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In Basic, humanity's biggest strength was that they were the only race that could actually take classes like [[Fighter]], [[Thief]] or [[Wizard|Magic-User]]. Other races, like [[Elf]], [[Dwarf]], [[Halfling]], [[Goblin]], [[Orc]], [[Gnoll]], etc were treated as classes in their own right, and often relied on [[Variant Class]] analogues to expand their options. For example, Dwarves could be taken as Dwarf-[[Cleric]]s, who were like Clerics, but better fighters, unable to turn undead, could reach 12th level and, oh yeah, they were mandated to '''avoid''' casting spells where non-dwarves could see them do it unless it was a matter of life and death.
In Basic, humanity's biggest strength was that they were the only race that could actually take classes like [[Fighter]], [[Thief]] or [[Wizard|Magic-User]]. Other races, like [[Elf]], [[Dwarf]], [[Halfling]], [[Goblin]], [[Orc]], [[Gnoll]], etc were treated as classes in their own right, and often relied on [[Variant Class]] analogues to expand their options. For example, Dwarves could be taken as Dwarf-[[Cleric]]s, who were like Clerics, but better fighters, unable to turn undead, could reach 12th level and, oh yeah, they were mandated to '''avoid''' casting spells where non-dwarves could see them do it unless it was a matter of life and death.


In Advanced, again, humanity's only major strength was their lack of penalties; humans alone could take any class to any level, whereas other races could only take specific classes, and could only rise to certain levels within those classes. It's unclear just how viable this was, because nobody seemed to really like the idea of non-humans having level limits based on their race; [[Baldur's Gate]] and [[Icewind Dale]] both dropped that mechanic like a hot potato, and even within D&D, there were some treading on humanity's toes - for example, whilst the [[Paladin]] was envisioned as a human-only class, several races were released that could also become paladins, namely [[Rakasta]], [[Lupin]]s, and [[Saurial]]s. Humans also had unique [[multiclassing]] mechanics in the form of Dual-Classing, which involved basically completely stopping your advance in one class and starting over from scratch in another one. Which, if you weren't using level limits, was demonstrably inferior to the demihuman ability of multiclassing, where you progress in multiple classes ''simultaneously''.
In Advanced, again, humanity's only major strength was their lack of penalties; humans alone could take any class to any level, whereas other races could only take specific classes, and could only rise to certain levels within those classes. It's unclear just how viable this was, because nobody seemed to really like the idea of non-humans having level limits based on their race; [[Baldur's Gate]] and [[Icewind Dale]] both dropped that mechanic like a hot potato, and even within D&D, there were some treading on humanity's toes - for example, whilst the [[Paladin]] was envisioned as a human-only class, several races were released that could also become paladins, namely [[Rakasta]], [[Lupin]]s, and [[Saurial]]s. Humans also had unique [[multiclassing]] mechanics in the form of Dual-Classing, which involved basically completely stopping your advance in one class and starting over from scratch in another one. Which, if you weren't using level limits, was demonstrably inferior to the demihuman ability of multiclassing, where you progress in multiple classes ''simultaneously'' from character creation.


In 3e, humanity again had no ability score modifiers. However, a trend started that would influence the next three editions (and one spin-off); human versatility was given a mechanical basis, with humans now gaining a bonus feat at character creation, an expanded array of skill points (+4 at first level, +1 at each level), and having a [[Favored Class]] of Any, allowing them to multiclass freely and without suffering XP penalties if they weren't taking levels in their "iconic" class.
In 3e, humanity again had no ability score modifiers. However, a trend started that would influence the next three editions (and one spin-off); human versatility was given a mechanical basis, with humans now gaining a bonus feat at character creation, an expanded array of skill points (+4 at first level, +1 at each level), and having a [[Favored Class]] of Any, allowing them to multiclass freely and without suffering XP penalties if they weren't taking levels in their "iconic" class.

Revision as of 01:36, 8 November 2018

Humanity: everybody's friend. Also, no hard feelings guys. Happy human songs are about killing invading humans too.

