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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