Okay. Two problems with this one:Edena_of_Neith said:From the 1st Edition Dungeon Master's Guide, page 20:
'A moment of reflection will bring them to the unalterable conclusion that the game is heavily weighted towards mankind.'
1. This rule pertains to all gnomes, halflings, dwarves, half-orcs, etc. as well. It in no way singles elves out.
2. It hasn't been in effect for 20 years.
3. The statement is that humans are the most successful species; it does not conclude that all other species in the universe are doomed.
Once again, same three problems.'Advanced D&D is unquestionably 'humanocentric', with demi-humans, semi-humans, and humanoids in various orbits around the sun of humanity. Men are the worst monsters, particularly high level characters such as clerics, fighters, and magic-users - whether singly, in small groups, or in large companies. The ultra-powerful beings of other planes are more fearsome - the 3 D's of demi-gods, demons, and devils are enough to strike fear into most characters, let alone when the very gods themselves are brought into consideration. Yet, there is a point where the well-equipped, high-level party of adventurers can challenge a demon prince, an arch-devil, or a demi-god. While there might well be some near or part humans with the group so doing, it is certain that the leaders will be human. In cooperation men bring ruin upon monsterdom, for they have no upper limits as to level or acquired power from spells or items.'
'The game features humankind for a reason. It is the most logical basis in an illogical game. From a design aspect it provides the sound groundwork. From a standpoint of creating the campaign milieu it provides the most readily usable assumptions. From a participation approach it is the only method, for all players are, after all is said and done, human, and it allows them the role with which most are most desirous and capable of indentifying with.'
But this is specifically and directly contradicted by the current rules of the game. You cannot argue that elves are doomed because of a rule that no longer applies to them.From the 1st Edition Player's Handbook, page 14:
Elven classes allowed and level limits:
Cleric: 7th (NPCs only)
Druid: No
Fighter: 7th (elven fighters with less than 17 strength are limited to 5th level; those with 17 strength are limited to 6th level)
Paladin: No
Ranger: No
Magic-User: 11th (Elven magic-users with intelligence of less than 17 are limited to 9th level; those with intelligence of 17 are limited to 10th level)
Illusionist: No
Thief: Unlimited
Assassin: 10th level
Monk: No
Okay. Not to get repetitive butFrom the 2nd Edition Player's Handbook, page 21:
' ... ((elves)) concerning themselves with natural beauty, dancing and frolicking, playing and singing, unless necessity dictates otherwise. They are not fond of ships or mines, but enjoy growing things and gazing at the open sky. Even though elves tend towards haughtiness and arrogance at times, they regard their friends and associates as equals. They do not make friends easily, but a friend (or enemy) is never forgotten. They prefer to distance themselves from humans, have little love for dwarves, and hate the evil denizens of the woods.
Their humor is clever, as are their songs and poetry. Elves are brave but never foolhardy. They eat sparingly; they drink mead and wine, but seldom in excess. While they find well-wrought jewelry a pleasure to behold, they are not overly interested in money or gain. They find magic and swordplay (or any refined combat art) fascinating. If they have a weakness it lies in these interests.'
1. These rules are, once again, not part of the current core rules nor have they been in nearly a decade.
2. These rules describe what elves do and don't like to do; they make no statements whatsoever about what elves can and cannot do. I don't like cleaning bathrooms but I do clean mine every week.
Again, this rule has not been in effect since the start of 3E and is now superseded by PHB 109.From the 2nd Edition Player's Handbook, page 24:
Elves: base age (starting PCs) 100 years, plus variable 5d6 years
Again, all races have had this ability since the release of 3E.From the 2nd Edition Player's Handbook, page 20:
'The human race has one special ability in the AD&D game: Humans can choose to be of any class - warrior, wizard, priest, or rogue - and can rise to great level in any class. The other races have fewer choices of character classes and usually are limited in the level they can attain.'
As above.From the 2nd Edition Dungeon Master's Guide, page 22:
Racial Class and Level Limits
Elves: Cleric 12th, Fighter 12th, Mage 15th, Ranger 15th, Thief 12th, Other Classes no
Again, this is rule is not only no longer in effect; it posits elves as intrinsically more powerful than humans.From the 2nd Edition Dungeon Master's Guide, page 21:
'The DM can, if he chooses, make any class available to any race. This will certainly make your players happy. But before throwing the doors open, consider the consequences.'
'If the only special advantage humans have is given to all the races, who will want to play a human? Humans would be the weakest race in your world. Why play a 20th-level human paladin when you could play a 20th-level elf paladin and have all the abilities of paladins and elves?'
'If none of the player characters are human, it is probably safe to assume that no non-player characters of any importance are human either. Your world would have no human kingdoms, or hur powerful wizards. It would be run by dwarves, elves, and gnomes.'
'This is not necessarily a bad thing, but you must consider what kind of world nonhumans would create. Building a believable fantasy world is a daunting task; creating a believable alien fantasy world (which is what a world dominated by nonhumans would be) is a huge challenge even for the best writers of fantasy.'
That was a lovely trip down memory lane Edena but I'm not sure how they bear on our current discussion.Those are, as stated, excerpts from the 1st and 2nd edition books.
(a) "Humans dominate" <> "elves are doomed." (b) What is the relevance of this to my request for current rules that apply to elves.Consider the settings based on the 1st Edition rules: Mystara (the Known World), Greyhawk (Oerth), the Forgotten Realms (Toril, Faerun, the Hordelands (Toril, central part of continent), Oriental Adventures (generic, then Toril, eastern part of continent), Dragonlance (Ansalon, Taladas, Krynn) and the Ravenloft module I6 which inspired the Ravenloft setting.
Then consider the 2nd Edition settings: Zakhara (AL-QADIM), Aebrinis (Birthright), Athas (Dark Sun), Maztica (continent on Toril), Mystara (Red Steel), Planescape, and Spelljammer (Realmspace, Greyspace, Krynnspace, etc.)
In every single one of these settings, humans dominate.
Why?Consider the 2nd Edition Arcane Age setting.
Okay. But when you started this thread, you didn't tell us that the rules you were using as the basis for your theory were all rules that are all no longer in effect or are part of published settings that are not in the core rules.* Only in 3rd Edition, do I concede that this may not be the truth of matters.
Now we could have a conversation about 1E elves, or about 2E elves or about one of the settings your mentioned or we could talk about the game is it is being played now. Where do you want to go in our responses to your questions?