"Humans need fantasy to be human. To be the place where the falling angel meets the rising ape."

Terry Pratchett, Hogfather

"I'M A PIONEER! I'M AN EXPLORER! I'M A HUMAN, AND I'M CUMING!"

– Alex Jones

Humans (Scientific name Homo sapiens, "Inferior/simple-minded race" as seen by your generic super-intelligent and advanced race, "weak/frail race" as seen by your generic war-mongering race, and "Nom noms" as seen by the race that only exists to consume and grow) are a species of bilaterally symmetrical carbon-based creatures native to a small rocky planet orbiting Sol.

Humans have five appendages: the two longest ones underneath for locomotion, two more flexible appendages in the middle that split into very fine tentacles on the ends for manipulation, and a cranium up top for sensation. They stand upright and have nearly their entire cognitive organ contained within a bony shell inside the sensory limb, the rest of it in a bone sheathe in the middle "baggy" part. Humans on average stand erect between 1.6 and 2 meters in height, and mass between 50 and 100 kilograms.

Humans are descended from arboreal omnivores which migrated on the plains of a landmass in the Eastern hemisphere. They have gender dimorphism: females are smaller by 9% on average, only males have protrusions at the base of the locomotor limbs, and nearly all mature females have two protruding subdermal glands on their front thorax near the base of the manipulation limbs. A good amount of data from various competitions and world records based on gender have also shown human sexual dimorphism also extends to attributes of physical fitness. For example, males are slightly faster and considerably stronger than females, while females possess greater resistance to diseases. Both are particularly obsessed with mating.

...Okay, but seriously.

Now on to the REAL reason you're on this page.

Humans are a playable race in almost every game, which is a complete mystery to most species. If you're going to imagine your character as a gunfightan, spell-slingan, wall-vaultan, asskickan superman, what's the point of suddenly slapping that little bit of realism in there? Therefore, they are largely overlooked in most games (except for 3.5e D&D players who HAD to have that extra first-level feat). Indeed, most descriptions of the species for playable races go something like "they're just like humans, except for this." Most of the time, you'll honestly prefer some of the actual DEFINING TRAITS that come with playing another race, whether it's Never-Say-Die Elfdar vehicles (as opposed to Space Marine 14-armor dickery) or some kind of crazy mutation/horns/dragon wings. Basically, the benefits can never truly erase the boredom you'll get from still being a human, despite all your other options.

Humans are represented in most games as the most balanced and widespread race, which is a blatant bit of self-flattery, or it can be read to mean that they are the most mediocre and suck equally at everything. Most notable can be in D&D 2.0, in which every race had a given benefit, save the humans who had nothing (unless you count the ability to be any class and reach max level in any of them, whereas other races had restricted classes and restricted levels in said classes - but then, everyone hated that rule and homebrewed it out anyway). When they ARE given distinct advantages, is to be more versatile, adaptable or "jack-of-all-trades" than other bipeds, which is kind of a non-advantage: "we didn't know what to give you, so here's a gift certificate at the local racial feature shop to buy something." You would think that humans' exceptional endurance compared to other Earth species would come into play, (we are one of the best long distance runners in the whole animal kingdom), but it never does; though there is a difference between animals and sapient humanoid races such as elves and dwarves.

Oh, also Humanity Fuck Yeah.

