Posted January 20, 2021
ConsulCaesar: It would be great if more games portrayed humans as the only ones with a specific trait, and then none of the other races being necessarily compared to them (insted of humans being the vanilla race and the others are humans with a quirk).
That's perhaps one of the things I like about certain SaGa games (1, 2, and Frontier in particular); Humans *are* their own thing (with a partial exception in 2). In SaGa Frontier, humans are the only race that gets the ability to use weapon (sword, gun, martial arts) techniques, so that's one unique ability; the fact that any of their stats can increase after a battle is, again, unique to humans. (Mystics can only gain HP, WP, JP, and Charm after a fight, while the other two races can only increase their stats through entirely unique methods.)
One thing I don't like about SaGa Frontier, however, is that the game is too human-focused; around half the possible party members are humans, and 5 of the 7 main characters are humans (or, in the case of Asellus, are at least treated as humans mechanically most of the time).
Mafwek: Also, don't get me speaking about early D&D, because if I recall correctly humans had special ability of being able to access every class, and reach any level. Other races had level caps.
That feels more like a restriction imposed on non-humans rather than a special ability of humans. The level caps are also a poor mechanic in a game where you aren't constantly changing your party; it has the effect of making non-humans completely useless later on. (It didn't help that the level caps were hidden in the Dungeon Master's Guide, a book that the players were not supposed to have access to.) 3rd edition handled the racial situation much better; non-humans lost their class restrictions and level caps, while humans gained an extra feat and some skill points relative to other races.
Ryan333: Mechanics-wise, dual-classing also seems to make more sense for non-humans since all non-humans have level caps on each class (with the sole exception of half-elf bards). A halfling cleric, for example, can only advance to level 8. I would think they should be able to dual-class into something else at that point and continue progressing. Otherwise, why in the world would anyone pick a race/class combo with a very low level cap? Even if they multi-class, they're getting more abilities but the level caps on each class still apply.
Dual-classing feels a bit like the class change features of CRPGs (like most Wizardry games, as well as Bard's Tale (but only for casters), some Dragon Quest games (3, 6, 7, perhaps 9), and Final Fantasy 5), except with the extra restriction of losing access to previous abilities until you exceed your former level. I think this restriction really hurts the mechanic, and I much prefer the way it works in many non-D&D CRPGs to the way AD&D dual-classing works. (Of note, I don't really like the way 3e D&D multi-classing works, as it makes dual caster set-ups non-viable without prestige class use.)
Post edited January 20, 2021 by dtgreene