Old-school games sometimes leverage the concept of race-as-class (also known as ancestry-as-class). An elf or a dwarf could be a character choice functionally equivalent to (and exclusive of) a class like cleric or magic-user.
Later editions of the game separate ancestry and class as distinct categories on separate axes; classes are defined by advancement, while ancestry is (usually) inherent and unchanging. But ancestry-as-class maintains its appeal in some OSR systems, as it simplifies character creation and makes it easier to “play up” what is distinctive about a non-human character. And other games have tried to find a happy medium between these approaches.
In that spirit, here’s an alternative way to split the difference between modern and old-school; pick two out of three among ancestry, class, and background, and just drop the third.
Ancestry and class, but no background. This is already implicitly pretty common in D&D. D&D 5E’s backgrounds are one of its better game design structures, but many players pay them little heed. They choose a background at character creation in order to pick up an extra proficiency or two, then forget about them soon after. Ancestry plus class, with no background, just formalizes this implicit choice. Whatever this PC did before the dungeon, it isn’t relevant to their new life of adventure.
Both are dwarves, but their backgrounds are very different.
Ancestry and background, but no class. This is something like ancestry-as-class in old-school play, but with a background to give the character some more texture. Part of the appeal of ancestry-as-class is that it can take powerful abilities like darkvision, underwater breathing, or even flight and cordon them off from complementary class choices. Adding a background helps distinguish one dwarf from another, and give them a bit more personality. It’s easier to put some more mechanical weight on backgrounds too; one can extrapolate from the flavor text and ribbon abilities of the 5E backgrounds and imagine ways they would be more prominent in play without classes sucking up all their oxygen.
Class and background, but no ancestry. Obviously a character still has an ancestry. This choice simply means it isn’t mechanically relevant. In old-school D&D, this is something like what a human fighter or human wizard was; it was just taken for granted that humans were a “blank” in terms of ancestry, and possessed no special powers. But in modern play (or in games that mix play styles), that is worth reconsidering, because those games have tended to give humanity some mechanical heft (for example, a bonus feat in 5E). It takes a little extra work to reason out what an elf with no elf powers or a dwarf with no dwarf powers looks like, but I think it is possible. For example, a class-plus-background character may nominally be a dwarf, yet does not possess signature abilities like darkvision because they grew up on the surface, or in a subgroup of dwarves who otherwise just don’t naturally have darkvision.


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