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Thoughts on Racial Classes?
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<blockquote data-quote="delphonso" data-source="post: 7999315" data-attributes="member: 6892015"><p>"Magic is rare" is something people say in the Forgotten Realms while flying and amplifying themselves with prestidigitation. Half the races have cantrips from birth. It's rare only in descriptions but in examples, extremely common.</p><p></p><p>Medieval knowledge sharing also doesn't apply since people can 1, live 700 years, 2, teleport, and 3, talk to all knowing deities.</p><p></p><p>I think your points do have a lot of value though, in that racial restrictions CAN and DO make sense depending on the setting. I would argue the generic DnD settings don't play to it well, but certain games might. And if your table is alright with that and it makes things more fun, go for it. It just shouldn't be listed as a rule (with very few exceptions) in official material. </p><p></p><p>Taking Go as an example, Go existed since ~500BCE in China as a game for aristocrats and only moved to Korea and Japan when enough diplomats were visiting or were exiled. Presumably, Marco Polo would have seen the game and could have learned it and brought it back to Europe earlier, but it seems he didn't. But in an alternate world, he could have, just as a visiting Half-orc could bring bladesinging out of an Elven forest. So if you want to make it air-tight, you need to work on it.</p><p></p><p>I'm hesitant to limit things for my players beyond shortening the race list (say in 3.5 days, when there were 50 monster races to play). But if any player comes to me wanting to play an interesting mix, I'll allow it as long as it makes some sort of sense in a party, if not the world. I've rejected a Duergar Fiend Warlock because the player was making a villain, not because of the class and race specifically, but because the description they had and I felt it was completely incompatible with a nature loving Barbarian and a Puritanical Cleric. They settled on Dwarf, rolled back the evilness a bit and it made for a super interesting dynamic.</p></blockquote><p></p>
[QUOTE="delphonso, post: 7999315, member: 6892015"] "Magic is rare" is something people say in the Forgotten Realms while flying and amplifying themselves with prestidigitation. Half the races have cantrips from birth. It's rare only in descriptions but in examples, extremely common. Medieval knowledge sharing also doesn't apply since people can 1, live 700 years, 2, teleport, and 3, talk to all knowing deities. I think your points do have a lot of value though, in that racial restrictions CAN and DO make sense depending on the setting. I would argue the generic DnD settings don't play to it well, but certain games might. And if your table is alright with that and it makes things more fun, go for it. It just shouldn't be listed as a rule (with very few exceptions) in official material. Taking Go as an example, Go existed since ~500BCE in China as a game for aristocrats and only moved to Korea and Japan when enough diplomats were visiting or were exiled. Presumably, Marco Polo would have seen the game and could have learned it and brought it back to Europe earlier, but it seems he didn't. But in an alternate world, he could have, just as a visiting Half-orc could bring bladesinging out of an Elven forest. So if you want to make it air-tight, you need to work on it. I'm hesitant to limit things for my players beyond shortening the race list (say in 3.5 days, when there were 50 monster races to play). But if any player comes to me wanting to play an interesting mix, I'll allow it as long as it makes some sort of sense in a party, if not the world. I've rejected a Duergar Fiend Warlock because the player was making a villain, not because of the class and race specifically, but because the description they had and I felt it was completely incompatible with a nature loving Barbarian and a Puritanical Cleric. They settled on Dwarf, rolled back the evilness a bit and it made for a super interesting dynamic. [/QUOTE]
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