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I understand folks wanting to separate Race from Class and be able to play Elven Clerics and Dwarven Thieves and such...
At one point in the game's development, the concept was you might have a zero-level elf survive the funnel and decide to level them up as a Warrior, instead of using the Elf class. Your elf would be less 'Elfy' than some other Elves, but hey, you'd be playing what you wanted to play!
But people (generally) didn't like that. They wanted to be ALL Elfy, and ALL Warriory, too. "Why should my Elf be less of an Elf than other Elves???"
But my question is: Why should they be exactly as Elfy as all the other Elves?
Human Traits:
Humans see a broad range of the color spectrum -- except those that can't.
Humans can run a mile in 5 minutes or less -- except those that can't.
Humans are good with numbers and calculations -- except those that aren't.
Humans are good at reading body language and recognizing emotions in others -- except those that aren't.
etc.
Why do all the Dwarves have to be like all the rest of the Dwarves? All Halfling like the rest of the Halflings? All Elves identical?
Why not embrace (or at least try/experiment with) trading off some Dwarvish traits that may or may not come up, in order to play that Dwarven Cleric?
_________________ Gnome Boy (a.k.a. "Jon") • DCC play-tester @ DDC 35, Feb 2011. • Beta DL 2111, 7:00 AM PT, 8 June 11. Playing RPGs since 1977 • Quasi-occasional member of the Legion of 8th-Level Fighters - Holds the power to play gnomes at will! Here Be DCC Monsters...
Pbp Secret of Bone Hill characters: Flavia, WAR, Beekeeper, L, Str 10, Agi 10, Stm 7, Per 10, Int 12, Lck 7, AC 10 hp 5, staff, jar of honey, 10-ft pole, 1 pc chalk, 50' rope, 2 torches (1 lit) Hector, DWARF Apothecarist, L, Str 5, Agi 11, Stm 12, Per 10, Int 6, Lck 10, AC 10, hp 11, sword, shield, cudgel, steel vial, chest, flint & steel, empty flask, lg sack Chendris, WIZ, Alchemist, N, Str 11, Agi 9, Stm 12, Per 15, Int 13, Lck 15, AC 10, hp 3, staff, empty flask, 50' rope, 2 candles, lg sack, oil (1 flsk), 1 torch, snakeskin tome; speaks gnoll Darrow, CLR, Hunter, N, Str 11, Agi 12, Stm 8, Per 16, Int 7, Lck 12, AC 10 hp 5, short bow, 6 arrow, 10-ft pole, deer pelt, torch (lit)
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