/Isolation) - like Devas & Githzerai
Shardmind (Int, Cha) - Warlock (Fey, Dark), Bard (Cunning), Psion (Telepathic) - like Tieflings and Gnomes...
Minotaur (Str, Con) - Wardens (Earth/Storm), Barbarian (Rageblood), Runepriest (Wrathful), Fighters - like Goliaths...
Minotaur (Str, Wis) - Paladin (Righteous), Fighters, Wardens (Wild/Life), Runepriest (Defiant), Rangers, Clerics (Battle), Seekers (Spiritbond) - like Longtooths...

These guys sure make things interesting... their "dual natures" also re-enforce my previous conceptualisations of Order vs Chaos.

Wilden are split in the nature camp, joining either the Preserving Dwarves, or the Avenging Elf/Razorclaw groups. I see how Chaos takes precedence here, the Wilden being those of either 'group' who have been consumed by the changing nature of Chaos...

Githzerai make this even more interesting, either standing side by side with the aloof mystics of the Devas, or falling in with the Elf/Razor/Wilden camp. I think I know who the "rebels" led by their gnomish leaders in truth are...

Shardminds are firmly in the Order part, almost representing how order crystalizes, making you less prone to change. Both factions of the Civilisation gang - Overlords and Mystics seem to be represented here.

Minotaurs join the fundamentalist Longtooths, flagellating themselves to repress the Inner Beast, becoming warriors of God. Some however, embrace their inner monster, joining the rebels and becoming vicious warriors for freedom...
 

Summarizing the PHBs - it seems as if one can see a distinct conflict between two groups materializing. In my mind, one is represented by the Overlords, led by the Tieflings, whom are lords and tyrants, representing perhaps a perverse combination of the Court of Winter (stasis) and the Great Dark. The Overlords have carved out an empire from the wild and dangerous land, giving their citizen safety, health and the possibility of a future. Those who did not submit were enslaved, crushed beneath the iron boot of the Overlords.

Religion proved to be the "grand release" for those enslaved - perhaps the slaves were set free when they embraced the Pantheon, becoming fundamentalist warriors for their gods and by extension, the Overlords.

For ages, the Preservers have made passive resistance, seeking to protect those under their care, but recently, a vicious split has affected them. A new faction has mobilized itself, under the dark guise of the gnomes, who use their small stature to de-threat themselves, becoming the defacto leaders of a true uprising.
 

Time to look at the races released in the Setting Books (Genasi, Drow, Khalashtar, Changelings, Warforged). Changelings have dual stats too, and are thus separately presented for each combo.

Changeling (Cha, Dex) - Rogues (Artful), Sorcerer (Storm/Chaos Magic), Assassin (Night Stalker) - quite like the halflings.
Changeling (Cha, Int) - Warlock (Fey, Dark), Bard (Cunning), Psion (Telepathic), like shardminds, gnomes and tieflings.
Drow - Rogues (Artful), Sorcerer (Storm/Chaos Magic), Assassin (Night Stalker) - quite like the halflings and changelings.
Genasi - Swordmages (Assault), Warlords (Tactical)
Khalashtar - Ardent (Clarity), Bards (Prescient), Cleric
Warforged - Wardens (Earth/Storm), Barbarian (Rageblood), Runepriest (Wrathful), Fighters

Changelings are found as either the slayers, joining the halflings, or as part of the manipulators. Considering that shapeshifting feels inherently chaotic, where the Shardminds would be expression of stagnation, perhaps the changelings are an expression of chaos? Or, taking it one step further, perhaps they are part of a third faction - the mercenaries benefitting from the war and rebellion?

Drow are definitely in the same camp as the Halflings, and when painting up a third potential faction, one who fans the flames of the conflict itself instead of having particular goals, one can definately see the Drow as part of that alliance.

Genasi stand out as being the first race that actually fit as Swordmages, as well as being the first 'tactical' warlords. They would seem to stand shoulder and shoulder with the Overlords, perhaps in contrast to the Dragonborn. One could easily see the Grand Army of the Empire divided into two vastly different views.

Khalashtar come across as deeply mystical in their natures, being natural leaders. Playing with their initial racial description, perhaps they are some form of Peacekeepers, working on the inside of the Empire to do what the Preservers are trying to do - find balance and peace.

Warforged are interesting - as mystical golems and almost obviously part of the Rebellions warrior faction, the warforged seem to suggest quite a different history and nature. More in line with stone and wood golems given life, perhaps the souls of the fallen?
 