Human Special Rules

  1. In every scifi movie and game involving aliens, humans MUST suck.
    No exceptions. Unless they're grimdark psycho-indoctrinated, genetically enhanced, Catholic Space-Nazis, an evil(er) version of thereof or the grimdark psycho-indoctrinated, genetically enhanced, Catholic Space-Nazis big brother. In which case, they're the best damn things in the setting where combat is concerned. In every fantasy movie and game involving elves, dwarves, goblins, etc. humans MUST be boring. No exceptions. Elves are the tall fast guys with great magic who live in the trees, Dwarves are the short strong guys with badass technology who live in the tunnels, humans are the boring medium guys with absolutely nothing special and completely average stats.
    • Unless this is John Carter of Mars in which the title human is an unstoppable one man army, who can kill four armed giant bug Martians with ease. Or if it's Middle Earth (if you don't think the Edain are awesome, you probably don't know enough about the setting), or Star Wars (where the humans are the most powerful, diverse, and influential race in the setting), Star Trek (where the humans are the ones responsible for much of the good stuff in the setting), or Avatar (where the humans are awesome, but portrayed as villains for being pragmatic).
  2. Humans always have the crappy weapons when fighting technologically advanced/intelligent xenos(eg: Halo - Bullets vs. Plasma. Warhammer 40,000 - factory-built flashlights vs. alien ninja-star guns/living poison guns/cursed-soul-shooting guns). In the case of simple-minded/primitive xenos, the humans must be eaten/dismembered/eviscerated/disemboweled/some combination thereof by said xenos (eg: Bugs vs Mobile infantry, Xenomorphs vs Colonial Marines). In fantasy, humans always have the boring practical weapons when fighting any other race (eg: Humans vs Elves or Dwarves - Long swords and crossbows vs. magic bows and badass knives or giant hammers and axes and cannons).
  3. in video games especially but in table top and roleplaying as well, humanity's special trait is always brute force. We're never as fast as the space elves, but we always build really big guns, sometimes ones that are utterly massive and massive humanoid robots covered with weapons. As another example, when I Say "elf" you think Archers in the woods, but when I say "Fantasy Human" you think a Knight in full plate mail atop a horse, effectiveness may vary but humans' trait is normally thick armor and hitting hard.
  4. Compared to any other race, Humans must always be subjected to horrendous deaths in any war, real or fiction, by the hundreds, and often disproportionately to their involvement in said war.
  5. In every work that involves armed fictional conflict, there must always be one heavily plot-armored character that can beat the odds no matter how retardedly outnumbered and outgunned he is. This character is human if humans are involved in the conflict at all.
  6. In almost every setting where humans are not fanatical racist nut jobs, human are always the ones most likely to reproduce outside their species. If someone says they're a half-elf, dragon or demon, you never need to ask what the other half is. Among the first questions any human asks upon discovery of a new sapient is "Can I have Sex with it?", and then humans also ignore all rules of logic and genetics by managing to have kids with it.
  7. In most fantasy settings, humans create various "Western-European-like" nations, one "Middle-East-like" nation and one "Far-East-almost-always-Japan-like-because-weeaboos" nation.
  8. Despite any inferiority to other races; Humans ALWAYS WIN. ALWAYS, in the end of it all. Either by the efforts of pre-mentioned Mary Sue or through the well-honed tactic of drowning their enemies in their own blood and corpses. This is because we can't win any other way, unless you're SPESS MARHEENS (That's a fact). In rare cases conflict spans for a few centuries, and the setting it happens in isn't in medieval stasis, humans win through their adaptability due to their short lifespans combined with sufficient intellect, while more long-living races fail to change their society in response to evolving technology, even if they happen to out-science humans (which they usually don't), and less intelligent races get wiped out or enslaved due to the giant technological edge humans have against them.

Also, our butthurt knows no fucking bounds.

Media That Prominently Feature Humans

Humans tend to adopt different styles in different settings. These humans come from the Demiplane of Dread, for example.

All of them. No really, all of them (almost). It's only natural that the only intelligent race we know of is the one we add everywhere and into everything. The reason for this can be numerous - It makes it easy to relate to it for most people when your race is represented, and since we are the only intelligent race we actually know, humans are the only template we can work off of.

Well, Dragonlance, but then, they had Kender, so...

Some do it more than others, tho - e.g, everybody knows that DnD only has the Human race because some people are too xenophobic to play an actual interesting race, while other media, like in 40k, humans are the best goddamn thing ever.

Human mating practices

We do have these. The writers of this wiki have not studied them. Why should we?

