Thursday, May 7, 2015

D&D: Evolution of Class and Race Over Time



OD&D (1974-1977)
Races (5)
Classes (8)
Man
Fighting Man
Elf
Magic-User
Dwarf
Cleric
Hobbit
+Thief
+Half-Elf
+Paladin

+Monk

+Assassin

+Druid

Original D&D offered only 4 races and 3 classes, and quickly added one race, one class and 4 sub-classes. This brought the total to 5 races and 8 classes.

AD&D (1978-1987)
Races (7+3)
Classes (12+2)
Dwarf
Cleric
Elf
Druid
Gnome
Fighter
Half-Elf
Ranger
Halfling
Paladin
Half-Orc
Magic-User
Human
Illusionist
+Drow
Thief
+Duergar
Assassin
+Svirfneblin
Monk

(Bard)

+Barbarian

+Cavalier

+(Thief-Acrobat)

Advanced D&D added in all the iconic races and classes known in the game today. Gnomes and Half-Orcs were added to the race list, bringing the total to 7 races. Unearthed Arcana added in sub-race types, some of which qualified as separate races due to their strange and unique powers (drow, duergar, svirfneblin). Rangers and Illusionists were added to the class list, as well as bards, the first known “prestige” class which required dual-classing to qualify. Unearthed Arcana added in the barbarian and cavalier classes (making paladins now a sub-class of cavalier) and the thief-acrobat specialization class (also a “prestige” class). All totaled, this brought the number of playable races to 10 (including the underdark versions) and playable classes to 14 (including “prestige” type classes).

B/X or BECMI D&D (1980-1994)
Classes (7)
Cleric
Fighter
Magic-User
Thief
Dwarf
Elf
Halfling

Basic/Expert D&D brought the number of classes back to a manageable level. The iconic core classes were retained and all the sub-classes removed. All classes were meant to be Humans. If one wanted to play a demi-human, then they chose that as their class and advanced as the typical demi-human type for their race. This meant that all dwarves were essentially fighters, all elves were fighter/magic-users, and all halflings were sneaky fighters. All told there were 0 races and 7 classes.

AD&D 2nd Edition (1988-1999)
Races (6)
Classes (4 or 9)
Dwarf
Priest (cleric, druid or specialty priest)
Elf
Warrior (fighter, paladin, ranger)
Gnome
Mage (wizard, specialist mage)
Half-Elf
Rogue (thief, bard)
Halfling

Human


2nd Edition AD&D removed the Half-Orc from the race list and reduced the number of classes available by removing monk and assassin. Base classes had generic versions still (cleric, fighter, wizard, and thief) and sub-classes were more like specialized versions of core classes. The druid was removed as a “class” and relegated to the “specialty priest” category, and the same was done to illusionists as “specialist mages.” Therefore, there were only 6 races and 9 specific classes to choose from, but specialization allowed for a wide range of variation.

D&D 3E (2000-2008)
Races (7)
Classes (11)
Dwarf
Barbarian
Elf
Bard
Gnome
Cleric
Half-Elf
Druid
Halfling
Fighter
Half-Orc
Monk
Human
Paladin

Ranger

Rogue

Sorcerer

Wizard

3rd Edition D&D was a step away from the Advanced D&D set-up perfected in the 1970s. The core races were reset to the same number and types as found in the original Player’s Handbook but the classes were tweaked to more resemble those of 2nd edition, with the addition of the Sorcerer and Barbarian as actual core classes. This version of the game provides for 7 core races and 11 core classes. The major change was allowing all races to be all classes with unlimited level advancement. Many more races and classes were later added in to the core classes making this the edition with the most race and class options available to the players.

D&D 4E (2009-2013)
Races (8)
Classes (8)
Dragonborn
Cleric
Dwarf
Fighter
Eladrin
Paladin
Elf
Ranger
Half-Elf
Rogue
Halfling
Warlock
Human
Warlord
Tiefling
Wizard

It seems that the core classes and races were normalized in 4th edition D&D. Some of the weaker classes were removed and replaced with combination classes that allowed for more customization. The removed classes were later restored in supplement materials, as were the missing gnomes and half-orcs. There were 8 races and 8 classes offered in the Player’s Handbook of this version.

D&D 5E (2014+)
Races (9)
Classes (12)
Dragonborn
Barbarian
Dwarf
Bard
Elf
Cleric
Gnome
Druid
Half-Elf
Fighter
Halfling
Monk
Half-Orc
Paladin
Human
Ranger
Tiefling
Rogue

Sorcerer

Warlock

Wizard

The current version of the game has returned to the base races plus two races introduced in the 3rd edition – namely the dragonborn and the tiefling. Some of the iconic classes of previous versions return along with the Warlock, first introduced as an alternate class in 3.5E and established as a core class in 4E. This brings the race total to 9 and the class total to 12. Undoubtedly there will be sourcebooks to increase this number over the next few years.

So technically speaking, there are as many classes in 1st edition as there are in 5th edition. There are also roughly the same number of races, although those races are quite different. Race and class have been increased and decreased over the years, with those preferring minimal numbers tending to like 2nd edition and B/X D&D rules. Those who prefer more options tend to like 3rd and 4th edition when the numbers of both class and race increased dramatically. This is probably also due to the mechanic of assigning ability scores to all monsters. By defining these creatures in character terms instead of a monster stat block it opens the door for mixing and matching monsters and races. I do prefer allowing this for humanoids since this was begun in 1st edition with shamans and witchdoctors for humanoids. Having a definable rule about which monsters can BE races and having them advance by character rules makes more sense to me. Other monsters, like dragons for example, should not have actual classes like characters.

I would like to see an edition where the 1st edition AD&D rules are adapted with some of the later rules to make a more cohesive ruleset without losing the flavor of 1st edition. For example, all those creatures listed in Deities & Demigods as having a deity should have clerics of those deities. Magic-using races should have spellcasting abilities. Humanoids should have clerics, magic-users, fighters, and thieves just like humans and demi-humans, as well as their own class level limits based on ability scores. We already know the average Strength scores of these creatures, as well as Intelligence ranges. Most, if not all, the humanoids would have higher levels in fighter than cleric or magic-user, and some might even be unlimited in thief (goblins, kobolds, bugbears, to name a few). I doubt that many would have access to sub-classes, although I would like to think that satyrs and centaurs could be rangers or druids and orcs and hobgoblins could be assassins. A monk would remain a strictly human class. Paladin is not a class suitable for any of the humanoids in the Monster Manual. I’m not against allowing unlimited advancement for demi-humans either, although I would only allow XP bonuses for high ability scores to humans in this case.

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