So, what do we have so far?

A powerful, but corrupt, Empire. Modelled on the Roman Empire, one can see it stretching far, perhaps too far. Internal political squabbles and power plays undermine its true potential, being the playground for the tieflings and shardminds. They embrace the Arcane as a tool to bring Order to the world, and there is a powerful alliance between state and church - but the church is also the source of much needed release, allowing slaves and the betrodden a way up in society. A vast military machine, driven in part by the need for order and a need to consume the resources of the world around them, defines society as much as anything else.

In abject opposition to the Empire, stands the Rebellion. No longer content with being abused, enslaved and killed - the Free Races are fighting back. But at the core of their newly fuelled resistance are the fey gnomes, wicked sharp smiles pulling at the threads of their newfound tools. Marshalling the once divided races, a new alliance has arisen. The warrior cultures of the Wartorn Mountains are joined with the savage fury of the Greenspan Forests and the mystics of the Fey Lands orchestrate the rise of a golem army, imbued with the souls of those who have fallen to the Empire.

In between these powerful factions are the Guilds, free from the control of the overlords, yet dependant on civilisation to continue their work, they are fuelling the flames by selling their services to both sides. In the depths, the Guildmasters are seeing the potential to replace the Overlords, taking over, but to do that the Rebellion must be crushed and the Overlords weakened enough. To do so, this conflict must blossom to devour the Empire.

The fourth, and perhaps weakest, of factions are the Peacekeepers. Silently, the Peacekeepers have found allies among the conservative Preservers, a druidic organisation mainly helmed by the Dwarves who strive for balance. Both parts know that this conflict will lead to far greater suffering and destruction, than allowing the Empire to coexist side by side, tolerating its few excesses. Both factions are driven by a compassion for the individual who will be crushed between these two opposing forces. Unbeknowst to them, it makes them the sworn enemies of the Guilds who seek to escalate things.

Sounds like an interesting setting filled with strife, war, politics, backstabbing, envoys and corruption. Like a fantasy version of the Roman Empire... with a few added levels of nasty.
 

The Dragon Magazine races are quite easy to summarize.

Shadar-Kai: Like the Eladrin, only Wizards fit them.
Gnoll: Here are an interesting addition, only jelling really well with the Bleak Disciple type of Assassins.
Revenants: Same as the Gnolls, one the Bleak Disciple Assassin really fits the Revenants.

So, what does this tell us?

Well, the Gnolls could, due to their monstrous nature, fit just as easily with the Redemptionist fanatics with the Longtooths and Minotaurs, as with the Wilden and Razorclaws in the Rebellion. I can easily see them divided, those who were enslaved turning to the Redemption, while those still free join the Rebellion. Both specialize in the slaughter of the enemies in the dead of the night.

Shadar-Kai suggest a darker nature to the Eladrin. Transformation seems to be part and parcel of this setting (Wilden and Shardminds) - perhaps searching too deep into the mysteries of the Arcane will transform you, turning you into a Shadar-Kai?

Finally, the Revenants and their Assassin-only allegiance suggest that perhaps the Guilds have a way of reaping souls and returning them? Instead of the Revenants being religiously returned via the Raven Queen, perhaps they are indeed raised by the Guildmasters to reave specific souls on both sides?

And thus I think we are done - the MM races that haven't been given true writeups are perhaps more suited as true barbarians or NPCs. One can easily fill them into this setting.
 

I'd say your assessment of class/race synergy is too narrow but if it works as a basis for building a set of themes for a campaign that's fine. Just don't expect the actual PCs players go with to fit within these parameters because they probably won't.

For example almost any of the races have highly effective options as fighters. Genasi are for example the supreme blaster wizards. Dwarves are lethal fighters despite lacking a STR bonus. Eladrin likewise are lethal fighters, rangers, and highly capable rogues. Players are quite likely to leverage these aspects of the different races (and this obviously is only the tip of the iceberg).

Anyway, it sounds like you have a pretty good theme rolling there. I might put the Tieflings behind the scenes though for instance. Survivors of some even earlier empire at the dawn of time they pull strings in the background and hope to return to power. Lots of complex alliances and rivalries can exist.
 

WOW! That's awesome!

I have to say that it's very subjective, it feels like a tarot reading :)
But it's great how you created a setting based on the most common class/race combinations.

Although one only needs one stat bonus to be great at a class (just ask humans). That would make your analysis a lot more complicated.

But it makes perfect sense that a race would use all assets at their disposal, taking the most advantageous "jobs".
 

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