by redwullf » Thu Sep 29, 2011 1:57 am
Maybe this will help. It's a section out of my house rule "booklet" for my LL campaign, which is being converted into a Castles & Crusades campaign. I should point out that this is only my interpretation of the original intentions for race/class restrictions in pre-3rd editions of D&D:
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Racial Class Restrictions
Within each of the racial descriptions below, you will find detailed information about class restrictions. This concept is foreign to those who have not played original D&D and AD&D and are used to the unlimited nature of 3rd Edition and Pathfinder. In fact, such players may find these restrictions “unfair” and question why the DM would impose such limits. The fact is, racial limits have existed since the earliest days of the game, and were rigidly enforced for over 25 years before 3rd Edition came along, and for good reason!
These original rules not only limited class choices for demi-human characters, but also imposed level limits. Demi-humans could only rise to certain levels within each class, a cap set usually somewhere between 9th and 15th level. However, demi-humans, traditionally, were the only races which could multi-class, thus allowing them to attain “high levels” as characters when their individual class levels were added together.
Our campaign will not impose level limits on demi-human races. Though there were strong reasons for these limits in older editions of the game, your DM considers player characters to be exceptional versions of their race. Furthermore, in C&C, both demi-humans and humans alike may multi-class, thus this feature affords demi-humans no special benefit, and any notion of level limits are removed to compensate. As heroes in the world, all PC races may enjoy the rise to great power without restriction, often to the wonder and amazement of their kin.
A Human World
Each game world is generally assumed to be human dominated. That is, humans vastly outnumber the other races and are the driving force in the world. Most of the various realms and kingdoms in Greyhawk are human kingdoms, and this cunning race has rapidly come to master the arts of warfare, magic, and culture. How can such a race have climbed out of its barbaric, primitive roots and taken over the world without some kind of profound advantage over the other races?
The other races have built vast cities, explored the corners of the world, and mastered the might of sword, axe, and magic long before humans emerged from their caves. They developed art, culture, and even science while humans existed as simple hunter-gatherers in the wilds of the world. Somehow, through the ages, humans rose rapidly from these primeval beginnings and have come to dominate virtually all corners of the Flanaess. What advantages drove them to such high levels of success?
C&C provides humans with 3 Primary Attributes, where the demi-humans only have 2. Though certainly helpful, and representative of the human’s flexible nature and ability to survive adversity, this benefit hardly provides enough explanation for the dominance of this race in the game. There is 1 other key factor which gives humans an edge over their demi-human counterparts: they enjoy a broader range of class choices. Traditionally, the dominance of humans was also defined by level limits, as explained above.
A Matter of Time
The simple fact is that humans are short-lived compared to most of the other races. This imminent mortality drives them to greatness in ways that take the other races centuries to achieve. The other races simply “take their time” about such things, while humans recognize that time is not on their side in these matters, and thus work much harder, and much more quickly, to achieve their goals. Furthermore, the other races do not procreate at nearly the same rate as humans. They have significantly fewer children, and it can take several human generations to raise up the young and train them in ways that match what a human can accomplish in only a couple of decades.
These facts afford humans the advantage of “haste” in their endeavors. The level limits outlined in the original editions of the game were a way to represent the patience and sense of timelessness which the demi-human races enjoy in their growth. The limits were not meant to imply that the non-human races cannot achieve great levels of power - far from it. The limits merely defined what a demi-human can achieve on a human time scale. Since demi-humans generally adventured with humans in their midst, on a scale that measures months and years (rather than decades and centuries), these limits expressed the ratio to which these races advance alongside their human counterparts. Long after an elf or dwarf’s human companions have grown old and died, these races would continue to grow and flourish in their abilities - but this exists well outside of the context of our campaign. As stated above, our campaign imposes no level limits on demi-humans, though these limits may exist more broadly among NPCs and the cultures you may encounter. For our purposes, the characters are exceptionally skilled and touched by heroic fortunes, which allow them to progress beyond levels normally imposed upon their kind.
A Matter of Culture
The player who is uninitiated in Old School play will wonder why their demi-human cannot partake in the full array of class choices that are available to humans. Class restrictions are designed to represent the cultural differences between humans and their demi-human counterparts. For example, can you, the player, actually visualize a dwarf druid? Can you legitimately see the existence of a gnome paladin? The fact is, some classes are bound, culturally, to the human race, and represent a path of advancement that is simply foreign to other races. In order to preserve these cultural differences in the game, the demi-human races will simply not have access to some of the classes which are purely human constructs. This is not to say that the demi-humans could not pursue a profession outside of their culture, it’s just that they are extremely unlikely to do so. So much so, that in game terms it’s simply easiest to restrict them from even taking such classes.
To put this into context, try to think of some of the behaviors of other cultures in the world, and ask yourself if you would willingly adopt their ways. Would you take a vow of celibacy and take up arms as a muslim mujahadeen (paladin)? Would you throw away your family life and career to spend the next 20 years in a Himalayan temple (monk)? Well, in this regard no elf would pursue the single-minded holy crusade of a paladin, nor would any dwarf worth his forge embrace nature as a druid. Neither elf nor gnome can appreciate the singular dedication to body and spirit required to become a monk - there are simply too many other “interesting” things to explore. To a dwarf, the idea of laying down his axe in favor of learning to slap one’s opponent about the ears with his bare hands is laughable, at best. Additionally, their squat legs don’t really lend themselves to high-flying kicks. How can one really expect to defeat a dragon by punching it, or by praying to a bush for a help? How can a halfling expect to deliver a roundhouse to a human’s head? Can a hobbit really be bothered with heavy armor, mounted charges with a lance, or the strange sorcery employed by elves and humans? Wondrous, to be sure, but not the kind of behavior exhibited by a hobbit of good standing in his community.
You get the picture.
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I hope this helps, and good luck on your campaign! You're making a good choice with LL/AEC. C&C is another option you'll want to consider (though unlike many of the OSR sims, C&C is not available free).
“The worthy GM never purposely kills players' PCs. He presents opportunities for the rash and unthinking players to do that all on their own.” E. G. G.