Grek wrote:Because that's how it works in Lord of the Rings. Frodo's usefulness from the Fellowship isn't because he has the ring, it's from the fact that he is the most hobbity hobbit and can resist its temptation really well. Aragorn is a badass because he's the most Dúnadany of the Dúnadan and then also becomes King of Gondor. The best Orcs are impressive because they're so Orcly they spell their name "Uruk" instead. And so on and so forth.
At the risk of agreeing with Silva here, this actually is a really interesting idea, especially for a game with an abbreviated level progression, like the thing I'm working on inspired by Battle of the Five Armies.
So what if class and race were flipped, and the thing that improves with experience through levels is your species--as you gain experience your elven essence becomes stronger--and the thing that just predisposes you to be better at certain things and gets lost in the forest of character advancement is your profession--whatever your trade is, you advance the skills that are important to the adventure.
So, as an example, Bilbo Baggins is an Aristocrat Hobbit. As an Aristocrat, he has minor bonuses to diplomacy and probably some kind of regionally limited "they know me here" deal, but his real importance is that he's a hobbit, and thus has stealth abilities and greater resistance to enchantment--particularly evil enchantment, maybe something like Magic Circle Against Evil.
Class skills probably make little sense in a set up like this. You could probably attach some iconic skills to the species, maybe do something like Pathfinder where the iconic skills for your species get a bonus, but nothing prevents you or punished you for having ranks in non-"class" skills.
Off the top of my head, "classes" for this model would at least include:
- Man- Go with the "humans are batman" idea, so that Men get resilience and endurance abilities.
- Elf- Natural archers and project an aura of nobility that basically means they can make people do what they want, inherent Weapon Finesse. Trick shot and perception abilities.
- Dwarf- Natural craftsmen, get abilities related to such, including creating magical items
- Smallfolk*- Basically hobbits, they are natural sneaks, and have a strong agricultural tradition. Clearly the former matters a lot more than the latter.
- Orc*- Magically bred living warmachines. They are generically apt with weapons, very strong, and become resistant to more an more things as their essence strengthens.
Branch species are handled as alternate class features, so wood elves trade the "I'm better than you" aura of a high elf for being good with animals and a Disney Princess woodland summoning ability, dark elves might trade the archery stuff for a crossbow motif, etc. Half breeds cold be handled similarly, through a feat, or simple multi-classing.