In role-playing games, humans (especially those of the bard class) tend to be the most fertile race, and the one most amenable to interspecies romance and cross-breeding (rivaled only by dragons).

P.S. If you don't know how babies are made just ask your parents what "fucking" is. They will be delighted to give you a detailed explanation.

Humans in D&D

In Dungeons & Dragons, humanity's "hat", or singular defining racial trait, is "Versatility". What this means in practice varies from edition to edition, but it generally means that humans may not get the specific bonuses that certain races do, but they don't get any penalties, either.

In Basic, humanity's biggest strength was that they were the only race that could actually take classes like Fighter, Thief or Magic-User. Other races, like Elf, Dwarf, Halfling, Goblin, Orc, Gnoll, etc were treated as classes in their own right, and often relied on Variant Class analogues to expand their options. For example, Dwarves could be taken as Dwarf-Clerics, who were like Clerics, but better fighters, unable to turn undead, could reach 12th level and, oh yeah, they were mandated to avoid casting spells where non-dwarves could see them do it unless it was a matter of life and death.

In Advanced, again, humanity's only major strength was their lack of penalties; humans alone could take any class to any level, whereas other races could only take specific classes, and could only rise to certain levels within those classes. It's unclear just how viable this was, because nobody seemed to really like the idea of non-humans having level limits based on their race; Baldur's Gate and Icewind Dale both dropped that mechanic like a hot potato, and even within D&D, there were some treading on humanity's toes - for example, whilst the Paladin was envisioned as a human-only class, several races were released that could also become paladins, namely Rakasta, Lupins, and Saurials. Humans also had unique multiclassing mechanics in the form of Dual-Classing, which involved basically completely stopping your advance in one class and starting over from scratch in another one. Which, if you weren't using level limits, was demonstrably inferior to the demihuman ability of multiclassing, where you progress in multiple classes simultaneously from character creation.

In 3e, humanity again had no ability score modifiers. However, a trend started that would influence the next three editions (and one spin-off); human versatility was given a mechanical basis, with humans now gaining a bonus feat at character creation, an expanded array of skill points (+4 at first level, +1 at each level), and having a Favored Class of Any, allowing them to multiclass freely and without suffering XP penalties if they weren't taking levels in their "iconic" class.

Pathfinder played with this idea; whilst no longer the same Skill Monkey (they only get +1 skill point at every level starting from first), and with Favored Class no longer existing, they still gain that bonus feat - and now they get a +2 to any one ability score of their choice.

Ironically, 4e did something similar: humans in that edition gained a +2 to a single ability score of their choice, and then progressed with a bonus skill (because in 4e you're either proficient in a skill or not, there's no ascending scale anymore), a bonus feat, a +1 to all three of their NADs, and a bonus At-Will power from their chosen class. This actually makes humans a pretty powerful race choice in their own right. Like the half-elf, humans got the option to take their own racial power instead of their bonus at-will; Heroic Effort lets them, once per encounter, add a +4 bonus to the result of either a missed attack roll or a failed saving throw.

Unfortunately, 5e basically broke down here. There are two different mechanical versions of humans in 5th edition; the standard human just gets a +1 to all six ability scores, which is... not bad, but pretty low-down on the useful scale. Then there's the variant human, who instead gets a +1 to two ability scores of their choice, a bonus skill proficiency (5e skills working mostly like 4e skills) and a bonus feat. This makes variant humans the race of choice for power gaming, simply because feats in 5e are extremely powerful and other races can't get them until several levels into the game - and even then, only at the expense of an increase in ability scores.

