Hello, It's been proposed several times now to split classes and races. Races would provide certain intrinsics, classes would provide others. I will execute the whole project if there is a consensus in favor (though I'll be glad to have help.) My idea is that a player would first choose a race for his char, and then choose a class, much like it is done now. In fact, I could implement this without changing any code at all by simply having the players appear in a room in which they have to walk into a teleporter to pick their class. Then they'll appear in a room and their start equipment will be inserted. I propose the following races: http://langmuir.eecs.berkeley.edu/~peterm/Race.html In this table, the column "net stat+" are the sum of the stats except Cha, which is ignored. For all races, this sum is zero except for two: Fireborn and Quetzalcoatl. Quetzalcoatls get +5 stats as compensation for never being able to us armor. Fireborn get +10 stats as compensation for never being able to use armor or weapons. The table mostly reflects what each "race" has now, with some changes: New: trolls, gnome. Trolls get +2 hp regen but pay for it with Vuln fire. Fireborn get +2 sp regen. Elf get +1 sp regen. Several races get infravision of various sorts. Every race has a sort of niche except humans. Also, I added some spell paths attuned/denied/repelled. For Classes: http://langmuir.eecs.berkeley.edu/~peterm/Class.html Class choice would further redistribute stats, but not so extremely as race, and adds no specials or intrinsic except the monk, which cannot use weapons. Once again, stat totals are 0 (ignoring Cha), except for Monk, which gets stats +5 as compensation for not being able to use weaponry. Discussion: (On Races) The Wraith seems strong, with so many immunities and a protection. However, a vulnerability to Fire is very debilitating, and the inability to use fire spells is also. The immunities are not all that strong and all make "sense" for an undead creature. Quetzalcoatls and Fireborn are interesting because of their intrinsic abilities, but the fact that they can't use {armor, armour|weapons} makes them rather difficult to play at high levels, even with the compensation of higher stats and their immunities. With its +2 hp regeneration, the Troll seems like the fighting char of choice: however, an innate vulnerability to fire might make the Dwarf preferable. Elves are attractive as spellcasters, and physically beautiful. Their magical nature gives them a faster sp regen rate. Halflings are a natural for a thief. My problem is that humans seem very boringly vanilla: what could make them an attractive choice? Discussion on Classes: The stat biases for classes are much less strong than for races, and no special intrinsic abilities are granted, with the exception of the monk, who cannot use weapons. Various appropriate beginning items and skills are granted to each class. PeterM