Race restrictions for classes explanation
DragonOfShades
Member Posts: 56
So, was there any logical/lore explanation why in 2nd Edition which BG uses some races can't pick certain classes/multiclasses? Like why elves can't be Clerics/Mages or Bards, Halflings can't be Clerics/Thieves or Mages, etc?
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As for the game itself, you can mod just about any class and race to be used together, with the exception of the Monk, which actually does have a logical, out-of-game explanation. No other race was programed and sprited (...what's the past tense of sprite?) with the special animations Monks use.
Later on the restrictions were loosened somewhat with the appearance of race specific, optional books for elves, gnomes, halfings, dwarves and other humanoids. Like non-arcane dwarvish Bards for instance.
When WotC bought AD&D from TSR, they reinforced this trend into what it is now in 5th edition. The end.
I own a lot of AD&D and 2e AD&D books and there even exceptions to the rules. Like Elves can be Bards but only the Minstrel Kit if I recall. Gnomes can be Jesters and Dwarves can be Chanters and Skalds.
In the Complete Book of Necromancers it says Drow can be Necromancers while normal elves cannot (because reasons).
And then I believe by core Elves cannot be Druids but either in the Complete book of Elves or the Druid Handbook it says Elves can be Druids.
Imo it's a design flaw. Settings should have class/race restrictions but not base rules. Either I way as noted before mods fix this easily.
Thus, in a PnP game, if a player could come up with a good reason why their sun elf was a necromancer, the DM could allow it.
Unfortunately, some DMs could be a bit dogmatic in their enforcement of the rules, so they where explicitly relaxed in later editions.
Oh yeah, also: Gygax hated demihumans.
Personally though, I quite liked the idea of inherently unmagical dwarves, as in Dragon Age. It made them feel more different.
But if you are trying to be logical, there are a few class choices that should be rather difficult to acquire as Gorion's ward, e.g. barbarian, shaman, blackguard.
Gary Gygax had a vision of what he believes the various races to be and do, and they fit into those molds, sort of like the ultimate house rules. He produced a world of fantasy that he perceived, based on famous fantasy writers of the past, especially Tolkien. His fantasy world had dwarves as fighters/miners, elves as forestry/ranger/mages, halflings exactly like hobbits, and gnomes like garden fairy mischief makers. The Dragonlance series is an unabashed production of AD&D, and is a tribute to Gary Gygax's vision, and further solidified the vision of D&D that still influences our fantasy today.
I don't believe he thought it would take off as successfully as it did, especially when he was putting it all together, and maybe even more so when TSR closed its doors. Every new, good invention, or second or third invention, is only a shadow of what it can one day become. AD&D, although great, wasn't perfect.
But hindsight is 20/20.
I've never actually played 2nd edition rules except for Infinity Engine games, though I have some of the rule books, and I find the system to be very self-limiting. Races can only be this, stats can only go up to 25, and other things like that. I've read some 1st edition books when I was with my original DnD group and found that even more limiting, where every non-human had a max level and it was absurdly low.
In 3rd, you could BE anything and there were rules to support it.
I'd never play 2nd, but I do enjoy the novels of that time period in Dragonlance and Forgotten Realms.
Human:
N/A
Elf
Druid (Unearthed Arcana)
Avenger (Complete Druid)
Shapeshifter (Complete Druid)
Totemic Druid (Complete Druid)
Necromancer**** (Complete Book of Necromancers)
Half-Elf:
N/A
Gnome:
Jester* (Complete Bard)
Stalker** (Complete Ranger)
Halfling:
Jester*** (Complete Bard)
Druid (Complete Druid)
Avenger (Complete Druid)
Shapeshifter (Complete Druid)
Totemic Druid (Complete Druid)
Dwarf
Skald*** (Complete Bard)
Half-orc
N/A
* Can only learn illusionist spells
** PnP Stalker much different than BG's
*** Learns counterspells as opposed to real spells
**** If Drow
DISCREPANCIES:
In The Complete Wizard's Handbook it states under Necromancy
"Allowed Races: As in the school of invocation/evocation, only the spirits of humans
incorporate the energies necessary to master the spells of necromancy. Therefore, only humans
are eligible to become necromancers. "
Yet in the Complete Book of Necromancers it states Orcs (and other humanoids), Drow, Dragons, and Githyanki can all become Necromancers.
This is all I could find for now but I'll update should I find anything more.
Edit: One thing with the Halfling Druids and Elven Druids is that it says they can be Druids and since the kits in the book don't have racial limitations themselves I would assume that any race that can be a druid can use the kits.
Edit: They, too, can only counterspell. They can't learn actual spells.
Halfling Druid? No
Halfling Barbarian with 2 handed sword? Yes
hmm
The racial class/level restrictions are explained in the PHB way back when as necessary to avoid the often long-lived demi-humans becoming too powerful versus shorter-lived humans. If elves could advance in any class with no level restrictions, then there would logically be hordes of super-powerful Elven wizards, warriors, etc. with hundreds of years to perfect their professions versus human's 3-4 score years and these races would then rule the world. The workaround to counter this then were these restrictions so as to provide limits so that not everyone would play only demi-humans in what was designed to be a human-dominated world for the most part.
Some races still had no limits, e.g. Halflings could have unlimited advancement in the thief class, but were restricted to a certain level in fighter based on the strength score. Since the assumption was that most campaigns would top-out with character levels in the low to mid-teens at most, it worked for the most part. I remember people playing both humans and demi-humans, mainly connected to the class and role-play idea for the character. The highest level character I ever played was a human wizard that reached 16th level. He was considered super powerful and it took years for him to reach that level in our group.
The restrictions also tended to provide some role-play stereotypes for the races, as mentioned above in other posts, e.g. Halflings as thieves but sometimes as fighters or as a F/T, Dwarves as fighters, clerics, or thieves or F/Ts, Elves as wizards, fighters, again thieves, gnomes as illusionist combinations, thieves or fighters, 1/2 orcs as fighters, assassins, cleric/thieves, or even fighter/assassins, etc.