Dungeons & Dragons 1st Edition Races
Basic Set DwarfElfHobbitHuman
Creature Crucible 1 BrownieCentaurDryadFaunHsiaoLeprechaunPixiePookaRedcapSidheSpriteTreantWood ImpWooddrake
Creature Crucible 2 FaenareGnomeGremlinHarpyNagpaPegataurSphinxTabi
Creature Crucible 3 KnaKopruMerrowNixieSea GiantShark-kinTriton
Dragon Magazine CaymaGatormanLupinN'djatwaPhanatonRakastaShazakWallara
Hollow World BeastmanBrute-ManHutaakanKrugel OrcKubittMalpheggi Lizard Man
Known World BugbearGoblinGnollHobgoblinKoboldOgreTroll
Dungeons & Dragons 2nd Edition Races
Core DwarfElfGnomeHalf-ElfHalf-OrcHalflingHuman
Dark Sun AarakocraHalf-GiantMulPterranThri-kreen
Dragonlance DraconianIrdaKenderMinotaur
Mystara AraneaEe'arEndukLizardfolk (CaymaGurrashShazak) • LupinManscorpionPhanatonRakastaTortleWallara
Oriental Adventures KorobokuruHengeyokaiSpirit Folk
Planescape AasimarBariaurGenasiGithyankiGithzeraiModronTiefling
Spelljammer DraconGiffGrommamHadozeeHurwaetiRastipedeScroXixchil
Ravenloft: Broken OneFlesh GolemHalf-VistaniTherianthrope
Complete Book Series AlaghiBeastmanBugbearBullywugCentaurDuergarFremlinFirbolgFlindGnollGoblinHalf-OgreHobgoblinKoboldMongrelfolkOgreOgre MageOrcPixieSatyrSaurialSvirfneblinSwanmayVoadkynWemic
Dragon Magazine Half-DryadHalf-SatyrUldraXvart
Dungeons & Dragons 4th Edition Races
Player's Handbook 1 DragonbornDwarfEladrinElfHalf-ElfHalflingHumanTiefling
Player's Handbook 2 DevaGnomeGoliathHalf-OrcShifter
Player's Handbook 3 GithzeraiMinotaurShardmindWilden
Monster Manual 1: BugbearDoppelgangerGithyankiGoblinHobgoblinKoboldOrc
Monster Manual 2 BullywugDuergarKenku
Dragon Magazine GnollShadar-kai
Heroes of Shadow RevenantShadeVryloka
Heroes of the Feywild HamadryadPixieSatyr
Eberron's Player's Guide ChangelingKalashtarWarforged
The Manual of the Planes Bladeling
Dark Sun Campaign Setting MulThri-kreen
Forgotten Realms Player's Guide DrowGenasi
Dungeons & Dragons 5th Edition Races
Player's Handbook DragonbornDrowDwarfElfGnomeHalf-ElfHalf-OrcHalflingHumanTiefling
Dungeon Master's Guide AasimarEladrin
Elemental Evil Player's Guide AarakocraGenasiGoliathSvirfneblin
Sword Coast Adventurer's Guide DuergarGhostwise HalflingSvirfneblinTiefling Variants
Mordenkainen's Tome of Foes Baatific TieflingsDuergarEladrinGithyankiGithzeraiSea ElfShadar-kaiSvirfneblin
Volo's Guide to Monsters AasimarBugbearFirbolgGoblinGoliathHobgoblinKenkuKoboldLizardfolkOrcTabaxiTritonYuan-Ti Pureblood
Eberron: Rising from the Last War BugbearChangelingGoblinHobgoblinShifterWarforged
Guildmaster's Guide to Ravnica CentaurElfGoblinHumanLoxodonMinotaurSimic HybridVedalken
Mythic Odysseys of Theros HumanCentaurLeoninMinotaurSatyrTriton
Plane Shift: Amonkhet AvenKhenraMinotaurNaga
Plane Shift: Innistrad Human
Plane Shift: Ixalan GoblinHumanMerfolkOrcSirenVampire
Plane Shift: Kaladesh AetherbornDwarfElfHumanVedalken
Plane Shift: Zendikar ElfGoblinHumanKorMerfolkVampire
One Grung Above Grung
