Tuesday, February 10, 2026

The Articles of Dragon: "New Jobs for Demi-humans"

I'm just a few years shy of having played, in one form or another, Dungeons & Dragons for half a century (yes, I am old). In all the years that I've played the game, there have been certain constants, chief among them being complaints about aspects of their rules that some players have found ridiculous. A very well-known example of what I'm talking about is alignment, the vocal dislike of which has been commonplace since at least the mid-1980s and probably longer. Almost as common a target for criticism are class restrictions and level limits for demihuman characters. 

Personally, I've never had a problem with them and still don't, but there's no denying that no edition of the game has ever done a good job of explaining why they were included, let alone necessary. Consequently, like alignment – another poorly explained game concept – I've heard complaints about dwarves not being allowed to be paladins or elves being worse magic-users than humans for decades. I suspect Gary Gygax heard them a lot too, judging from how often these questions came up in his "From the Sorcerer's Scroll" column in Dragon magazine. 

For the most part, Gary was pretty adamant in his belief that D&D's implied setting was humanocentric, thereby justifying demihuman class restrictions and level limits. However, as the years wore on, he started to soften his stance, especially in the years prior to the publication of Unearthed Arcana, as he was more seriously pondering the future direction of AD&D – and by "soften," I mean he more or less capitulated on the matter entirely. Unearthed Arcana (and the articles that preceded it) more or less opened the floodgates to demihumans being able to enter most classes and achieve much higher levels in them than had previously been allowed.

The prudence of that can be debated. However, Gygax goes further in his next article on the subject. “New Jobs for Demi-humans” appeared in issue #96 of Dragon (April 1985), in which he loosens level limits for non-humans yet again, this time by tying them to high ability scores. For example, after allowing all demihumans to become clerics, he connects their maximum attainable level to their Wisdom. The higher the score, the higher the level cap. He even provides a chart laying out the precise relationship between Wisdom and maximum level, with the highest score listed as 20.

It’s possible Gygax thought he was being clever here. By reserving the highest levels for characters with extraordinary ability scores, he may have imagined he was preventing the vast majority of demihumans from ever reaching parity with humans. However, if my own experience is anything to go by, all this actually did was subtly encourage ability score inflation, something to which AD&D was already prone, thanks in part to its methods of ability score generation and its profusion of sub-classes with steep ability score requirements.

To me, this is a much worse sin than merely allowing an elf to be a ranger or a halfling to be a druid. Doing so simply expands the range of character concepts. By contrast, tying level limits to high ability scores undermines the logic that supposedly motivated level limits in the first place while simultaneously pushing players toward the very sort of min-maxing behavior that AD&D’s design otherwise tries to discourage. If you tell a player that the only way for his dwarf cleric to reach 11th level is to have an 18 Wisdom, you are no longer meaningfully limiting demihumans so much as ensuring that all dwarf clerics will eventually 18 Wisdom, one way or another.

Players being what they are respond to game mechanical incentives. They seek out every legal method of getting the desired high scores, whether rolling and rerolling until they get what they want, using the aforementioned generous generation methods, using wish spells, magic tomes, or anything else the Dungeon Master permits. The result is not a world in which humans remain the assumed norm, with demihumans as colorful exceptions. Instead, you get a world in which ability scores creep upward across the board, because the game itself makes it clear that high scores are not merely beneficial but necessary to avoid being mechanically shortchanged.

In other words, this approach doesn’t preserve the humanocentric assumptions Gygax continued to claim were his rationale. Instead, it undermines it and encourages players of demihuman characters to look for every loophole possible to achieve their ends. Most importantly, it takes what had originally been a blunt piece of design – demihumans shouldn't outshine humans – and replaces it with something far more corrosive: a system that appears to be about setting and balance, but is instead about gaming the numbers.

Needless to say, I was not a fan of this article or this part of Unearthed Arcana when it was eventually published and I'm not a fan of it now. I understand why Gygax may have felt the need to write it, but that does little to affect my feelings in a positive direction. This wasn't the first time this had happened, of course, nor would it be the last, but, in retrospect, it seems clear that we were probably lucky never to have got a Gygaxian Second Edition. I suspect it might not have liked it as much as I imagined I would have at the time.

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