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D&D 5E The Classes and Races of my 5E Game - What will be yours?

If I run Eberron, I will use whatever races were in the original version of the setting, and probably just about any class (hell, I think pretty much every Pathfinder base class can fit into Eberron nicely, though alternative versions like ninja and samurai, and some archetypes, might be rare to non-existant).

If I run a homebrew setting, it will probably human, elf, dwarf, halfling or maybe even human, eladrin, dwarf, halfling, depending on the flavour of elf vs. eladrin.
Classes will probably be non-psionic and non-Eastern.
 

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Whatever fits into WORLD OF GREYHAWK, specifically:

Races:

Humans
Halflings
Elves (gray/sylvan/wood/wild/valley - Drow are NPC monsters only thx.)
Dwarves
Gnomes
Half-Orcs
Half-Elves
Half-Ogres

Classes:

Fighter/Ranger/Paladin/Cavalier(?)
Cleric/Druid
Thief/Assassin
Magic-User/Illusionist
Bard (of some stripe - an out of the box or "prestige" bard)
Monk
Possibly a psionicsist class; want to wait to see how Psionics is handled before I commit to this though.

 

My approach has been, and will probably continue to be, to allow any class but only the classic races--human, elf, dwarf, halfing, gnome, half-orc, half-elf--with setting-specific sub-races. Other races exist, and I can be convinced to let a player play one of them, but I'd like it to be exception not the rule.

No if I want an exotic/zoo approach to races, I'd open up the Talislanta books.
 

My players can play whatever they want.
Frex, I'm running a campaign set in fantasy Britain in the 6th century---and there isn't a human in the party. There is a guy playing a warforged fighter using the large Iron Golem miniature. But no humans. Best campaign I've run in years.

Should we play 5e, they can still play whatever they like. We'll make it fit the campaign together.
 

But, assuming I do take up fifth edition, whatever its flavor and mechanics are is also moot. I will hammer the system into fitting my setting, doubtless removing most classes from play, reskinning the various magic systems to suit my needs (sometimes divine magic is based on spell-books, sometimes it's alchemy, sometimes it's ch'i; arcane magic in my games is usually some combination of bookish sorcery and spiritualist pact-making, unlocked by individuals with inherent psychic talent), and adding a pile of playable races that core rules are bound not to cover but which are vital to my kind of fantasy world.

Pretty much me too. The game fits the setting, not the setting the game.
 

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