Astral Adventurer's Guide Astral ElfAutognomeGiffHadozeePlasmoidThri-kreen
Dragonlance: Shadow of the Dragon Queen Kender
Unearthed Arcana GlitchlingMinotaurRevenant
The Races of Pathfinder
Player's Handbook: Dwarf - Elf - Gnome - Half-Elf - Half-Orc - Halfling - Human
Advanced
Race Guide:
Aasimar - Catfolk - Changeling - Dhampir - Duergar
Drow - Fetchling - Gillman - Goblin - Grippli - Hobgoblin
Ifrit - Kitsune - Kobold - Merfolk - Nagaji - Orc - Oread
Ratfolk - Samsaran - Strix - Suli - Svirfneblin - Sylph
Tengu - Tiefling - Undine - Vanara - Vishkanya - Wayang
Bestiaries: Android - Astomoi - Caligni - Deep One Hybrid - Gathlain
Gnoll - Kasatha - Munavri - Naiad - Orang-Pendak
Reptoid - Rougarou - Shabti - Trox - Yaddithian
Adventure Paths: Being of Ib - Kuru
Inner Sea Races: Ghoran - Monkey Goblin - Lashunta - Skinwalker
Syrinx - Triaxian - Wyrwood - Wyvaran
Ultimate Wilderness: Vine Leshy
Blood of the Sea: Adaro - Cecaelia - Grindylow - Locathah - Sahuagin - Triton
Planar Adventures: Aphorite - Duskwalker - Ganzi
The Races of Starfinder
Core Races: Android - Human - Kasatha - Lashunta - Shirren - Vesk - Ysoki
Legacy Races: Dwarf - Elf - Gnome - Half-Elf - Half-Orc - Halfling
Expanded Races: Aasimar - Amrantah - Anassanoi - Astrazoan - Bantrid - Barathu - Bolida - Borai - Brakim - Brenneri
Cephalume - Contemplative - Copaxi - Damai - Dessamar - Dirindi - Draelik - Dragonkin - Dromada
Drow - Elebrian - Embri - Endiffian - Espraksa - Ferran - Formian - Ghibrani - Ghoran - Goblin - Gosclaw
Gray - Haan - Hanakan - Hobgoblin - Hortus - Ifrit - Ijtikri - Ikeshti - Ilthisarian - Izalguun - Kalo - Kanabo
Kayal - Khizar - Kiirinta - Kish - Maraquoi - Morlamaw - Neskinti - Nuar - Orc - Oread - Osharu - Pahtra
Phentomite - Quorlu - Ramiyel - Raxilite - Reptoid - Ryphorian - Sarcesian - Sazaron - Screedreep
Scyphozoan - Selamid - Seprevoi - Shakalta - Shatori - Shimreen - Shobhad - Skittermander - Spathinae
SRO - Stellifera - Strix - Suli - Svartalfar - Sylph - Telia - Tiefling - Trinir - Trox - Undine - Uplifted Bear
Urog - Varculak - Verthani - Vilderaro - Vlaka - Witchwyrd - Woioko - Wrikreechee
Notable Species of Warhammer 40,000
Major: Eldar Dark Eldar Humans Abhumans Necrons Orks Tau Tyranids Genestealer Hybrids
Minor: Anthrazods Ambull Araklionid Barghesi Banelings Bale Childer Brachyura Drahendra Caradochians
Cimmeriac Cryptos Cythor Fiends Demiurg Donarathi Drugh Dracoliths Drax Enoulian
Enslavers Formosian Fra'al Galg G’nosh Greet Gykon Hrenian Hrud
Ji'atrix Jokaero Jorgall K'nib Kathaps Khrave Kinebrach Kroot L'Huraxi
Lacrymole Laer Lelith Loxatl Medusae Megarachnids Morralian Nagi Nekulli
Nicassar Old Ones Poctroon Q'Orl Rak'gol Rangda Ranghon Reek Reptos
Saharduin Saruthi Scythian Simulacra Slann Slaugth Sslyth Stryxis Tarellian
Thexian Thraxian Thyrrus Tushepta Umbra Ur-Ghul Vespid Watchers in the Dark Whisperers
Xenarch Yabi-Yabi Yu'Vath Zoats Viskeons